Pan Dimensional Pub (2016-2019)

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Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Yesterdays Bar & Grill (Open RP)

Post by Jackal »


  • When the hulking mismatched cyborg turns to face the occupants of the bar the ol'Juicer laughs aloud. Motioning the big ol'bag of muscle and metal over with a friendly wave the Juicer says, "Any time Bohb has to look up to someone, it's a good day indeed. Join us new guy. What SET are you in?"

    After addressing the big'n Fell says to Zakkael: "Broken heart. No. Heh. What have I done? Burned the enemy of the Legion. Often. Quite often. My day approaches. My final day. Names Sgt. Fell, first SET. Thank you for asking after me. Only time, whiskey and more missions can save me. Not from death. From boredom. There seems to be a lot of new people around."

    Fell raises his glass to the three ladies.

    "You three look adventurous, join us? The monster, angel and demon, we don't scare you do we, for a drink?"

    Fell nods at the Helm of Sayeen on the Cyberknight table and tosses back a drink.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
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Kamen Writer
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Posts: 14
Joined: Tue Jun 27, 2017 7:36 am
Location: SE Michigan

Re: Yesterdays Bar & Grill (Open RP)

Post by Kamen Writer »

John eyes darted to the Juicer when he called. He nodded acceptance to the invitation and lumbered over to meet him. The old Timberjack gently moved away a couple chairs and pulled over a nearby barrel while the soldier downed his drink. Before taking his makeshift seat, John tucked in his arm to make the space between the Juicer fit for a handshake.

“Thanks for the invite, fella. Name’s John. Ain’t got a team yet, but Miss Elle tells me that won’t last long. Hows about I get next round?”

John stole a peek at the ladies the old soldier invited over. They seemed far less keen to accept the fella’s kind offer than before he tromped over to them. Back at the bar a smiling Bohb and gagging workers marched the pile of fish back to the kitchen.
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Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Yesterdays Bar & Grill (Open RP)

Post by Jackal »

The old Juicer laughs and quietly says, "Don't you fret. I basically dared them. I asked if they were scared. I guarantee they will respond to that and come over. Not assigned yet?! Well I will talk to a few people and get the ball rolling! We need people in the field."

The Juicer grumbles about bureaucrats and calls to the Larmac bar tender: "Drinks Mayor Roberts!"

Chuckling Fell grins at John, "I knew him when he was a Mayor of a City out west haha."

"Zakk! We need ladies at the table, don't do anything strange."

Looking over at the three beautiful ladies Fell says: "Bok bok? Or ya coming?"
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
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Zakkael
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Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: Yesterdays Bar & Grill (Open RP)

Post by Zakkael »

Zakkael grins at the wit of the aged young man. "I see the juice has taken its toll, but not on your spirits. Good to see. Your deeds are accounted in Heaven. Not all who deal death are murderers. The path to a brighter tomorrow often must weave through the battlefields, as evil is not swayed by kind words and diplomacy. I do wonder, though...which of us three is the demon?" He thinks his joke is funnier than it actually was, judging by his laughter. After a moment, he composes himself.

"John! Now that is a fine name. Strong. Pure. Welcome! I am Zakkael. I'm sure one of your might will be placed on an active duty, and that right soon. In the mean time, enjoy the company, and enjoy the spirits. They seem to flow freely here! Bohb! I'll do another of this fine red!"

He smiles at Fell, raising a glass. "To fine reds! I don't believe you would be referring to the wine, Sergeant. Godspeed." He glances at the young ladies, then whispers to Fell. "I might watch the one with the longer red hair. She might...never mind. Good luck, friend." Grinning to himself, he tips the glass up, emptying the last of the wine down his throat before looking for another.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Jude Maverick
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Yesterdays Bar & Grill (Open RP)

Post by Jude Maverick »

ImageImageImage

The three teenage girls sharing shots of tequila at the bar looked up at the old man that came into the bar.

“No way he’s twenty-three,” Sierra said. “I mean, he’s old! she commented. “Like, over thirty old.”

“Well, I only hatched a month ago,” Alenys pointed out.

“But you’re a dragon,” Sierra reminded.

“I haven’t forgotten.”

"The place looks ... nice. Yesterdays? A play on the Tomorrow Legion name? Or just missing being a Mayor?" the old man said.

Fell used a handkerchief to dab at a drop of blood from his nose.

As the music softened and stopped, the juicer looked around. "Whoever picked the music, I like it. Play more please and I'll buy the next round."

“That was us!” Kim piped up. “And Yesterday is an old song.” Kim flushed as everyone looked at her. “My dad likes all that old stuff,” she murmured, going over to the jukebox again. She studied the songs and found the one she’d mentioned, Yesterday, by some group named after bugs.

https://www.youtube.com/watch?v=jo505ZyaCbA

Kim picked a second song to play after that, since it was short, and Hearts Devoured by Steampunk Zombies would come on next.*

Sierra grinned. “Free drinks!” She saluted this Fell guy with a shot of tequila.

Just then the pub door opened. Apparently it had started storming out. Some kind of stench wafted in after the...massive figure that stomped inside. “Damn, someone woke up on the wrong side of ugly this morning,” Sierra commented as the man stomped up to the bar. “Hey! Drinking here!” she protested as he slopped down a bunch of dead fish. “Okay, I think I’m off sushi forever.”

“Coming right up. Take a seat anywhere that’s comfortable. Except the one with the helmet,” the bartender Bohb told the big ugly.

“Why can’t we sit at that table?” Sierra asked Kim and Alenys.

Both girls shrugged. “I’ve never been here before,” Kim reminded.

“That helmet looks pretty cool. I wanna try it on,” Sierra said. “Why don’t we sit at the table? I mean, no one is using it. Why let them tell us what to do?”

“I don’t know, Sierra…” Kim shifted nervously.

Fell raises his glass to the three ladies. "You three look adventurous Join us? The monster, angel and demon, we don't scare you do we, for a drink?"

Sierra straightened up a bit. “No, nothing scares us,” she boasted. Her green eyes actually flashed a bit of fire at his challenge. “If you’re buying, sure.” She and the other girls move down to Fell’s end of the bar. “So they call you Fell?” she asked, giving him a flirty, freckled smile. He might be old, but he wasn’t fugly, at least. A little flirting couldn’t hurt if it got them free drinks. And she was still worried about that message from Whykin. Maybe she could get this guy to find out what it was.

Alenys gazed a bit unnervingly at the old man, studying him. Kim gave him a shy smile and wave. “Thanks,” she said. She really hoped he didn’t know her dad and told him she was at the pub drinking. She glanced a bit nervously at the big, blue-skinned cyborg. He was creepy as hell!

***

*For music, think of Halestorm, Evanescence, or Within Temptation. Female lead, metal, more melodic or orchestral than screaming.

https://www.youtube.com/playlist?list=P ... e-N_oXUb0x
https://www.youtube.com/playlist?list=P ... LRIdC8Ki5c
https://www.youtube.com/playlist?list=P ... Y3XfvbpvR7
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Yesterdays Bar & Grill (Open RP)

Post by Jackal »


  • Fell nods at Zakkael, "Thank you, enjoy! I refereed to me as the demon...anyway....John I hope that Bohb gets his rear in gear and cooks some of that catch!"

    Looking at the three ladies as they sit down at the table the Juicer smiles, "Fell, is my last name. Severin is my first. Oh I am 23 as that lug-head Larmac says. Thanks Bohb! Sierra let me buy you a drink and tell you who that helmet belongs to. Why no one, not even this old Juicer, dares sit at the Cyber Knights table."

    Leaning back in his chair the Juicer runs his hand through his spiky short white hair and gives a devilish grin to Sierra.

    "Seriously like this wicked music. Where are you ladies from? I originally am from Kingsdale but have been literally everywhere but there since the day I became a Juicer. Off world, and all over the old USA now for the Legion. Sorry....BOHB Drinks!"

    The Juicer, Fell, buys a round for everyone at the table. He will tell the tale of Sir Sayeen the Cyber Knight if its of interest, in regard to the helm, and he will listen to hear what the others have to say with a genuine smile on his face. Giving equal time and interest to what everyone has to say, he does seem to return his eyes to Sierra a little more often than the others.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
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Moira O'Dugan
Posts: 95
Joined: Mon Mar 27, 2017 8:39 pm

Re: Yesterdays Bar & Grill (Open RP)

Post by Moira O'Dugan »

Moira finishes her sixth beer and smiles raising her glass.

"How about some whiskey me boy-oh!"
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk
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Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Yesterdays Bar & Grill (Open RP)

Post by Jackal »

Fell grins at Moira.

"Yes my lady! Have some of mine. Aged a few hundred years. Join us!"
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
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Kamen Writer
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Posts: 14
Joined: Tue Jun 27, 2017 7:36 am
Location: SE Michigan

Re: Yesterdays Bar & Grill (Open RP)

Post by Kamen Writer »

John, takes his seat on the barrel and becomes still. Unease wells at the lifeless silence of the cyborg. It broke when a bucket filled with crushed ice and red bottles of soda is lugged to the table and placed before a smiling fisherman. Jon carefully plucks one and slides a metal thumb to peel off the cap.

“Thank ya’ kindly, ma’am.”

He quietly enjoyed a few bottles while the old soldier spun tale of a Cyber Knight and the weight carried that helmet. This simple moment was the greatest he had in a couple centuries. Among the living, sipping on sarsaparilla, hearing thoughts and tales, and no one needed killed. For his hundreds of years without war, this was the first day he had peace. He politely declined Fell’s third offer at spirits. Speaking for the first time in almost an hour, John lifted his fifth bottle of soda and second plate of fish.

“No need, Fell. Booze don’t work on me. Happy as a clam with these.”
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Moira O'Dugan
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Joined: Mon Mar 27, 2017 8:39 pm

Re: Yesterdays Bar & Grill (Open RP)

Post by Moira O'Dugan »

Fell wrote:Fell grins at Moira.

"Yes my lady! Have some of mine. Aged a few hundred years. Join us!"
Hears the young juicer call from a table and walks over with a big smile "a few hundred years you say? This drink is almost as 'ol as me self!"

Shoots the and grins

"Aaaah... 'Tis a good drink. Thank yee much lad." smiles and nods at Fell.
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk
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Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Yesterdays Bar & Grill (Open RP)

Post by Jackal »


  • Fell laughs, "A toast to your health then John and to your sarsaparilla, it leaves more rum and whiskey for me!"

    Winking at Moira the ol' Juicer says, "Nay, milady, I said it was a good hundred years old this whiskey. You darling cannot be more than two decades old at most."

    Standing up Fell raises his glass, "To all you old buggers who look far younger than me! May you find joy in the Legion and the Legion find your courage!"

    Fell motions to Bohb, "Its going to be a bender for me tonight. Storm clouds and Whiskey and FREINDS. Bring more booze ye ol Mayor of this bar! Quickly before my bio-comp counters the effects! Actually...."

    Fell lifts up the bio comp settings device and unplugs it from his harness chuckling.
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
User avatar
Moira O'Dugan
Posts: 95
Joined: Mon Mar 27, 2017 8:39 pm

Re: Yesterdays Bar & Grill (Open RP)

Post by Moira O'Dugan »

Moira lets out a laugh.

"You flatter me Lad. I am more than a few entries 'ol. I don't remember exactly how many but tiz a good long while. Not quite into the 4 digit length though I think."

Raises glass to Fell's toast. "May our drink run long and our fights be quick"
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk
Delete Account 1

Re: Yesterdays Bar & Grill (Open RP)

Post by Delete Account 1 »


  • The storm outside rushes inwards, into the bar, through the momentarily opened then closed door. The large shadow that steps inside turns and makes his way further into the bar.

    Bohb calls out: "Are you on duty Officer Grak?"

    The Grackletook raises an eyebrow and contemplates the Larmac's statement.

    "Seriously Bohb, how many times I got to say it? If I am in red, in Legion Security uniform, I am working. If I am not in red, I am not working. Are you color blind?"


    Image

    Shirtless, armed and wet from rain the Jin Ro D-Bee known simply as Grak hangs his dripping wet cowboy hat on a peg on the wall.

    The tall muscular D-Bee walks deeper into the room, nods at the female waitress named Erin and asks after her kid. Knowing people and their lives is important to Grak. A moment later the big guy sees Fell the Juicer and the "party" gathered around him.

    "Fell!"

    The Juicer looks up from tossing his bio comp PC onto the table and taking another aged whiskey bottle from Bohb's out stretched hands.

    "Grak! Still loving the Red Shirts Gig? Once you get tired of it you should join a SET!"

    Meandering over to "Fell's table" Grak chuckles and looks around at those assembled at the table.

    Seeing Moira he bows, "Milady. Fell always fights fast. Seen him down in Laredo once...sheesh".

    Nodding at Zakkael and John, Grak gives them both a friendly wave.

    Grak reaches out and drags a chair around to sit by Sierra and her two friends.

    "Sit!" says Fell.

    Grak nods at Fell.

    Dropping his weight into the chair he leans towards the young red hot lady to his right, "Sierra". Said in greeting he nods at her then reaches, slowly, into his cargo pants pocket and produces a disc.

    "Only copy here at the Legion. Original is back in Whykin, I cannot do anythin' bout that girl, but I can give this to you. I know the man in this video. Mr. uh, J, is a friend o'mine. I trust him. So I am trusting that this copy sent here should be given to you. Its a vid of a bunch of bastards getting ready to pop a young lady in a fire'n line. Do with it as you wish. Mayhap burn it. Only I have seen this vid here an' I think it should be burned for the betterment of the Legion. Which, I seriously hope you are looking to join and be a part of. Who we are is who we be. Be good young lady."

    Grak loses his serious look, winks at Sierra, and turns to face Fell letting the disc lay before the girl.

    "Fell, let me guess ... you told the Sir Sayenn story already? Every time huh." Grinning Grak tosses back a swig of the same Whiskey Fell is enjoying.

    Standing up Grak nods to each member of the table. "I have a long range recon to over see in the morning. Outskirts Security is never boring, especially now that we are patrolling more. G'nite to you all and don't let this Juicer swindle you in a card game after boozing you up!"

    A large smile on his face the Grackletooth moves, takes his hat off the peg, and heads for the door to leave.
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Kamen Writer
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Joined: Tue Jun 27, 2017 7:36 am
Location: SE Michigan

Re: Yesterdays Bar & Grill (Open RP)

Post by Kamen Writer »

John was still enough to almost fade into the scenery despite his size. Done with his meal, he silently watched the bar. The assortment of shapes and faces holding history with each other was almost dizzying. He could not recall anyone who spoke as much as Fell or with such complexity as Zakkael. Moira was also a delight, having never seen anyone at broad with muscle as he. Her accent reminded him of someone, though his fractured memories could not piece together a face or name.

With such a diversity of folk and skill, John wondered about the people who would be on his team. What shape and sort would they be? He thought about all he might cook for them on mission. What new constellations would they show him when sharing night watch? Then he thought about what would come for them in the dark.

What hateful minds would send soldiers, sorcerers, or savage beasts of kindred intent? What other malicious forces or foes wait for him to find them? Would the team still smile at the man who fried up eggs that morning once the saw what he could do? Miss Elle told him not to fret about such things. Still, it was clear in this world that took his sky he was the only one that looked like nightmare. What would happen when the found out how true their fear was? That in his world, he was the monster in the dark. He would never hurt any of these folks, but his first life taught him that never mattered. The legionnaires that found him never saw how he how easily he pulled apart the unit wearing metal skulls or the band of mages. What would happen when they saw the place in his head that felt like home? Would they stay after the Bell was rung?

John was so racked with nerves, he actually jumped when a hand lay on his. This, in turn, startled most of the table. His mismatched eyes tilted down to see one of the ladies with a face full of concern.

“Are you okay, John?”

He was still remembering that this was a place where someone might care to ask him such a thing when she continued.
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Zakkael
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Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: Yesterdays Bar & Grill (Open RP)

Post by Zakkael »

Zakkael chuckles to himself. "Did you hear that, John? The monster, the angel, and the demon. Fell is the demon, which makes you the angel! Congratulations on your promotion!" He pats the hulking man on the back and laughs out loud, enjoying the company of such good natured people.
Nodding to Grak, and returning the wave, Zakkael bids him safe patrol. "May the Light watch over you and reveal all you should see on your rounds."
He smiles, taking in the positive energy. Toasting every time a glass is raised, smiling, and laughing whenever possible.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
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Growler
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Re: Yesterdays Bar & Grill (Open RP)

Post by Growler »

"Do I smell Fish?"

Into the bar walks a bear... a Polar Bear... a TALKING polar bear, who ambles up to the bar and then stands up on his hind legs.

"Name is Noglik. New to the Castle here, and thought I'd stop in here for a bite to eat and to wet my whistle. Looking to join a SET, but that will have to wait until tomorrow. I would like some of that fresh fish I smell... don't bother cooking or cleaning them. I will eat them as is. I would also like a mug of whatever it is old metal jaw over there is drinking. By the look of him, I am guessing he would order something powerful enough that I might even be able to feel it."
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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Daniel
Daniel (Lars)
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Re: Yesterdays Bar & Grill (Open RP)

Post by Daniel »


Image
Into the bar walks a bear... a Polar Bear... a TALKING polar bear, who ambles up to the bar and then stands up on his hind legs.

Not quite sure what to think, Bohb lowers his triple barrel blaster down under the bar.

"Um, sure. Why not, a talking bear. Fish we got thanks to John. He's drinking sarsaparilla's that really the strong stuff you're looking for? Or you rather a few shots of the whiskey that old juicer sold me. That's strong stuff. Grakky I'm talking to a bear who wants to join a SET tomorrow, here, first shot for you and me is free."

Pouring out two shots, for himself and Noglik, the Larmac eyes the polar bear.

"You always been a bear bub?"
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Growler
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Re: Yesterdays Bar & Grill (Open RP)

Post by Growler »

"Na. This is just one of my working looks. Sometimes I am a Giant Spider. Sometimes I am a Saber Toothed Tiger. Sometimes, I am a Bull. Sometimes, I am a Tabby Cat. Best I can tell, I have some Divine Power in me that allows me to do this stuff. That, and heal myself. I wanted something that was strong, just for it to affect me. Since whiskey is the strongest you have, the sarsaparilla will affect me just as much as the whiskey. It will taste a whole lot better too."

When Noglik says each of the different forms, he briefly switches into the form mentioned, then back into the polar bear when done.

"With the Gifts I have, I need to help those who can't help themselves. I heard that the Legion is a good place to do it. You get support and pay while fighting the good fight. Do you happen to have any 'Coca-Cola? One of the Dimensions I travelled through had them, and they did taste good."
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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Daniel
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Re: Yesterdays Bar & Grill (Open RP)

Post by Daniel »


Image

  • Bohb looks at Raiden, "Sure, okay, here first is free."

    Looking at the white bear:

    "Um, koko-huh? No bub I got lots of stuff but none of that. Have a sarsaparilla.

    Dee-vine? Power. Crazy. I mean crazy cool. Here drink up. Fish on the way. That was crazy to see, the changing. Cool."

Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Growler
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Re: Yesterdays Bar & Grill (Open RP)

Post by Growler »

"Didn't there use to be a different bar around here... one that served some drinks stronger than whiskey? I heard that the bartender was named 'Spider' or something, and I had wanted to walk in as a Spider just to see his reaction. So who are the fine ladies? Are they SET members?"
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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Daniel
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Re: Yesterdays Bar & Grill (Open RP)

Post by Daniel »


Image

  • Talking with the Polar Bear the Larmac bar tender grins.

    "Lots of people still walk into the Legion Red Shirt HQ next door thinking its Spiders pub. Funny. But yeah, Spider was arrested, part of a bad outfit I guess, the Black Company.

    I don't really know who the ladies are."


    Pulling a menu of drinks out Bohb hands it over, "Lots to pick here. Whatcha want?"
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Re: Yesterdays Bar & Grill (Open RP)

Post by Jackal »


  • The Juicer does his best to add more whiskey into his system than his altered system can dump out. Super human equals super hard to get drunk. However, he does seem to be doing a good job of becoming drunk.

    "Hey Frosty! Join us fuzzy wuzzy, its a party you can't bear to miss. Come be merry with us and have a drink on me!"

    Fell points at the Polar Bear and motions him over.

    Looking around he also motions the ruffian named Raiden to come on over too.

    "Mayor Bohbby more drinks for the pretty's and everyone else!"
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
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Re: Yesterdays Bar & Grill (Open RP)

Post by Zakkael »

Zakkael smiles. "Yes, this is quite the motley crew. Each a wonderful creation of the Light in their own way. I would marvel at the talking polar bear...but, really, that isn't the strangest thing I've seen today." He raises all four of his hands and waves. He then bursts out in laughter, HIGHLY amused with his own joke.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
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Gorgeous George
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Re: Yesterdays Bar & Grill (Open RP)

Post by Gorgeous George »

A series of loud 'thuds' comes from outside, and then yet another lumbering, hulking form comes in through the door, this one wearing a suit of Triax armor with a white plate and red cross on the front, and built to accommodate the owner's prehensile tail and clawed feet as well as his bulk. He steps heavily, and slowly, the Grackletooth's surprisingly deep eyes taking in the room as he walks to the bar. Behind him, a diminutive fellow of Chinese descent in another suit of Triax field medic gear serenely follows in the brute's wake. The big one calls out, in a voice that rumbles through the body in a soothing fashion.

"Oi! If you've got tequilla, or even better, mezcal, I'll take a bottle; otherwise... gimme some o' that whiskey the others are drinkin'." The short human taps the Grackletooth on the arm, and he continues speaking. "Oh, and a glass of water for Big Al, here."

When the order's been brought, he nods. "Thanks. Name's George, everyone calls me Gorgeous. We're about to head out with the 4th COT."
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit
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Daniel
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Re: Yesterdays Bar & Grill (Open RP)

Post by Daniel »


Image
  • Spying the Grackletooth and human in Triax armors, Bohb waves and excitedly rants, "I know you! George of the Hospitalers, right? I saw your horde of helpers come into town. Oh we have it all brother, the last bar was amazining stocked, and I bought it all, we got tequilla, great stuff the ladies over there have a bottle, or I've more here, and I do have a bit of mezcal, lots of options. Come in, come in."

    Image

    Erin, the female waitress screams when the door to the bar explodes inward and sheets of rain pelt her. She was standing close enough to the door to get partially drenched. After she closes the door back up tight from the raging storm outside she turns to face the occupants with a shy grin of embarrassment from her screech. Laughter is shared by all including Erin and drinks handed out.

    Bohb pours and says, "Worst storm I've seen since I got here. Came on fast eh?"

    Almost contemporaneous, a succession of rolling thunder booms outside, an emphasis of Bohb's words.

    Darkness and rain shroud the Outskirts with flashes of lightning arcing down from above to cast blinding surreal moments outside.

    In the pub rocking music plays, laughter peals out and happiness is shared. Flirtatious words are exchanged and new friends are being made.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Gorgeous George
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Re: Yesterdays Bar & Grill (Open RP)

Post by Gorgeous George »

George gives Bohb a huge grin. "I'll take that mezcal, then, maybe offer the ladies a chance to taste the real thing, 'stead of the baby cousin." He chuckles with the others when Erin gets blasted by the rain. "Yeah, they do come up quick. I'm told it's the Rifts--they make the weather more unstable, on top of everything else, because you get air just appearing from someplace warm or cold that don't belong there."

"And yeah, we're the Hospitallers, you mighta been able to hear Tiny when we parked him outside just now, though it mighta been mistaken for thunder, too."

Meanwhile, Big Al, hops up almost immediately as Erin screeches, snatching a bar-towel and walking over to the barmaid, handing it to her with a quick bow, and then going to take a seat with his glass of water.
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit
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Daniel
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Re: Yesterdays Bar & Grill (Open RP)

Post by Daniel »


Image

Erin thanks Big Al, "Let me dry off a bit and then you Sir look like you need a meal or two. Come sit at the bar and I will bring you a menu, such a gentleman."

Using the towel to dry herself off Erin makes her way around behind the bar counter and pays extra attention to the nice man.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Yesterdays Bar & Grill (Open RP)

Post by Daniel »

A Call for Heroes (Outskirts)

A mini series adventure open to all. YES EVEN NOT APPROVED CHARACTERS! Those in Recruitment or Supporting Cast please feel free to join in as you wait for the next quarter to start.


A Call for Heroes will be run in the Outskirts, open to all RP area. Usually the Outskirts is a non GM area where players from across the site can intermingle and play. Over the next, roughly one month (September 2017) there will be a sequence of sessions (mini adventures) presented in the Outskirts. Anyone is welcome to join in, both existing Characters and new Characters. This includes those in Supporting Cast and the Recruitment Forums (even if you are still in the process of being approved for play). Each Session will be presented in a Quick Combat fashion. In other words if you participate in the adventure you will write out your narrative and have either one die roll or possibly none. What is Quick Combat? See here. Note everyone gets 3 Outskirts Bennies for the adventure. These Outskirts Bennies are only usable in the Outskirts and nothing that happens in the Outskirts is part of the other SET adventures. Think of the Outskirts as a alternate reality where GMs can say, yes that happened in my game or Nope! Outskirt Bennies: 3. [FFFF00].

The mini adventure will span across five locations in the Outskirts: The Bar, the Garage, the Road to Refuge, the Red Shirts Embassy, and finally below the Embassy in a strange chamber.


Session 1: A Storm for Heroes, this Mini Adventure takes place inside Yesterday's Bar.

A Storm for Heroes - starts now, below:
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

User avatar
Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Yesterdays Bar & Grill (Open RP)

Post by Daniel »

A Storm for Heroes: Part 1 of 5, September 1st Friday Part Two goes up.
  • Outside the bar a raging storm pelts heavy rain drops down. Lightning crashes with increasing ferocity. Winds howl and darkness blankets the building that line the Road to Refuge.

    Inside the bar sounds of music, Steampunk Zombies, courses out feverish melodies and the occupants in Yesterday's cheer and toast each other.

    Centralized in the bar, most of the patrons are happily enjoying the onslaught of free drinks purchased by the aging Juicer named Fell of the 1st SET. Erin, a barmaid lithely dances about the room catering to all those present with a smile and wink. The Larmac bar tender, Bohb, is busy cooking up meals and twirling his cooking instruments like a drummer might.

    From outside a explosion of curses and blasting weapons is just barely audible over the storm. A moment later the front door of the bar explodes inward as a large Grackletooth in Security red armor bursts into the bar. The Legion Guard fires back out into the rain outside. Tentacles tear the bar door outwards exposing the bar to the elements outside.

    After a burst of lightning illuminates them, the patrons inside see three monstrous fleshy masses waving a dozen talon-ed tentacles each in a aggravated manner and coming closer to the new opening.

    The Legion Security guard named Grak yells a warning telling everyone in the bar to watch out, these demons are attacking and need to be stopped!

    What do you do?
(Quick Combat Modifiers: 0. Zero because the current monsters and heroes are about equal. Note there are three monsters: Parry 5, Toughness 18, I am mean so they -- the tentacle monsters -- are Wild Cards)
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

Delete Account 1

Re: Yesterdays Bar & Grill (Open RP)

Post by Delete Account 1 »


An Example of Quick Combat (Posted by Grak)
  • Roll:

    Shooting [dice]0[/dice], wild [dice]1[/dice]. [40FF00]


    Narrative:

    Lightning and thunder echoed outside Yesterday's Bar as those inside carried on merrily. Suddenly, Grak shouldered the bar door open and crashed into the bar. Landing heavily on the stone floor his wet frame slid across the stone as he pointed a TX-30 Energy Rifle back out the open door. Firing a three round burst back out the open door at an unseen opponent a angry roar is heard by the occupants of Yesterdays. Sliding to a stop on the floor the Legion Security Grackletooth uses his tail to assist him in getting up of the floor, his rifle still pointed outside. Graks armor looks like it is covered in rain, muck and slime. Several dents in the red armor can be seen from something slamming into it.

    "Take cover!"

    Firing again those inside hear another screech from outside and then six talon-ed tentacles wrap around the open door frame from outside. The frame of the door buckles and frame, door and parts of the wall rip outwards.

    The mass of greenish black flesh with a dozen tentacles, about the size of a car, can now be seen outside. Especially with the flash of lightning behind the creature, its horrific body is illuminated momentarily.

    Inside the bar Erin, the barmaid, screams. Bohb the bartender pulls out his sawed off TW shotgun, cursing as he knocks over a series of booze bottles.

    Grak continues to fire at the beast. Beyond the one he is shooting the occupants of the bar can see there appears to be two more tentacle monsters out in the rain sloshing across the mud towards the bar for a total of three monsters.

    "Something bad is happening outside! Its like a Ley Line Storm on crack!"
Grak: OB 3 (outskirt Bennies)
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Gorgeous George
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Re: Yesterdays Bar & Grill (Open RP)

Post by Gorgeous George »

Big Al smiles and nods his head at her offer, and takes the menu, indicating a desire, ultimately, for the vegetable soup and roast corn. He doesn't say much--anything at all, actually--able to convey his simple desires with efficient hand-gestures. It's not clear if he's mute, or simply chooses not to speak, but either way, he is affable and easy to be around.

George, meanwhile, looks around the place, his gaze falling on Sir Sayeen's legacy. "Okay, I'm reasonably sure the bear is probably a shapeshifter, but what about that table wearing the helmet?"

Before anyone has a chance to answer, of course, the storm and the demons pop open the bar like a can of potato chips.


Roll:
Gorgeous George: Shooting [dice]0[/dice] Wild Shooting [dice]1[/dice]

Big Al: Faith (Holy Warrior) [dice]2[/dice] Wild Faith: [dice]3[/dice]
Outskirts Bennie Spent, Extra Effort Faith: [dice]4[/dice]


Neither of the two hospitallers hesitates. George moves between the barmaid and the tentacles, drawing his Wilk's pistol with his tail and opening fire, keeping his clawed hands free just in case. He shouts out, the deep baritone audible even in the roar of the storm, "Any of you NOT Legion, get behind the bar! Protecting civvies is kinda our thing!" Meanwhile, Big Al steps up behind Grak, pulling out a string of wooden beads and motioning them through a sutra, seeking to drive off the unclean entities.
OOC Comments
I was literally typing up George's response and tried to hit Send, and then I was told there'd been 'new posts'. Perfect timing, seriously!

Note: Was not certain if the targeting system on George's armor should apply to quick combat. If not, he failed completely (maybe getting tentacle-jabbed instead of Erin?), but Big Al's Holy Warrior should've kicked in, at least.

Big Al Outskirts Bennies: 2
Gorgeous George Outskirts Bennies: 3


Final comment: Erin is played by Anime Kato? Yeah... I'll be in my bunk.
*
GM NOTE
GG: Was not certain if the targeting system on George's armor should apply to quick combat. Lars: I'm good with yes it does and he did not miss. GG: Big Al's Holy Warrior should've kicked in, at least. Lars: Yup!

...and yes Browncoat, Kato :D
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit
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Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Yesterdays Bar & Grill (Open RP)

Post by Jackal »


Roll:

Fighting[dice]0[/dice], bennie to roll fighting over [dice]3[/dice] (have elan so 10), wild [dice]1[/dice].

Narrative:
  • The old Juicer named Fell grumbles as Grak slides across the bar floor, "The hell now? Vacation..."

    Picking up his bio comp PC and re-attaching it to the drug harness the Juicer stands up and continues to hold onto his whiskey bottle.
    Seeing the six talon-ed tentacles wrap around the open door frame from outside. The frame of the door buckle and frame, door and parts of the wall rip outwards Fell sighs heavily and grabs his Great Chain Saw that was leaning against the wall.

    "Come on..."

    Running towards the stairs, to the upstairs, the Juicer increases in speed as his blood fills with chemicals. As he runs he finishes off his bottle of booze and drops it. Bolting into the hallway upstairs Fell reflects that he should have brought the rest of the 1st SET with him to drink.

    Sounds of chaos erupt downstairs as the Juicer runs full speed down the hallway above those below. Seeing the closed window at the end of the hallway Fell starts laughing out of control, as he often does in combat.

    Crashing outwards, though the window, glass and drapes shatter and flutter wildly as the Juicer jumps out across the expanse. Time has slowed for him, he eyes the occasional energy blast piercing outwards from inside the bar, striking out at one of the three large monsters below.

    As he flies through the air Fell lifts his great sword high above his head as he arcs outward towards the closest monster below. Idly as events unfold in slow motion for the chemically enhanced warrior, Fell thinks, This a good idea? As he flips outward over the monsters below. Are any of my decisions ever good ones?

    Will Great Sword held high the Juicer does a suicidal attack from above to the first tentacle monster below as he lands on top of its horrid fleshy body slashing the churning blade into the demon repeatably.

    Slash, slash, slash, blood and gore erupts as the blade streaks about.

    Those inside see the demon is hurt but not dead yet, and more are coming!
Fell: OB 2/3 (outskirt Bennies)
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
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Zakkael
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Posts: 186
Joined: Fri Jun 09, 2017 11:25 pm
Location: Castle Refuge

Re: Yesterdays Bar & Grill (Open RP)

Post by Zakkael »

Zakkael whirls to face the crash as Grak comes barreling through the door. "Grak! Are you..."

And then the wall gets ripped away. The tentacles reach for the inhabitants of the bar.

"Back to the abyss, I shall send you! Pit spawned filth, I call you cursed and withered, and I call you crushed under the heel of the Angel of Vengeance! BACK!" His voice rings out with otherworldly power. Stretching out his staff, he summons a rain of magical bolts to bombard the creatures.
Faith
Faith w/ staff and Marksman bonus +3
[dice]0[/dice]

Ace Faith plus prior result
[dice]2[/dice]

Wild die Faith
[dice]1[/dice]

Ace wild die plus prior result
[dice]3[/dice]

2nd Ace wild die plus prior result
[dice]4[/dice]
The shower of mystical bolts of fire, brimstone, lightning, and ice pound the creatures, forcing them to recoil in pain. "There will be no mercy for such creatures under Heaven! The Angel of Justice has passed his verdict! You are condemned to death eternal!"
Last edited by Zakkael on Fri Aug 25, 2017 2:10 pm, edited 2 times in total.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Growler
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Posts: 184
Joined: Fri Aug 18, 2017 7:42 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Growler »

"Excuse me for a minute. They seem to be needing some help. If the Guards are forced into here, there must be a SERIOUS battle brewing."
OOC Comments
Spellcasting - Greater Shapechange - Young Adult Flamewing Dragon
Spellcasting: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 6 - Success.
With that, Noglik, as a Polar Bear runs off out side... and shifts. He shifts and GROWS. Shifts and GROWS into a Young Adult Flamewing Dragon.
OOC Comments
Stats:
  • Agility d10, Strength d12+8, Vigor d12
  • Skills: Fighting d10, Shooting d10, Stealth d8
  • Cha: +2; Pace: 8; Parry: 7; Toughness: 44 (20)=>46 (20) due to IF Added Toughness; Hardy; Quick Regeneration
  • Claws/Bite*: Str+3d8, AP 8, MegaDamage
  • Fire Breath: 4d6 Bolt/2d10 Template (-2 AGI to evade)
  • Flaming Scales: 3d6 Mega Damage. Dragons can maintain such a field indefinitely.
  • Flight: The dragon has a Flying Pace of 24” and Climb 0.
  • Huge: When in his natural form, the dragon is +4 to be hit by attacks.
  • Impervious to Fire: No fire or heat of any kind—natural or magical, environmental or an attack—harms a Flame Wind Dragon.
  • Tail Lash*: A 2” long by 4” wide rectangle. This is a Fighting attack which ignores size penalties, doing Str+d8 (Mega Damage).
"Now, boys, when I REALLY need to bring it, I can change my form into almost anything. I can only keep this up for a few minutes, but when I do, I can lay waste to whomever I need to. Keep my drink safe while I help deal with these party crashers."

OB: 2/2 (Unlucky)
PPE: 6/15
Last edited by Growler on Fri Aug 25, 2017 4:20 pm, edited 3 times in total.
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Yesterdays Bar & Grill (Open RP)

Post by Daniel »

GM Comment
Its going to take more than just an Angel, mock dragon, powerful Grackletooths and insane Juicer to take down these three monsters.

Lets hope these brave souls have more backup in the bar!!

The writhing masses of horror slurp across the wet muddy ground closing in on our heroes! From whence have these horrors come?

Shots are fired, bolts are blasted, swords are slashed and claws and fire rip across the three monsters but more help is needed!
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Timothy Hernandez
Posts: 286
Joined: Fri Jul 01, 2016 3:43 pm

Re: Yesterdays Bar & Grill (Open RP)

Post by Timothy Hernandez »

OOC Comments
Notice: [dice]0[/dice] Wild: [dice]1[/dice]
Timothy is in his room recording his latest message to his "Uncle" when he hears the Alarm.

https://youtu.be/k2a30--j37Q

Ahhh Shit. What now? Timothy's radio sparks to life as he is leaving his room with his gear. "Attention all radios, these nets. Attention all radios, these nets. We have a class 1 threat outside the castle walls. All available personnel report for immediate deployment. I repeat, We have a class 1 threat outside the castle walls. All available personnel report for immediate deployment." Jr's will, what the fuck is going on? Can't the wall defenses handle this? Timothy hustles to the battle location. "Attention Fells Follies, If you are alive report in."

Timothy hustles to the combat zone. Fuck me. Timothy pulls out the rail gun, charges the chamber. "Time to rock and roll boys and girls." 4 rounds races down range.
OOC Comments
ROF: 4 Shooting: [dice]2[/dice], [dice]3[/dice], [dice]4[/dice], [dice]5[/dice] Wild: [dice]6[/dice] Bennie: Re-roll. [dice]7[/dice], [dice]8[/dice], [dice]9[/dice], Ace: [dice]12[/dice] [dice]10[/dice], wild: [dice]11[/dice]
Total: 8, 5, 20, 8 AP:6
Damage:attack 1: [dice]13[/dice]+[dice]14[/dice] Ace: [dice]19[/dice], Attack 2: [dice]15[/dice], Attack 3: [dice]16[/dice]+[dice]17[/dice] Attack 4: [dice]18[/dice]+[dice]20[/dice]
Total: 14, 13, 19, 13
Timothy see's all four of his round hit the target. His is happy that all four hits, only one penetrates the skin. FUCK. Seeing Fell involved in the fight Timothy get pissed. "You could have said something sarge!"
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
Ammo: 32/32
Bennies: 1
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Moira O'Dugan
Posts: 95
Joined: Mon Mar 27, 2017 8:39 pm

Re: Yesterdays Bar & Grill (Open RP)

Post by Moira O'Dugan »

Moira Finishes her whiskey and turns towards the now torn out wall.

"I hav'nt had a good monster fight in a while. Not since I banged around those gooie juice kill wraith things."

Moira laughs and jumps into melee with one of them throwing caution to the wind.
OOC Comments
Wild attack melee
Skill[dice]0[/dice]
Wild [dice]1[/dice]

Spending my last bennie for a re roll.
Skill[dice]2[/dice]
Wild[dice]3[/dice]

Damage total 32
Damage: strength + wild attack [dice]4[/dice] +3d6 magical eldritch champion damage [dice]5[/dice][dice]6[/dice][dice]7[/dice]
Ace [dice]8[/dice]
Ace's ace [dice]9[/dice]

much better
Moira grabs one of the tentacles and grips it in her supernaturally strong hands. The tentacle whips her outside and she lands on the ground causing a crater to form but never lets go of the tentacle. Suddenly the beast is pulled with a force that defies all physics by the smaller Moira and is actually airborne for a good distance.

It's flight is stopped short when it hits one of the parked vehicles outside. It's not too badly damaged but the nature of Moira's ability is now obvious for everyone around. She's definitely an otherworldly entity when it comes to strength level which becomes even more obvious as she casually hefts a boulder that weighs several tons at the very least and tosses it at the beast
Last edited by Moira O'Dugan on Thu Aug 31, 2017 7:42 am, edited 4 times in total.
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk
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Langdon Steed
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Gold Patron
Posts: 110
Joined: Sun Jul 23, 2017 3:01 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Langdon Steed »

OOC Comments
Roll: 11
Spellcasting exalted detect arcana: [dice]0[/dice]
WILD dye: [dice]1[/dice]

ACE: [dice]2[/dice]
Exalted Detect Arcana w/ a raise: expanded analytical effects/weaknesses of magic and supernatural creatures
The cigarillo in Lang's mouth is thrust stiffly up at the ceiling, his big smile contorting the muscles around his lips such that the burning end of the small cigar threatens to singe his artfully trimmed nose hairs. He has just hit his flush draw and tosses another thousand credits into the pot, trying to milk more money from the Trimadore whale he'd been working all week that was now sitting across from him, looking thoughtfully at his own hand. The Trimadore hesitates for only a moment before calling his bet and Lang triumphantly lays his hand on the table.
"Flush! Ha! Come to papa!"

The Trimadore slams down his hand down with whatever passes for a grin on a Trima's face, showing a full boat.
The cigarillo falls as quickly as Lang's face, now resting lightly on one of his chin horns.
Are you freaking kidding me?!? I knew I should have just cheated on that hand. Dammit!

Just then, a Grackletooth in Security red armor comes flying through the door, followed shortly by something incredibly disgusting and dangerous looking. As everyone else at the table cranes their necks around to look at the sudden commotion, Langdon sees his opening. He quickly pockets his winnings and retrieves his bet from the middle of the table. He then upends the table in a shower of cards, credits and beer mugs while shouting at the top of his lungs, "Stand back citizens, this is a job for the Legion!" As the bar door then is ripped out of its frame, he pulls out his pulse pistol, but hesitates before he fires. His curiosity gets the better of him as he realizes he doesn't recognize this particular brand of grotesque creature, and decides he wants to know more about them before they get blasted into goo.
I'm sure the others can handle this without me and my little peashooter here... Heck, that's a dragon over there!

Lang draws a hand across his eyes, as if removing a veil, and studies the bizarre creatures currently ripping through the bar with his now magically enhanced senses.
Last edited by Langdon Steed on Sun Aug 27, 2017 2:14 am, edited 1 time in total.
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Nomed Dercas
Posts: 50
Joined: Fri Aug 11, 2017 5:37 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Nomed Dercas »

OOC Comments
Shooting [dice]0[/dice] Wild Die[dice]1[/dice] Wild Die Ace[dice]2[/dice] Total = 8
Modifiers: +2 for using a scope, +2 Modified JA Plate Helmet, -2 dark conditions, -2 range *any other GM modifiers i didn't include?*
2nd Shot Shooting[dice]3[/dice] Shooting Ace[dice]5[/dice] Wild Die [dice]4[/dice] Total = 14
Hunkering down from the rain, Nomed walks perimeter along the Castle wall. Nobody told me that being a Legionnaire included walking patrol in the fuckin' stormin' rain, he thinks to himself as the deluge unloads above him and he pulls his poncho tighter over his armor. Soaked and miserable Nomed continues to patrol as he was ordered. He's getting better at that, following orders.

Lighting cracks the sky, briefly illuminating the surroundings. Inbetween the seconds of the flash Nomed takes in the small town beginning to grow at the feet of The Castle. The buildings are mostly dark at this hour. The new bar, Yesterdays, is lit and merry like someone leaving the porch light on for ya. At least for those headed to The Castle and not on guard duty that is. The large NG-Behemoth parked out front only adds to the feeling of camaraderie the bar exudes. That Bohb sure knows his stuff, Nomed thinks as the brilliance fades and he seeks shelter near one of the castle turrets.

Another blast of lightning splits the dark and dreary downpour. Suddenly laser fire sounds over the din of the raging storm and Nomed sees the side of Yesterdays torn asunder. Three black tentacled masses assault one of the red guards of the OSPD and the bar itself. As the occupants surge out to meet the threat Nomed slams his fist on the alarm.

Taking aim with his JA-11 he sights down on the rear most demon-monster-thing. Guess it's time to earn the title I've been working so long for. The bio-comp system kicks in and cycles into overdrive sending the "juice" surging throughout his body.

The first shot nails the demon and pierces into the black mass. The automated Castle alert message begins to come across the com channel of his headset.

Before the first shot hits the target the world slows down. Nomed watches each individual sluggish rain drop fall lazily, almost halting their decent. Noting the trajetory of his first shot, and slightly correcting his aim, Nomed places the second shot directly in the hole the first one is going to make.

Suddenly the world catches up to him and the monsoon rages anew.

Outskirt Bennies: 3/3
Last edited by Nomed Dercas on Sun Aug 27, 2017 6:07 am, edited 1 time in total.
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
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Gorgeous George
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Re: Yesterdays Bar & Grill (Open RP)

Post by Gorgeous George »

OOC Comments
Silly me, forgot I was playing the WHOLE menagerie....
Outside, in the storm, the two Hospitallers on duty (Alex and Blaine) grow alarmed as the Behemoth's sensors start picking up the presence of the demons. They move quickly towards the bar, coming up behind the foul abominations. There's a brief argument on-board as the remaining Hospitallers (Chris, Dale and Easton) come running into the cockpit; some feel they should fire the missiles, but given the proximity to the bar, as well as multiple defenders apparently running around in the storm itself, it's decided that it's better to take a more restrained option.
OOC Comments
Behmoth STOMP! [dice]0[/dice] Ace Piloting [dice]1[/dice]
Total: 7
Moving the Behemoth into position, they bring the massive 'foot' down right on top of the head of one of the foul creatures outside the bar with a THUMP that sounds like thunder, shaking the ground. The Hospitallers whoop, cheer and high-five among themselves.
OOC Comments
And now we know why the ankle was weak enough to break during the 4th's adventure...
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Yesterdays Bar & Grill (Open RP)

Post by Daniel »

GM Comment
Awesome stuff - will have a update next Friday and a condensed summary of what happens from all of your actions/attacks! The one monster seems to be hurting, but there are more and lets hope some more Characters pipe in before Friday!!

Behemoth STOMP!

awesome!


Fell: "This is my vacation demon. I'm going to have to kick your butt now."
Image
[/color]
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

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Ulrich
Posts: 276
Joined: Fri Dec 02, 2016 8:23 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Ulrich »

Suddenly a large (size 4) robot scorpion leaps out of the castle with a rocket assisted jump. landing with a loud thud the ground under it's tracked feet crack and it's energy field activates giving it some added protection. Aiming the high caliber rail gun and locking on with a mini missile system Ulrich lets loose the hell.
OOC Comments
With the targeting system of the robot and the combat ace edge I will ignore the penalties for the rapid fire of the Heavy rail gun and the firing of the second weapon system fired.

Rail gun: 3, 6, and 8 to hit
Skill shot 1[dice]0[/dice]
Skill shot 2[dice]1[/dice]
Skill shot 3[dice]2[/dice]
wild die [dice]3[/dice]
Ace [dice]6[/dice]

Assuming two hits
Damage roll 1 [dice]10[/dice] AP -18 (how do I tell if my damage is exploading?)
Damage roll 2 [dice]11[/dice] AP -18

Mini Missile system (HOLY CRAP!!!) 44 to hit
Skill [dice]4[/dice]
wild [dice]5[/dice]
Ace[dice]7[/dice]
Ace ace[dice]8[/dice]
Holy crap! Ace ace ace [dice]9[/dice]

Damage roll with ace added in [dice]12[/dice] AP -6

are we rolling for damage as well or is it all narrative?
The Ulrich Is calling for his squad to mobilize over the intercom as the storm around him seems to actually be blown away from the huge mechanical beast that is his robot for a split second from the force of the weapons fire. Hundreds of rail shot hit the huge behemoths as the a volley of mini missiles seems to find all the weak points of one of them.

"All nameless squad vith coms active, all hands on deck. Zhere are several large creatures uf aggressive nature out side uf zhe castle valls attackingk zhe supportingk settlements. All combatants vith zhe capability uf hurtingk zhese creatures are to coordinate a defense. All uther Nameless,
assist in evacuatingk zhe none combatants."
Last edited by Ulrich on Thu Aug 31, 2017 7:36 am, edited 2 times in total.
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Sephia
Posts: 45
Joined: Wed Aug 09, 2017 7:14 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Sephia »

Roll

Fighting [dice]0[/dice], Wild [dice]1[/dice] (-2 due to Storm-fouled Senses, no off-hand penalty due to Ambidextrous), Bennie spent for extra effort [dice]2[/dice]

Total = 6


Narrative

Rain and storms always made Sephia uneasy. Not only did storms reminded her of Atlantis, which was often surrounded by ley line storms, but two of her worst battles had been accompanied by rain. She had almost died on the second occasion because of how the weather disrupted her senses, and a friend had died to save her and others. So she had not been happy when it started pouring down in the middle of her patrol, and she felt an icy chill of dread flash down her spine as the first lightning bolt struck.

Something about this storm felt... wrong.

And then the radio burst alive with frantic chatter: hostile creatures of unknown origin were being reported outside Yesterday's Bar and Grill.

Sephia sprinted around to the front of the castle, and then straight on in the direction of the bar. Up ahead, she could make out the radar impression of something, no, several somethings up ahead. As she closed in, she faintly detected the writhing of the creatures' tentacles and she curled her lip in disgust. Ah. Well then, I suppose there is no need to hold back...

As she focused her will, blue white light burst from her palms and coalesced to form two large curved swords of light. She leapt towards the creature closest to Yesterday's, spinning in the air, with her psi-swords ready to cleave through the tentacles as they lashed towards her. A failed attempt to bat her aside cost the creature one of its tentacles before she rolled over it and landed, placing herself defiantly in its path, blades at the ready.
OOC Comments
Please let me know if I need to adjust the narrative, wasn't sure how much damage a mere success was worth, but I figured one tentacle was no big deal.
Outskirt Bennies: 2/3
Sephia
Character Name: Sephia
Parry:6, Toughness: 15(6), Tech suffers -2 to hit
ISP: 10/20 | Bennies: 3
Wounds: 0
  • Boost Trait (self only): Increase any trait by 1 die type. 2 on raise.
  • Deflection (self only): -2 to be hit by Ranged and Melee. -4 on raise.
  • Healing: Remove 1 wound. 2 on raise.
  • Smite: Give weapon +2 damage. +4 on raise. Active
Combat Edges:
  • Ambidextrous: Ignore off-hand penalty.
  • Champion: +2 damage and toughness vs supernatural evil.
  • Martial Artist: Never considered unarmed or subject to Unarmed Defender rule. Adds +d4 to Strength roll on successful unarmed attack.
  • Mighty Blow: If joker drawn, x2 total damage on successful melee attack.
  • Quick: Discard and redraw initiative until higher than 5.
  • Two-Fisted: Roll attacks for each hand separately, ignoring multi-action penalty.
Erin Sol
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Diamond Patron
Posts: 76
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Re: Yesterdays Bar & Grill (Open RP)

Post by Erin Sol »

Roll
Techno-wizardry: [dice]0[/dice] Wild: [dice]1[/dice]

Wild Ace: [dice]2[/dice]
Additional Ace: [dice]3[/dice]
Total: 17 Let There Be Light!!

Narrative
Erin, no relation, has always enjoyed the rain; it gives a soft fuzzy feeling to everything’s outline. Tonight she was enjoying a walk in it, away from the crowds of the castle, thinking about her recent choice to volunteer for a SET. I wonder what my SETmates will be like? The scent of expertly prepared fish reaches her; convincing her to get a bite from where the sounds of music and laughter could be faintly heard. When I get there I have to ask the waitress if she was named after Erin Tarn as well.

Suddenly there was more activity than her storm fouled senses could process, laser fire, an alarm, rail gun, three or more large unknown creatures, a dragon, and the Scorpion robot leaping the wall. Unsure of targeting and possible civilians Erin decides that a clear view is paramount. Advancing towards the confusion she quickly adapts her broken wrist blaster into a light producing gadget. Squatting behind a bit of cover she fires the storm calming flare into the air above the center of the chaos. The flare bursts brightly in the air filling the area with light and smoothing the winds and rain to a level that Altara senses can see clearly in the area.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
User avatar
sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: Yesterdays Bar & Grill (Open RP)

Post by sammy »

Roll:10 shooting Shooting [dice]0[/dice] wild [dice]1[/dice] ace [dice]2[/dice]


Narrative:
When the doors were ripped off it unplesantly knocked the cat sleeping atop the juke box onto the floor. The cat's tw six shooter clattered to the ground nearby. " Meow, who is causing all this ruckas? Is Timothy dancing with Moira again?" The storm outside would have drentched Sammy had it not been for the little glowing crystal hanging arround his neck. Those close enough can see a little sprite housed in it. Rumor has it that the crystal powered by the sprite functions just as good as any exoskeletal armor. Well the rain just rolls down his fur not even a bother. Sammy sleepily shakes his head and looks at the tentacle talon monsters. He catches sight of Timothy's chrome dome out in the rain. No definatly not Timothy, although there he goes opening fire... Such the lady killer. Sammy stretches and his gun just zips to his hand from 10 feet away. He looks at the chamber, only half charged. Oh man, where did these Altarans come from...well that question just about answers itself.. Sammy leaps next to Langston taking a cue from his long time kinda friend. Sammy's eyes blaze as he too looks beyond normal sight and into the world of the Arcane.
" Langston, just like that time in Charlesbad huh? Coake was so mad you brought that pea shooter then... I see you still got it. Lets give this thing a lick and a promise." Sammy opens fire with sunshine, and a little boom comes forth from his six shooter smoking a few tentacles. Damn, Packs a punch..
Sammy calls out to Fell in the nick of time, " Fell, swipe up to your right, some kind of invisible duece is about to stick you with its toothpick.". Sammy lets out a deep purr and chuckles at the invisible monsters surrounding Timothy out in the night, "Timothy's dance card is about to fill up right quick... Always the lady killer." Sammy fans the hammer letting off 2 shots in rapid succession. Boom Boom, 2 invisible attackers drop dead right next to Timothy. Sammy raises his paw to Timothy, in a circular motion, a universal sign for you are surrounded.
3/3 bennies
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
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Daniel
Daniel (Lars)
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Re: Yesterdays Bar & Grill (Open RP)

Post by Daniel »


Image
Erin, also no relation, sets down the two beers she is holding. making sure they are not knocked over, muscle memory, Bohb is a ruthless boss when it comes to dropping alcohol. After that Erin throws her hands up in the air and screams at the top of her lungs, dropping behind the bar to hide.

Hide....and scream.
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
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  • Jackal - IC (Neural Intelligence) - 7th SET
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Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
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  • James T - NPC
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Jude Maverick
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Posts: 668
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Location: Chicago suburbs

Re: Yesterdays Bar & Grill (Open RP)

Post by Jude Maverick »

ImageImageImageImageImage

“Cyber-knights have their own table?” Sierra asks, arching an eyebrow. “Those sticks-up-their-butts uppities too good to sit with the rest of us sinners?” She does listen to the tale of Sayeen, though.

“You’re from Kingsdale?” Kim commented when Fell mentioned it. She smiled slightly. “That’s where I’m from. Though it’s been years since we lived there,” she admitted. “Way to close to the Fed for us.” She looked away, sad. There seemed to be bad memories in Kingsdale.

“I’m from…” Sierra looked around to make sure Grak was nowhere to be seen. “I’m from Whykin. Only recently came here to the Castle,” she told Fell. She didn’t seem displeased with his attentions if it got them free drinks.

Then Grak returned from the rain and Sierra stiffened slightly. She surreptitiously kept an eye on the cop, and it only became worse when he sat down right at their table next to her. Shit!

Then he pulled out a data disk and handed it to her. She paled a bit when he told her what was on it. She glanced around at the table. Kim and Alenys were eying her curiously. She gave them an uneasy smile and looked back to Grack, the smile becoming a lot more genuine. “Thanks,” she said quietly. She wondered who had sent it to the Legion and why. It wasn’t like Whykin, with its Coalition sympathies, had much liking for them. She slid the disk carefully into her pocket. Well, at least she wouldn’t need to burn down the Red Shirts HQ, or seduce Fell into getting her the vid.

She watched Grak leave and was about to turn her attention back to the table when...a polar bear walked in? A...talking polar bear?

Another man with a mohawk entered, as well. “This place is getting popular,” Alenys commented.

“I swear to all the gods above, if you turn into a giant spider, I will roast your ass,” Sierra warned the polar bear, cupping a bit of flame in her hand in warning.

“I’m Kim,” the young brunette introduced herself to the bear. “That’s Alenys,” she pointed to the long-haired redheaded teen, “and the firebug is Sierra.” She indicated the other redhead.

And then all hell broke into the bar as the door exploded inward. Grak staggered through, firing his weapon into the darkness. Lightning illuminated three tentacled horrors.

“Fucking shit!” Sierra exclaimed. “Did we just rift into a bad Japanese hentai?”

The bar erupted into pandemonium, everyone grabbing weapons. Luckily Sierra didn’t need any gear. She stood up and cracked her knuckles. “Damn. And just as I was starting to get a good buzz,” she grumbled. “Gods, I hate the rain.”She eyed the storm outside even as the air started to shimmer around her and her top started smoking. She peeled off her shirt, standing only in her bra, and tossed it to Kim. “Hold that.”

Rushing outside, Sierra exploded into flames. Wings of fire erupted from between her shoulders, unfurling and sizzling in the rain as she launched herself into the air. She extended her hands and let out a mighty blast of fire at one of the tentacled horrors.

“It is too small in here to transform,” Alenys said, looking to Kim.

“Go. I’ll be fine,” Kim assured her friend. “And I’m sure Dad will show up.”

Alenys nodded and ran out into the rain. Her form wavered and shifted, growing in size, and then she was airborne on wings, a red dragon, swirling around and breathing fire at the horrors. She gave a wink to the larger dragon.

Kim ran around the bar to the screaming bartender. She glared up at the rude man that was yelling at her to shut up. “Here’s your beer!” she said, literally throwing a bottle at his head before she turned back to Erin.

“It’ll be okay. My dad will come,” Kim assured her with a smile. “Look, I didn’t bring any weapons, but this might help keep you safe.” She dug some components out of the many pockets on her pants and belt and cobbled something together that looked like a bracelet. “It will give you some armor.”

From out of the darkness outside, a black form stepped literally from the night. Caleb Black responded to the alert. He glanced into the bar and scowled. What was his daughter doing in a bar? It was that Sienna girl. She was bad influence! Next Kim would be seeing boys!

Caleb would have to deal with that later. He pulled out his vibrosword and charged in, catching the creature unawares and slicing deeply into its flesh.

Another figure floated down from the sky and joined the fight, her brown hair sticking to her face from the rain. Her blue eyes narrowed and she called upon her psionic might to blast the creatures with telekinetic energy.

***

Outside Bennies
Sierra 3/3
Alenysturathe 3/3
Kim 3/3
Caleb 3/3
Heather 3/3
Sierra Flame Bolt 11 Raise
Psionics [dice]0[/dice]
Wild [dice]1[/dice]
Sierra Flame Bolt Damage 13
[dice]2[/dice]
Raise [dice]15[/dice]
Alenys Fire Breath 10 Raise
Shooting [dice]3[/dice]
Ace [dice]16[/dice]
Wild [dice]4[/dice]
Alenys Fire Breath Damage 18
[dice]5[/dice]
Raise [dice]17[/dice]
Kim Armor spell 8 Raise
Since I haven’t statted her out yet, I’ll just use the techno-wizard entry from SFoNA
Techno-wizardry [dice]6[/dice]
Wild [dice]7[/dice]
Caleb attack 2 Fail
Fighting [dice]8[/dice]
Wild [dice]9[/dice]
Vibrosword damage NA
[dice]10[/dice]
[dice]11[/dice]
Heather Bolt spell 8 Raise
Since I haven’t statted her out yet, I’ll just use the mind melter entry from SFoNA
Psionics [dice]12[/dice]
Wild [dice]13[/dice]
Bolt damage 17
[dice]14[/dice]
Raise [dice]18[/dice]
Ace [dice]19[/dice]
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Architect
Posts: 299
Joined: Wed Nov 23, 2016 11:35 pm

Re: Yesterdays Bar & Grill (Open RP)

Post by Architect »

Shooting (Fire Bolt) [dice]0[/dice]


Shooting Wild Die [dice]1[/dice]


Fire Bolt 12/24/48 Damage [dice]2[/dice]


Coming from the Garage nearby, the hatchling is seen licking his claws after eating roasted pork with Logun. Looking to his left he sees Uhlrich's mech launch a salvo into a mass that he deems very unperceptable, maybe because he is drunk. Placing all four claws on the ground, AwkTek attempts to fire bolt the nearest "shadow" to himself.
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
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Daniel
Daniel (Lars)
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Re: Yesterdays Bar & Grill (Open RP)

Post by Daniel »

As the heroes of Castle Refuge rally, the storm rages, demons flail tentacles and hell opens up. Roaring monsters attack.

A moaning erupts in the Outskirts as several dozen people who work or live in the area cry out in pain.

These people, human and otherwise, cry out and drop to the floor, red boils erupting across their bodies. At this time, thankfully, no Legionnaires or such (Player Characters) suffer this ailment.
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• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
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  • Vi - Space Pirate - Stars Without Numbers
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Not Active
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Langdon Steed
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Re: Yesterdays Bar & Grill (Open RP)

Post by Langdon Steed »

Sammy wrote:" Langston, just like that time in Charlesbad huh? Coake was so mad you brought that pea shooter then... I see you still got it. Lets give this thing a lick and a promise."
Lang gives a quizzical look at the strange, talking puss at his feet.

"Please...the name is Steed. Langdon Steed," he replies with a smile, clearly accentuating his first name. "And you and I remember Charlesbad very differently," he adds with an arched brow.
Lars wrote:These people, human and otherwise, cry out and drop to the floor, red boils erupting across their bodies.
Langdon blanches at the sight of the unnatural boils erupting on some of the people. Worried about contamination, he pulls his visored hood up over his head to activate the environmental protection magics woven into his TW armor. He then fires a couple shots at the nearest monstrosity with his Wilk’s 227 Pulse Laser Pistol.
OOC Comments
ROF: 2
Shooting1: [dice]0[/dice]
Shooting2: [dice]1[/dice]
ACE: [dice]3[/dice]
WILD dye:[dice]2[/dice]

Damage1: [dice]4[/dice]
Damage2: [dice]5[/dice]
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Gorgeous George
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Re: Yesterdays Bar & Grill (Open RP)

Post by Gorgeous George »

OOC Comments
Healing [dice]0[/dice]
Wild Healing [dice]1[/dice]
Bonuses: Healer Edge, Armor Bonus, Bio-Analysis Kit Bonus for treating diseases and poisons

Knowledge: Medicine [dice]2[/dice]
Wild K: Med [dice]3[/dice]
Bonus: Scholar Edge

Persuasion [dice]4[/dice]
Wild Persuasion [dice]5[/dice]
Bonuses: Prettiest Damn Grackletooth ever

George sees the boils erupting, and immediately assumes the worst.

"Everyone, get whatever environmental protection you got up, NOW! If you ain't got any--even if you're a frikkin' dragon--then get clear of the sick, but do not, repeat do NOT go further than 100 yards from this place. If this shit's contagious, we cannot risk an epidemic!" Then he hops on the radio as he does the same. "Castle Refuge, this is George, medic for the 4th COT. We have a maximum quarantine situation at Yesterday's Bar. Unknown pathogen, causing boils and pain. It is unknown how far out this goes from here, so anyone sent to maintain the quarantine should start from a good distance out and move in. FEP is mandatory, and I recommend neural maces and net-guns if you've got any, to keep people from breaking quarantine without hurting them. Since I'm already in the QZ, I'll try to do an analysis, and report back any findings. Oh, also, we got demons, but they seem to be getting the worst of it--attacking a barful of adventurers, legionnaires and mercs ain't particularly impressive strategy. Please acknowledge message."

He transfers his laser pistol to his tail, and pulls out his bio-analysis kit, getting to work. Priorities. Stay out of the fight, unless it gets past the heroes to you. Categorize symptoms, simultaneous inductive and deductive diagnosis, and pray like Hell this ain't some kinda hell-virus. He approaches the nearest victim. "Keep it together, citizen. I'm a medic, and I'm here to help."

Outskirts Bennies: 3/3

***********
OOC Comments
Faith (Holy Warrior) [dice]6[/dice]
Wild Faith [dice]7[/dice]
Big Al, meanwhile, continues to attempt to banish the demons, or at least keep them at bay, hopefully making it easier for the military types to actually inflict some serious damage.

Outskirts Bennies: 1/2

************
OOC Comments
Knowledge: Medicine [dice]8[/dice]
Extras Group Action Die [dice]9[/dice]
In the storm, the Hospitallers also hear George's radio message, and disengage from demon-stomping. It's fun, but not their job in a situation like this. Instead, once they park the Behemoth, they immediately run to the labs, and begin suiting up to receive patients, establishing a quarantine protocol.

Outskirts Bennies: What's a Benny?
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit
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Timothy Hernandez
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Re: Yesterdays Bar & Grill (Open RP)

Post by Timothy Hernandez »

Seeing the out break, Timothy presses forward. Christ. Where is the team? Just me and Fell? Isn't that Moira woman? If she can get in close and punch the crap out of this thing, that would go a long way.

Timothy will activate the radio to the 1st SET frequency. "1st SET. Respond. We need back up. Get full environmental gear. Repeat. Full environmental gear."

Timothy will switch over to the Legion public channel. Moira, good to see your around. What say we do a have a re-mach. Whoever puts one of these down first wins. Ulrich, can that garbage scow do anything other then piss these things off?" Timothy will move forward into the gas swapping out his rail gun with the chain great sword. Fell just might yell at me again, but right now it just might motivate him get get closer and provide some support for us. I just hope Moira is able to find environmental suits that won't get ripped up by her own strength.
OOC Comments
Fighting: [dice]0[/dice] Wild: [dice]1[/dice] Bennie: Extra effort: [dice]2[/dice] Total: 12

Damage: [dice]3[/dice]+[dice]4[/dice] Total: 25 MD
Timothy ensures that is system is recording this fight in it's entirety. HQ will want this data for analyzing both the creatures and the legionnaires.
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
Ammo: 32/32
Bennies: 1
Delete Account 1

Re: Yesterdays Bar & Grill (Open RP)

Post by Delete Account 1 »

Grak stumbles out of the bar, rifle on full auto, laser blasts pelting the tentacle beast.

Looking over towards the Red Shirts Embassy, the old pub run by the traitor Spider, Grak sees Doc Legion flying down from an open window on the second floor of the Security HQ.
Doc Legion
Image
That's right he was visiting the boss from the Castle earlier, good to have him in this fight! Wish Sir Merihk was in town and not out on a mission.

Grak uses his tail to slash his sword at the monster before him.

He also sees more monsters erupting from the Red Shirt front door!

The horde of creatures is almost overwhelming! Thankfully others have sounded the alarm, and help surly is on the way.

Grak notes that Doc Legion has landed by GG and is ignoring the fight and instead seems to be chatting up the medical Grackle about treatment and such for something called Blood Boils? Shrugging Grak carries on with the fight. There are monsters to fight!
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Architect
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Re: Yesterdays Bar & Grill (Open RP)

Post by Architect »

AwkTek with rain pelting his cales, the tug of the rift storm, and the after effects of the alcohol, is wildly confused. Screaming people is harder for him to get used to as there is no way to categorize it. Every human being sounds different for different things.

Not entirely sure what to do next and really really not liking the screams, AwkTek checks for some clarification or direction, seeing none he returns to the garage. A few minutes later he returns with the Boom Gun he had just repaired that afternoon. Going back on his hindlegs he stabilizes himself in the rough weather with his tail. AwkTek lines up the shot, thinking that this should prove if he repaired it correctly.

AwkTek squezes the trigger while doing his best to aim. The "BOOM" is loud enough to drown out screams and reverberate off the wallss of the buildings at the Outskirts in Refuge. Who knows it might have been loud enough to alert the forces inside Refuge that stuff, bad stuff is happening outside. He was not prepared for the kickback and slides in the mud back into the open door of the garage he had been in that afternoon.
OOC Comments
Shooting 0
Aced Shooting 3
Shooting Total [10]

Shooting Wild 1
Aced Shooting Wild 4
Wild Die Total [11]

Boom Gun Damage 2
Architect
Quick Stats _
Veteran Chaing-Ku Dragon
Charisma: -- || Pace: 6 (1d6) || Parry: 4 || Toughness: 5 [6 (11)] || Strain: --
ISP: 20/20
Wounds: None || Fatigue: None
Combat Edges: None
Relevant Edges: None
Bennies: 4/4
Weapons
Weapons On Hand _
Claws
Teeth
Flaming Great Sword
Powers
Available Powers _
Alchemy

Magic

Tattoo
Architect _

Chaing-Ku Dragon

Active effects: None
Parry: 4 (+2 to normal sized attackers rolls to hit me)
Toughness: 34(16) / 11(4) in humanoid form
Notable Edges: Arcane Background (Psionics)
Skills: Climbing d4, Fighting d4, Knowledge (Electronics) d8+1, Knowledge (Engineering) d8+1, Psionics d6, Repair d10+1, and Shooting d6.
Innate Abilities: Fire Breath (shooting for 4d6, or place cone for 2d10), Infravision (half lighting penalty), Tail Lash (d12+d8+5 to a 2" by 4" area), Claws/Bite (d12+3d6+5 AP4), and Fear.
Psionics: Clairvoyance (Detect the out of ordinary), Mind Reading (Read Others Thoughts), and Telepathy (Mentally Communicate with Others).
Equipment of Note:
  • Flaming Great Sword Damage: Str (d12+4) + d12 + 4; AP 3; MD; +3 Fighting; Flames on Dragon-speak command.
  • Enchanted Demon Bracers +3 Parry
Charisma: -2 (Socially Awkward Youth)
Wounds: 0/4 | Fatigue: 0/2 | ISP: 10/10 | PPE: 10/00

Bennies: 5/5
Architect Awakened
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sammy
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Re: Yesterdays Bar & Grill (Open RP)

Post by sammy »

Another Quick Combat for Sammy
Shooting [dice]0[/dice] Wild [dice]1[/dice]
Quick as a whip Sammy reloads his little sunshine with a mere thought. Meow, well that beat all... Langdon did not like me calling him Angston, back then, and Langston now... Probably for the best... He is a big nut to crack. Sammy goes back to back with his reacquainted kinda pal Langdon for a brief second ducking some exploding boil puss. " Whew, some folks skin just about to bouge." Sammy bounds around dodging tentacles and puss filled boils. Reckon that is Gorgeous George, been some time since I seen his face... Oh man he's about to become buzzard food, best keep his face sweet and pretty! Sammy fans the hammer unloading 4 shots just over GGs head taking out tentacles that were just about to snatch good ole GG.
" Watch out there GG, I heard the radio address. Anything we can do for them before they burst all over?" Sammy's eyes narrow as a thought hits him...
" Langdon, remember plan D out in Charlesbad... Coake was like No, No... It worked in the end... Aim for Timothy the lady killer, we can end this fight fast. Langdon, your pretty good at sweet talking folks, see if you can't get them to follow suit."
With a quick reload Sammy instead of fanning the hammer spreads the beam of sunshine using Timothy's shiny frame to reflect the beam even wider, frying a wide swath of the tentacle monsters. Sammy waves at Timothy and gives him a cheshire grin.
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
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Sephia
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Re: Yesterdays Bar & Grill (Open RP)

Post by Sephia »

Psi-Sword Attack
Fighting: [dice]0[/dice], Wild: [dice]1[/dice]
To Sephia's surprise, something shot up into the sky and magically calmed the storm in the immediate area. She grinned a predatory smile as she fended off another tentacle swipe by the creature in front of her and cut some more of the offensive limbs, able to more clearly sense them as they whipped towards her. Whoever that was, I will have to thank them later.

It was about then she heard the warning from George, so she momentarily dismissed one of her blades to tap the button on the collar of her Cyber-Knight armour that activated the suit's full environmental protection mode. She pulled off the non-functional visor that hid her lack of eyes as a plated helmet with a built-in respirator unfolded from the collar to cover her head. She tossed the visor aside and re-ignited her second psi-blade to continue chopping her way through the creature's defenses. She could not worry about the people with the blood boils right now, not until these creatures had been dispatched.
Sephia
Character Name: Sephia
Parry:6, Toughness: 15(6), Tech suffers -2 to hit
ISP: 10/20 | Bennies: 3
Wounds: 0
  • Boost Trait (self only): Increase any trait by 1 die type. 2 on raise.
  • Deflection (self only): -2 to be hit by Ranged and Melee. -4 on raise.
  • Healing: Remove 1 wound. 2 on raise.
  • Smite: Give weapon +2 damage. +4 on raise. Active
Combat Edges:
  • Ambidextrous: Ignore off-hand penalty.
  • Champion: +2 damage and toughness vs supernatural evil.
  • Martial Artist: Never considered unarmed or subject to Unarmed Defender rule. Adds +d4 to Strength roll on successful unarmed attack.
  • Mighty Blow: If joker drawn, x2 total damage on successful melee attack.
  • Quick: Discard and redraw initiative until higher than 5.
  • Two-Fisted: Roll attacks for each hand separately, ignoring multi-action penalty.
White Hoof
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Re: Yesterdays Bar & Grill (Open RP)

Post by White Hoof »

The loud echoing of heavy hooves can be heard coming from the castle doors as White Hoof clomps his way towards the combat. With a look of disgust he spits out is cigar and lifts his custom built rotary mini railgun. With a bellowing battle cry the high pitch mechanical scream of his gun is heard.

"LET'S RAAAAWCK!!!"
OOC Comments
Shooting attack. Rolls to hit: 2, 3, 6, 13: -2 for rapid fire but this is ignored due to cybernetic enhancements. I'll also assume Hoof is at a -2 for range but a +2 for monster size.
Shot 1 [dice]0[/dice]
Shot 2 [dice]1[/dice]
Shot 3 [dice]2[/dice]
Shot 4 [dice]3[/dice]
Wild die [dice]4[/dice]

Ace die [dice]5[/dice]

Assuming two shots hit one with a raise.

Damage:
Shot 1 [dice]6[/dice] + Raise [dice]7[/dice] AP 8
Shot 2 [dice]8[/dice] AP 8
Narrative:

White Hoof's gun spits countless rounds of rail shot at the closest huge beast half of which miss but some of them hit their mark cause rivets to appear in it's thick hide. White Hoof snarls and yells.

"COME ON! Come and have a go you goram sodding WANKA"

Hoof continues walking towards the beasts as he let's loose a long barrage of deadly AP railshot.
Last edited by White Hoof on Thu Aug 31, 2017 7:53 am, edited 2 times in total.
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d12+3, Vigor d12
Charisma: -2; Pace: 8 (+1d10 running); Parry: 7; Toughness: 32(16)(+1 toughness from coat); Strain: 1

Full character sheet http://savagerifts.com/sr/viewtopic.php ... 823#p11823
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Moira O'Dugan
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Re: Yesterdays Bar & Grill (Open RP)

Post by Moira O'Dugan »

Moira's eye go wide when she sees the boils appear on the noncombatants and she does what she can to help evacuate as many as possible. Careful not to touch the boils (thanks god for gloves) she piles as many of them on a large table of the bar as she and lifts them, carrying them from the battle field.
OOC Comments
Moira's strength is 1d12+5 with the brawny edge so her load limit is 2 tons and her max lift is 8 tons. I'm pretty sure she can handle a table with a dozen or so people on it.
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk
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Growler
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Re: Yesterdays Bar & Grill (Open RP)

Post by Growler »

"Really?!? A disease that causes boils and pain? I don't have full environmental gear, but I am almost immune to disease. Just my luck to have an incident like this interfere with my first night out here at Castle Refuge. Oh, well. I would've come here and helped anyways even if I did know of the disease before I got here. Note to self, don't bite these things. Tail, claw and Fire are to be used instead. Stay away from the infected too. Check."
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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Jude Maverick
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Location: Chicago suburbs

Re: Yesterdays Bar & Grill (Open RP)

Post by Jude Maverick »

Image

Flapping her wings to steady herself, Alenysturathe swung her lean body around the battlefield. Others were coming now from the Castle and elsewhere, battling the tentacled horrors. She heard the shrieks of the civilians and the warnings about the boils.

“I am a dragon! I am immune to such things!” Alenys told herself. She dove back at the horrors, ripping into one with tooth and claw.
Fighting #
Fighting [dice]d6[/dice]
Wild [dice]d6[/dice]
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
Erin Sol
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Re: Yesterdays Bar & Grill (Open RP)

Post by Erin Sol »

OOC Comments
Techno-Wizardry [dice]0[/dice]
TW Wild: [dice]1[/dice] Quickness power
Fighting[dice]2[/dice]
Fighting Wild: [dice]3[/dice]
Ace Fighting Wild: [dice]4[/dice]
Damage TW Chainsowrd Includes raise vs 5 Parry and ace: [dice]5[/dice]+[dice]6[/dice]+[dice]7[/dice] [dice]8[/dice] Total=25


Taking a moment to active the environmental effects of her armor and her Quantum Untangled Induced Cyber Kenesis (QUICK) gzimo she zips forward in a blur striking at a tentacle beast with her TW Chainsword. As she draws, what she imagines is multi colored, blood she thinks I’m from Atlantis I know how to handle tentacles! immediately followed I am so glad I didn’t say that out loud.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
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Kuikku
Posts: 236
Joined: Sat Aug 19, 2017 10:20 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Kuikku »

Notice 14
Notice: [dice]0[/dice] Wild: [dice]1[/dice]
Ace: [dice]6[/dice]
Hearing the radio call Kuikku activates his Cyber-Armor, calls up his Cyber-Blades and quickly closes onto the area. He looks around to see if anyone has been injured and moves to assist / guard them. If there are none currently threatened in this way he instead closes on the largest enemy he can identify and attacks. "You should have picked a different place to attack chikushou. Here you will only die."
Jude Maverick wrote:“Fucking shit!” Sierra exclaimed. “Did we just rift into a bad Japanese hentai?”
Over hearing this comment Kuikku thinks I really must look up this “hentai” as I have heard it used many times when I go into a fight.”
Combat
Ambidextrous and Two-Fisted
Fighting Right: [dice]2[/dice] Wild: [dice]3[/dice]
Fighting Left: [dice]4[/dice] Wild: [dice]5[/dice]
Missing with both swings Kuikku realizes this may actually be a worthy opponent.
Character
Kuikku
Parry: 8
Toughness: 14(6)
Toughness with Cyber-Armor active: 20(8) MDC
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Daniel
Daniel (Lars)
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Location: Former Alias (GM name) was Lars (2016-2022)

Re: Yesterdays Bar & Grill (Open RP)

Post by Daniel »

PREVIOUSLY...
Information
A Call for Heroes (Outskirts)

A mini series adventure open to all. YES EVEN NOT APPROVED CHARACTERS! Those in Recruitment or Supporting Cast please feel free to join in as you wait for the next quarter to start.

A Call for Heroes will be run in the Outskirts, open to all RP area. Usually the Outskirts is a non GM area where players from across the site can intermingle and play. Over the next, roughly one month (September 2017) there will be a sequence of sessions (mini adventures) presented in the Outskirts. Anyone is welcome to join in, both existing Characters and new Characters. This includes those in Supporting Cast and the Recruitment Forums (even if you are still in the process of being approved for play). Each Session will be presented in a Quick Combat fashion. In other words if you participate in the adventure you will write out your narrative and have either one die roll or possibly none. What is Quick Combat? See here. Note everyone gets 3 Outskirts Bennies for the adventure. These Outskirts Bennies are only usable in the Outskirts and nothing that happens in the Outskirts is part of the other SET adventures. Think of the Outskirts as a alternate reality where GMs can say, yes that happened in my game or Nope! Outskirt Bennies: 3. [FFFF00].

The mini adventure will span across five locations in the Outskirts: The Bar, the Garage, the Road to Refuge, the Red Shirts Embassy, and finally below the Embassy in a strange chamber.


Part One: A Storm for Heroes.

Part Two: A Ray of Hope for Heroes.

-------
  • Part One Recap: A Storm for Heroes.

    From outside the bar, in the Outskirts, a explosion of curses and blasting weapons is just barely audible over the storm. A moment later the front door of the bar explodes inward as a large Grackle Tooth in Security red armor bursts into the bar. The Legion Guard fires back out into the rain outside. Tentacles tear the bar door outwards exposing the bar to the elements outside. After a burst of lightning illuminates them, the patrons inside see three monstrous fleshy masses waving a dozen talon-ed tentacles each in a aggravated manner and coming closer to the new opening. The Legion Security guard named Grak yells a warning telling everyone in the bar to watch out, these demons are attacking and need to be stopped! During the combat more and more of these demonic tentacles flailing monsters arrive from the front door of the Legion Security Embassy and spill out into the street to engage those there. During the battle many people of the Outskirts cry out in pain and drop to the ground writhing in pain, those in armor tear off the armor and expose swelling boils across their skin. Blood Boils, the disease. Both those inside the bar and those from the Castle respond swiftly, like heroes, to the call. Mosters attack the Outskirts, injured are falling and ...Fell, with Great Sword held high the Juicer does a suicidal attack from above to the first tentacle monster below as he lands on top of its horrid fleshy body slashing the churning blade into the demon repeatably. Bohb the bar tender uses a TW sawed off shot gun to engage any monsters that come inside the bar. Mostly he works on downing a bottle of booze and wonders if the recent arrival of fish is the reason for the whole thing? Erin the Barmaid is thankful at those who have helped her, she stays low and hides behind the bar. Grak the big Grackle Tooth Legion Red Shirt patrol officer having warned others goes about shooting at the creatures. The mighty Legion Angel, Zakkael stretches out his staff towards the enemies and summons a rain of magical bolts to bombard the creatures. Noglik shifts from a Polar Bear into a huge Dragon, he GROWS into a Young Adult Flamewing Dragon and tears into the monsters with tenacious determination. Timothy hustles to the combat zone, after the alarm is sounded, cursing and pulls out his signature rail gun, and charges the monsters! Four sets of rounds races down range. Moira O'Dugan grabs one of the tentacles and grips it in her supernaturally strong hands. The tentacle whips her outside and she lands on the ground causing a crater to form but never lets go of the tentacle. Suddenly the beast is pulled with a force that defies all physics by the smaller Moira and is actually airborne for a good distance. Others fight on! Langdon Steed studies the bizarre creatures currently ripping through the bar with his now magically enhanced senses. These are a kind of sub-demon he realizes, not a kind he has seen before, where are they from? Nomed Dercas hears the call while on patrol. The Juicer literally jumps at the chance to get some excitement and rushes fearlessly into the fray and opens fire. George and the Hospitalers open fire, and help those in need. At one point the Hospitalers move the Behemoth into position, they bring the massive 'foot' down right on top of the head of one of the foul creatures outside the bar with a THUMP that sounds like thunder, shaking the ground. The Hospitallers whoop, cheer and high-five among themselves. Ulrich races into action in his large (size 4) robot scorpion. Leaping out of the castle with a rocket assisted jump he lands with a loud thud. Aiming the high caliber rail gun and locking on with a mini missile system Ulrich lets loose the on hell. Sephia responds to teh scene and she focuses her will, blue white light burst from her palms and coalesced to form two large curved swords of light. She leaps towards the creature closest to Yesterday's, spinning in the air, with her psi-swords ready to cleave through the tentacles as they lashed towards her. Blades arcing out she stays in the fight placing herself defiantly in its path, blades at the ready. Erin Sol advances towards the confusion and quickly adapts her broken wrist blaster into a light producing gadget. Squatting behind a bit of cover she fires the storm calming flare into the air above the center of the chaos. The flare bursts brightly in the air filling the area with light and smoothing the winds and rain to a level that the Altara senses can see clearly in the area. The tentacle monsters react unhappily to the piercing light, their skin even takes on a darker color as they blast about. Sammy fans the hammer letting off two shots in rapid succession with his TW Sunshine blaster. Raiden picks up his JA-11 Rifle and almost lazily points it out at the monster outside and shoots at it. Looking around the pub he sighs heavily and curses in a broken, uneducated English, deep south drawl and moves to go outside to fight more. The ladies, Sierra tosses Flame Bolt out at the monsters, Alenys responds by using her Fire Breath, and the young Kim calls forth a suit of Armor . Then out of nowhere Caleb appears and attacks with Vibroswords while Heather sends out Bolt spells! As more monsters spill out of the Embassy, things look overwhelming, even with the heroic work thus far. Stepping out, a bit drunkenly, from the garage the young dragon, AwkTech sees the chaos and wonders. He returns to the garage momentarily before coming back out into the pouring rain and storm holding a Glitter Boy's Boom Gun! The Dragon positions himself, legs spread wide, Boom Gun aimed at monsters and pulls the trigger, BOOM! Hundreds of silver and wood rounds scream out of the Boom Gun and strike a monster as the dragon flips out of view from the recoil. A momentary silence hangs in the air as good and evil watch the dragon fly out of the street back into the garage twisting head over heels many times. The silence and stunned shock is broken, a moaning erupts in the Outskirts as several dozen people who work or live in the area cry out in pain. These people, human and otherwise, cry out and drop to the floor, red boils erupting across their bodies. At this time, thankfully, no Legionnaires or such (Player Characters) suffer this ailment. George sees the boils erupting, and immediately assumes the worst. "Everyone, get whatever environmental protection you got up, NOW!" Doc Legion, on magic wings, flies down from the Legion Security second floor and calls out, "Its the Blood Boils disease! Try not to touch the exposed, but help them to safety!" Monsters still raging, the little feline, Sammy quickly reloads his gun, named Sunshine. Sammy instead of fanning the hammer spreads the beam of sunshine across the area, striking many monsters, using Timothy's shiny frame to reflect the beam even wider, frying a wide swath of the tentacle monsters. Sammy waves at Timothy and gives him a Cheshire grin. The amount of creatures is lessening and the streets are littered with dead globs and tentacles. There are a few left, and White Hoof charges in with gun blazing, shooting the last few. Kuikku responds, misses with blades at first, but there is still more to fight. The next few moments, the members of the Legion, and those heroes in the area looking to become Legion stand defiantly and put an end to the monsters in the area. Looking around at the mess it can be seen that all the monsters are dead now. Calling loudly across the Outskirts Doc Legion uses his Telepathic powers to send out a mental pulse: The injured, gather the injured. George and I will set up medical at the pub!

    Looking over at the Pub one sees that its roof and front are missing. Only three walls stand now. However the most interesting thing has occurred in the pub. Emitting from the fabled Helm of Sayeen is a massive bright clear sphere of protection. Encompassing the entire pub is a rain proof, protective barrier. Those under its surface are safe from rain, and the rocks that start dropping down out of a pulsing tear in the sky above!
AND NOW...
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Daniel
Daniel (Lars)
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Joined: Thu Jan 19, 2017 9:13 am
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Re: Yesterdays Bar & Grill (Open RP)

Post by Daniel »

A Ray of Hope for Heroes: Part 2 of 5, September 8 or 9, Part Three goes up.
  • The unnatural darkness covers the entire region. Dark clouds streak across the sky. Heavy rain drops. The streets of the Outskirts are a mess of dead monster parts, and mud. The Castle can not even be seen due to dark clouds covering it. Like a bad Ley Line Storm, a few hundred feet over the Outskirts, a pulsing small Rift has opened. A mass of rocks fall from the sky, anyone not wearing protective armor will likely be injured or killed from these pelting stones, and occasional boulders!

    Looking over at the Pub one sees that its roof and front are missing. Only three walls stand now. However the most interesting thing has occurred in the pub. Emitting from the fabled Helm of Sayeen is a massive bright clear sphere of protection. Encompassing the entire pub is a rain proof, protective barrier. Those under its surface are safe from rain, and the rocks that start dropping down out of a pulsing tear in the sky above!

    The protective barrier of the Helm of Sayeen does stop the onslaught of rocks. Roofs of other buildings are not fairing as well. In fact the Post Office looks to be crushed under a massive boulder. Lightning flashes and thunder booms still.

    A stiffing aura of a rancid, cloying odor that makes you nauseous rolls across the Outskirts: Make a Vigor roll at -4 or suffer a level of Fatigue. (At one Fatigue all your Trait rolls will be at a -1...remember those Outskirts bennies).

    A storm of rancid stinky frogs, push upwards out of the muddy streets. Croaking and hopping about these little buggers look to number in the hundreds. Hovering about five feet off the ground Doc Legion calls out with another mental telepathic pulse: Gather the injured! Everyone needs to get to cover under the ... this, whatever it is barrier that is stopping the rocks and rain. There is safety in the pub under the protection of the Helm!

    Bohb the bartender tosses his gun aside and runs out into the pouring rock and rain to grab a injured legion Red Shirt soldier and pull them back to the safety of the barrier. As the wounded soldier, covered in bloody boils, is pulled under the protection of Sayeen's barrier the man cries out in agony then goes into a coughing fit. Bohb is startled and lets go of him. Standing up the no longer wounded soldier sloshes wet red fluid from his arms and he sees the boils are gone! Looking over at Bohb the soldier nods a thank you and says, "I am cured!"

    Doc Legion and the other medical trained parties check the man out. George can see that indeed the man is cured! The disease seems to have been destroyed by being under Sayeen's magical barrier of protection. Maybe the other several dozens of injured soldiers and civilians can be healed too.

    Four booming crashes echo across the Outskirts! Glancing around those outside see four massive pillars have dropped out of the sky. Each pillar is intricately carved with demonic symbols on rusty looking stone. Each pillar stabs down into the wet muddy ground and emits waves of heat.

    More people fall to the ground in agony with Blood Boils: Make a Vigor roll (no penalty, unless you failed above and have a level of Fatigue already) or suffer a level of Fatigue. The disease is attacking your immune system! (At one Fatigue all your Trait rolls will be at a -1, at two Fatigue your Traits are all at -2...remember those Outskirts bennies).

    Several of the rocks that fell from the open Rift above, landed on the ground, are broken open by the impact of the four pillars. The broken open rocks, as they break open emit a temporary burst of sunlight. (Note, those several PC's who used light, silver and sunshine in their previous posts, your attacks were extra responsive to hurting the tentacle monsters).

    Rushing out of the front door of the Red Shirts Legion Embassy the head of the Security in the Outskirts, a Captain Carter (Ley Line Walker) stumbles out into the muddy street looking like he has a broken arm. Standing up Carter yells, "A giant one is pushing its way up from below! Its damned big, like six times (size 6) the size of the other tentacle monster things! Nothing I do seems to stop it. We might have to evac the Outskirts! I do not know how to stop it!"

    The ground starts to heave under the Embassy and Carter rushes away from it.

    Bursting up out of the ground one massive tentacle flails about and is followed by a massive monster that crawls upwards through the wreckage of the Embassy. Either its size or maybe the mindless monsters ability to emit Fear causes many to cry out in fear.

    More people fall to the ground, this time in Fear: Make a Spirit roll (no penalty, unless you failed above and have a level of Fatigue(s) already) or suffer and become Shaken. For this Quick Combat style of Posting you can use a Outskirts bennie to get rid of the Shaken and carry on. You heroes need to get to rescuing and such!
Now What?
Its time for you to:
  1. roll your Vigor -4 vs rancid frog aura [Full EBA protected armor with helmet on, no need for roll]
  2. roll your Vigor vs the disease [Full EBA protected armor with helmet on, no need for roll]
  3. roll your Spirit vs fear emitting from monster
  4. Then one Roll to show what you are doing, ie, Shooting at Monster roll Shooting. Providing Medical Assistance, roll Healing, Casting a Spell of some kind, roll Spellcasting, etc.
  5. Then write your narrative.
  6. Enjoy.

    *note all the above is custom to this Outskirts Posts, actual game play may vary in your SET's.

Injured need help, a massive monster is coming, pillars have dropped and emit heat, frogs jump about, rain falls and rock and boulder bombard down into the Outskirts.


What do you do?



((( Quick Combat Modifiers: Zero except there is a +6 to PC's who fight the Massive Monster, the size of the monster gives a +6 to hit it. Once the Massive Size 6 Tentacle Monster pushes up out of the ground from under the Embassy it can be fought. Parry 4, Toughness 18 )))
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

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Jackal
Daniel (Lars)
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Joined: Sat Jun 18, 2016 7:14 pm

Re: Yesterdays Bar & Grill (Open RP)

Post by Jackal »


Rolls
roll your Vigor -4 vs rancid frog aura GM
roll your Vigor vs the disease GM
roll your Spirit vs fear emitting from monster GM
Then one Roll to show what you are doing, ie, Shooting at Monster roll Shooting. Providing Medical Assistance, roll Healing, Casting a Spell of some kind, roll Spellcasting, etc. GM
  • Fell looks at the man named Raiden oddly. What the hell is he even talking about? NEMA? Coming of Rifts? Dude we need to rescue people.

    "Come on man, we need to rescue the injured!"

    The old Juicer lifts up a woman who looks like she is in pain and carries her under the protective barrier being emitted by Sayeen's Helm. You old coot, you, still saving others! I miss you Sir.

    When the massive large monster pushes up out from under the Embassy, destroying the building in the process, Fell groans. Really?

    Setting down the woman the Juicer bolts back out into the rain and falling rock towards the monster firing his rifle at it and yells, "Come on Tim! Lets get this bugger!"
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
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Nomed Dercas
Posts: 50
Joined: Fri Aug 11, 2017 5:37 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Nomed Dercas »

Rolls
Rancid Fog Aura (Vigor -4) Vigor: [dice]0[/dice] Wild: [dice]1[/dice] Benny for Extra Effort [dice]2[/dice] Total: 5 (Juicers have +2 on all Fatigue checks. Not sure if this applies.)
Disease (Vigor) Vigor: [dice]3[/dice] Wild: [dice]4[/dice] Total: 9 (Juicers have +2 on all Fatigue checks. Not sure if this applies.)
Fear (Spirit): Spirit: [dice]5[/dice] Wild: [dice]6[/dice] Total: 5
Shooting: [dice]7[/dice] Wild: [dice]8[/dice] Total: 13
"Fuck, fuck, fuck, fuck, fuck, fuck, fuck... Black demon tentacles, crazy magic boils and now THIS!?!?!" Nomed hesitates for a brief second watching the chaos unfold below. Feeling the wave of nausea and fear wash over him as the massive monster crawls out of the ground, he leans against The Castle wall and luckily it passes quickly. "Fuck it, this is totally what I signed up for." Taking aim, he takes another double shot at the Giant One that just leveled the Embassy. "Direct hit, fuck yeah!"
Taking stock of the magical storm and weird looking tear in the sky, Nomed says "I need some fuckin' cover," and easily hops the parapet of the outer wall.

Vaulting the castle wall was never something he could do before his Juicer conversion, now he didn't even notice slowfalling the 30 foot wall of The Castle. He dashed across the battle torn ground and headed for the sanctuary of the glowing light emitting from the bar. Having shook off the effects of the magical chaos raging outside, he uses his super human speed and strength to help assist several civilians and a couple security guards to the safety of Yesterday's. "Always room for one more, right Bohb?" Nomed grins at the Larmac.


Outskirt Bennies: 2
Last edited by Nomed Dercas on Sat Sep 02, 2017 2:18 pm, edited 9 times in total.
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
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Growler
Diamond Patron
Diamond Patron
Posts: 184
Joined: Fri Aug 18, 2017 7:42 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Growler »

OOC Comments
Rancid Frog Aura: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 10 - Success +Raise

Disease: [dice]2[/dice]
Wild: [dice]3[/dice]
Result: 7 - Success

Fear: [dice]4[/dice]
Wild: [dice]5[/dice]
Result: 6 - Success

Fighting (Assuming no bonus to hit due to Noglik's current size): [dice]6[/dice]
Wild: [dice]7[/dice]
Damage (If needed): [dice]8[/dice]+[dice]9[/dice] AP8 = 26AP8
Remember, to use your claws, Noglik, and not your teeth

With that, Noglik launches himself at the new, larger Tentacle Monster. Using his massive claws, he tears into it.

"It will take something more than an overgrown octopus to put Noglik out of action! I'd chop you up into calamari and eat you if you didn't smell so rotten!"
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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Gorgeous George
Bronze Patron
Bronze Patron
Posts: 134
Joined: Mon Jun 12, 2017 1:19 pm

Re: Yesterdays Bar & Grill (Open RP)

Post by Gorgeous George »

OOC Comments
George Spirit [dice]0[/dice]
George Wild Spirit [dice]1[/dice]

Healing [dice]2[/dice]
Wild Healing [dice]3[/dice]


Big Al Spirit [dice]4[/dice]
Wild Spirit [dice]5[/dice]

Big Al Faith [dice]6[/dice]
Wild Faith [dice]7[/dice]
Extra Effort Benny [dice]8[/dice]
George knows his business, even in chaos like this: Tend to the injured. As the crew brings the Behemoth up to the bar, he shouts out orders to them. "I want anyone with boils moved into Tiny's vehicle bay! Get 'em as naked as you can--it'll help 'em get more comfortable until the antibiotics kick in. Get a trauma kit down here; we'll use the bar as an ER to treat anyone who gets injured by the rocks. Move it, people, standard triage protocols for the injured, quarantine for the blood boils."

He turns to Big Al. "You get on board Tiny--your prayers'll treat 'em faster than the antibiotics, least til you get drained." The little man nods, saluting his understanding, and goes to the Behemoth, where he will begin praying over the afflicted. Periodically, one of the Hospitallers will stop moving around and join in on the prayers--and sure enough, many of the afflicted are able to be moved out of the quarantine immediately, to rest and recover in the rooms upstairs, giving more space for the still-infected.

Meanwhile, inside the bar, George begins patching up rock- and tentacle-related injuries. This is work he knows, and he's good at it.

George Outskirts Bennies: 3/3

Big Al Outskirts Bennies: 0/2
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit
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Kuikku
Posts: 236
Joined: Sat Aug 19, 2017 10:20 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Kuikku »

Rolls
Rancid Frog: EBA, no roll
Disease: EBA, no roll
Fear: 5 (Spirit [dice]0[/dice] Wild [dice]1[/dice])
Twin Cyber-Blades, up graded to MD - Fighting: 18 (12+6) ([dice]2[/dice] Wild [dice]3[/dice] Fighting Ace: [dice]4[/dice])
Damage: 10 (Str [dice]5[/dice] + 2xSpi [dice]6[/dice] Raise [dice]9[/dice])
Bennie for Damage: 7 (Str [dice]7[/dice] + 2xSpi [dice]8[/dice] Riase [dice]10[/dice])
(I cannot figure out the mechanic to make that all one {dice} entry.)
As the initial fight dies down Kuikku starts moving the injured into the magical shelter. He stumbles as the ground shakes from the impact of the four strange pillars. Pausing in his efforts he watches as Raiden touches the pillar and the following events. Kuikku shakes his head, Not the smartest, touching those things, but it sounds like he has experience with them.

When the great beast bursts from the ground a smile spreads across Kuikku's face, though his mask hides this. ”Gashi, kaijuu. Let us have some fun.” As Kuikku dashes across the open space his blades once again flash into being, but this time they crackle with a much higher level of energy. This time his blades score deeply into his target. Streamers of blood follow behind his blades though it is obvious none of the cuts are very damaging.

Outskirts Bennies: 2/3
Character
Kuikku
Parry: 8
Toughness: 14(6)
Toughness with Cyber-Armor active: 20(8) MDC
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sammy
Posts: 142
Joined: Fri Aug 25, 2017 11:06 pm

Re: Yesterdays Bar & Grill (Open RP)

Post by sammy »

Fear Check
Spirit [dice]0[/dice] Wild [dice]1[/dice]
Meow, what did that fella say about these pillars?... Demon gateway? Meow that does not sound good. A tentacle swipping out for Sammy brings him out of his contemplation. " Watch out there Langdon, those tenacles are dripping with slime and razor sharp..." Sammy briefly looks at Langdon winking as only a cat could, " Wouldn't want a pretty little horn chopped off now would we?"

Sammy bounds about shooting a periecing sunlight shot here and there. He sees George helping the wounded and nods at the good looking Grackletooth. " Quick thinking GG. Seems like you got it covered here. " Sammy looks out into the rain eyeing the pillars, and sees two bulldozers in the outskirts. Some castle drawves are milling next to them taking bets on who is going to win the fight. " Just like those drarves to take bets at a time like this... I wonder what the line is? Sammy does a quick look arround to see who else is nearby.
Sammy yells out, " Meow Erin, what brings you to the battle? Want to take it to those pillars on with a couple of dozers?" Sammy laughs and purrs at the same time, bounding out to the Altaran warrior woman. " Be just like that time in Charlesbad huh? Although this time we are both driving." Quick as a whip Sammy dashes around tentacles and scurries up and over a giant polar bear. Must be Noglik, could have used him at Charlesbad. Sammy finally lands in front of the dwarves. " 7,000 creds on us fellas." Sammy gives them a sly smile as he takes a seat and turns on one of the dozers.
" Meow, this I'll be one hell of a party!" Sammy wildly guns the engine and lowers the plow heading straight at one of the pillars!
Driving Total 9
Driving [dice]3[/dice] Ace [dice]4[/dice] Wild [dice]2[/dice] Ace [dice]5[/dice]
Code

Code: Select all

[ooc=Driving Total 9]Driving [dice]3[/dice] Ace [dice]4[/dice] Wild [dice]2[/dice] Ace [dice]5[/dice][/ooc]
Sammy
Parry:5, Toughness: 14(7), +2 shooting with armor on
ISP: 30/30
Active Powers: None:
Combat Edges:
  • Level Headed
Other Edges of note:
  • Elan
Skills:
  • Notice d6
  • stealth d8
[/list]
Weapon in Hand: Sunshine TW revolver
Bennies
Bennies: 4/3
  • +1 optional dream state
    +1 High post rate
    +1 F and G
    -1 Skill trick
    -1 hell pillars
    -1 Fetetic hand to hand combat
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Langdon Steed
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Posts: 110
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Re: Yesterdays Bar & Grill (Open RP)

Post by Langdon Steed »

Fear 2 - fail
Rancid frog/disease: EBA
Fear check: [dice]0[/dice]
WILD dye: [dice]1[/dice]
Fright table - 19 - Mark of Fear
Fright table +2:[dice]2[/dice]
Sammy wrote:" Watch out there Langdon, those tenacles are dripping with slime and razor sharp..." Sammy briefly looks at Langdon winking as only a cat could, " Wouldn't want a pretty little horn chopped off now would we?"
"Pffft..whatever, you silly stray. These demons are just lucky I don't have my rifle. If I did, our troubles here would -" Langdon is suddenly silenced, as from the direction of the Red Shirt building the sharp crack of shattering megacrete and pavement buckling under some immense strain reaches his ears.

As the enormous monstrosity starts pulling itself out from under the Red Shirt building, a cold shock of fear runs down Langdon's spine. He drops his pistol and grabs fearfully for his TW flaming sword, with the solid silver hilt held up in front of him as if it alone could ward off the demonic monstrosity bursting through the pavement. As he fumbles for the TW weapon, he accidentally activates it, causing a blade of flame to coalesce into existence - and neatly slicing an inch off of the large horn protruding from the left side of his head.
Dammit! That will take weeks to regrow!

His anger snaps him back into the present and he quells his fear long enough to cast Blur on himself for added protection in case the terrifying demon-things attack him.
Spellcasting Deflection 4 - success attackers are -2 to hit
Spellcasting: [dice]3[/dice]
WILD dye: [dice]4[/dice]
Once he feels safely Blurred, he will try to get a good look at the huge new monster with his arcane senses to see if he can glean any more information about it.



Outskirts
-1 Benny to negate Shaken
Outskirts Bennies: 2/3

-1 Charisma from horn chop
Last edited by Langdon Steed on Wed Sep 06, 2017 2:11 am, edited 7 times in total.
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Jude Maverick
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Yesterdays Bar & Grill (Open RP)

Post by Jude Maverick »

ImageImage

A shadowy figure clad in black leather erupted from the darkness as the monstrous beast from below emerged, flailing its giant tentacles around. While she may not know what these specific creatures were, Reiko Tanaka knew of tentacled horrors from her homeland of Japan and their rapine nature, especially when it involved young women and their honor. She had faced such horrors before in her training with the Black Hand as the Clan’s shifters called them forth to face initiates, naked and armed only with a dagger.

Yes, Reiko knew the violations of such creatures too intimately.

With a roar of defiance, the small, lithe ninja cyber-knight called forth the armor and psi-sword -- crackling with electrical energy -- that was the legacy of Sir Sayeen, the man who had offered her redemption in the Cyber-Knights. Electricity arced from the sword as she landed on a squishy mass of tentacles, racing nimbly along its length, slashing at any tentacle that got near as she raced for the center mass, heedless of the danger to herself.

***

Outskirts Bennies: 2/3

Frog aura: CK armor is FEP, so no roll
Disease: FEP, none needed
Fear 4 Success
Spirit [dice]0[/dice]
Wild [dice]1[/dice]
Fighting 8 Raise
Fighting [dice]2[/dice]
Wild [dice]3[/dice]
Extra effort [dice]4[/dice]
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Sephia
Posts: 45
Joined: Wed Aug 09, 2017 7:14 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Sephia »

Rolls
Rancid Frog Aura: EBA, no roll
Resist Disease: EBA, no need for roll
Fear Check: Spirit [dice]0[/dice], Wild [dice]1[/dice]

Fighting: Fighting [dice]2[/dice], Wild [dice]3[/dice]
Result: 7 + 6 = 13
Psi-Sword (MD active): [dice]4[/dice] + [dice]5[/dice] x 2 (AP 6)
Damage: (7 + 8) x 2 = 30 (+2 if supernaturally evil)
With the last of the creatures felled, Sephia had set to work grabbing one of the wounded soldiers and dragging him into the protective dome. When the new demon erupted from the ground she grimaced and set the man down for the medics to deal with, then rushed outside to join the fight once again. This time, seeing the greater size of this monster, she cupped her hands together and called forth a single psi-sword, this one a jagged looking greatsword. And this time, she put in the little extra effort to make sure it could penetrate even MDC armour. With an angry battlecry, she charged forward from a different angle than Reiko, but with the same purpose: cut a path through the tentacles to the beast's heart.
Sephia
Character Name: Sephia
Parry:6, Toughness: 15(6), Tech suffers -2 to hit
ISP: 10/20 | Bennies: 3
Wounds: 0
  • Boost Trait (self only): Increase any trait by 1 die type. 2 on raise.
  • Deflection (self only): -2 to be hit by Ranged and Melee. -4 on raise.
  • Healing: Remove 1 wound. 2 on raise.
  • Smite: Give weapon +2 damage. +4 on raise. Active
Combat Edges:
  • Ambidextrous: Ignore off-hand penalty.
  • Champion: +2 damage and toughness vs supernatural evil.
  • Martial Artist: Never considered unarmed or subject to Unarmed Defender rule. Adds +d4 to Strength roll on successful unarmed attack.
  • Mighty Blow: If joker drawn, x2 total damage on successful melee attack.
  • Quick: Discard and redraw initiative until higher than 5.
  • Two-Fisted: Roll attacks for each hand separately, ignoring multi-action penalty.
Erin Sol
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Posts: 76
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Re: Yesterdays Bar & Grill (Open RP)

Post by Erin Sol »

OOC Comments
Rancid Frog Aura: EBA, no roll
Resist Disease: EBA, no need for roll
Fear Check Spirit: [dice]2[/dice]
Fear Check Wild: [dice]3[/dice]

Fear Table: [dice]4[/dice] Adrenaline Surge +2 to Trait rolls

Driving [dice]0[/dice] -2 untrained, +1 Machine Maestro in combat
Driving wild [dice]1[/dice]
+2 additional for adrenaline surge
Benny Extra Effort [dice]5[/dice] Final Driving Total: 7

Outskirt bennies; 2/3
"Meow Erin, what brings you to the battle? Want to take it to those pillars on with a couple of dozers?" " Be just like that time in Charlesbad huh? Although this time we are both driving."
Finding Sammy’s enthusiasm infectious Erin laughingly says “ I was just trying to get some peace and quiet. Obviously that worked out well.”
Erin jumps off the scoop and into the driver’s seat of the second dozer. As soon as she grabs the controls a deep connection is established with the machine and Erin is comforted by the power.
The idea of Warrior Women drivers makes some Dwarves nervous I should calm them
Erin turns to face the group of Dwarves as she pulls out at top speed. “Don’t worry if we break them I promise to fix them” Mental note, better ask someone which is more troubling not facing someone while talking to them or not facing forward while driving construction equipment in the rain.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
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Ashlyn Alvarez
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Posts: 260
Joined: Sat Jul 01, 2017 5:16 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Ashlyn Alvarez »

Image

Outskirts/Pub
Night

Oh, the stench was horrid! Heather nearly lost what was in her stomach, but managed to fight it down as the frogs rained down around them, the demon pillars falling from the sky. The tentacle monsters were destroyed, but it seemed their “mother” had arrived, wrecking up through the post office.

Heather turned her attention to the monstrosity. She saw two Cyber-Knights racing to assault it. Heather called on her telekinetic power to fight against the tentacles, trying to keep them clear from the two warriors to give them a pathway through to the heart of the monster.

***

Outskirts Bennies 1/3
Frog Aura 5 Success
Vigor [dice]0[/dice]
Wild [dice]1[/dice]
Extra Effort [dice]8[/dice]
Disease 10 Raise
Vigor [dice]2[/dice]
Wild [dice]3[/dice]
Extra Effort [dice]9[/dice]
Ace [dice]10[/dice]
Fear 5 Success
Spirit [dice]4[/dice]
Wild [dice]5[/dice]
Psionics 6 Success
Spirit [dice]6[/dice]
Wild [dice]7[/dice]
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Timothy Hernandez
Posts: 286
Joined: Fri Jul 01, 2016 3:43 pm

Re: Yesterdays Bar & Grill (Open RP)

Post by Timothy Hernandez »

OOC Comments
Full EBA Cyborg, no Vigor roll.
Spirit: [dice]0[/dice] Ace: [dice]4[/dice] Wild: [dice]1[/dice]
Fighting: [dice]2[/dice] Wild: [dice]3[/dice]
Damage: [dice]5[/dice]+6 Raise: [dice]7[/dice] Total:29
"Come on Tim! Lets get this bugger!"
Seeing the monster come out of the ground Timothy moves to do what he has been trained for. Killing big ugly D-Bees. "You don't have to tell me twice. Can we get some missile? Timothy follows Fell into his suicidal jump to face off the biggest baddest monster he has seen to date. The creature flails about wildly and uncontrollably with a tentacle that would crush a normal person in a moment. Timothy swings his great sword to intercept the tentacle and help protect Fell from an attack in the rear, cutting the tentacle clear off, causing what this creature calls blood to squirt all over Timothy. "Watch your back sarge. You still have a mission or two before I take over. God, this feels good."
Timothy Hernandez
Pace: 8; Parry: 9; Toughness: 24; (9 MDC); (size=+1) ; Strain: 5/6
Weapon in hand: Chain GreatSword
Damage: 2d12+2
Ammo: 32/32
Bennies: 1
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Jude Maverick
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Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Yesterdays Bar & Grill (Open RP)

Post by Jude Maverick »

ImageImage

Oh, God! I think I’m gonna hurl! Sierra thought as the frogs splatted down around them, raising a horrid stench. She choked back on her nausea. The fire in her blood and burning around her seemed to be dealing with the Blood Plague for now, making her body inhospitable to the virus.

Sierra watched as a couple Cyber-Knights jumped onto the beast and raced down the tentacles. “Go, Reiko!” Sierra yelled encouragement to her Japanese friend. That old guy, Fell, was leaping in there like a Crazy, and some beefed up Borg was watching his back.

Sierra surveyed the scene. Time to corral this mother fucker, she thought to herself. Calling up the fires inside of her, she ignited the air, building a wall of fire around the monstrosity to pen it in as much as possible away from civilians.


***

Outskirts Bennies 2/3
Frog Aura 9 Raise
Vigor [dice]0[/dice]
Ace [dice]8[/dice]
Ace [dice]10[/dice]
Wild [dice]1[/dice]
Disease 11 Raise
Vigor [dice]2[/dice]
Wild [dice]3[/dice]
Extra Effort [dice]9[/dice]
Ace [dice]11[/dice]
Fear 4 Success
Spirit [dice]4[/dice]
Wild [dice]5[/dice]
Barrier 9 Raise
Psionics[dice]6[/dice]
Wild [dice]7[/dice]
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jasco
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Joined: Wed Aug 30, 2017 9:36 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Jasco »

Rolls
Rancid Fog Aura (Vigor -4) Vigor: [dice]0[/dice]
Wild: [dice]1[/dice]
Total: -2 (fail)

Disease (Vigor) Vigor: [dice]2[/dice]
Wild: [dice]3[/dice]
Total: 3 (fail)

Fear (Spirit): Spirit: [dice]4[/dice]
Wild: [dice]5[/dice]
Spend 1 Outskirts Benny
Spirit:[dice]6[/dice]
Wild: [dice]7[/dice]
Total: 7 (save)
Drenched by rain and completely humbled by the catastrophe unraveling around him, Jasco finds himself wholly unprepared for what is transpiring. One of the many in Castle Refuge trying to find safety, he is trying to find shelter in a dwindling number of buildings. Then it gets weird.

The aura of rancid stifling odor catches Jasco full-throated. Their noxious effect hits the information broker like a ton of bricks (-1 Fatigue). As Jasco's eyes threaten to roll back into his head, he is hit with another whammy as blood boils erupt all over his body (total -2 Fatigue).

Toxic frogs and blood explosions on my body... Damn. What kind of wretched magic is this? Am I going to die?

Thankfully, his personal concerns tunnel vision his perspective. And he is oblivious to the giant tentacles, massive pillars falling from the sky and heroic battling taking place all around him. Completely shell-shocked, he is glad to hear a friendly voice in his head and follows Doc Legion's directions, stumbling his way toward the pub. Each step is agonizing, but the pain has caused Jasco's mind to dissociate. Like a zombie, he shuffles toward his destination... Yesterdays Bar & Grill. He will likely be among the many who require saving.


Outskirt Bennies: 2/3 (one spent this round)
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Zakkael
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Location: Castle Refuge

Re: Yesterdays Bar & Grill (Open RP)

Post by Zakkael »

Rolls
1: EBA, no frog aura
2: EBA, no disease
3: Sp vs Fear
[dice]0[/dice]
Wild die Spirit
[dice]1[/dice]
"Let all who are afflicted be restored. You who are Gorgeous, allow me to assist in the recovery efforts. The Light of Heaven is merciful to those cursed by this disease." Zakkael moves to help some of the affected people move to the Hospitallers' behemoth. Taking Jasco by the shoulder, Zakkael concentrates for a moment. "Hold still, friend. Let this burden be lifted from your body."
Greater Healing
[dice]2[/dice]

Wild die Greater Healing
[dice]3[/dice]
Jasco, and several others wounded or fatigued from the onset of the vicious diseases and poisons in the air, are bathed in a warm light, and feel themselves restored to strength. "Come, let us bring more wounded to their respite."
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Langdon Steed
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Re: Yesterdays Bar & Grill (Open RP)

Post by Langdon Steed »

Zakkael wrote:"You who are Gorgeous, allow me to assist in the recovery efforts."
With his attention focused on the massive demon emerging into the street, Lang waves off the voice coming from behind him.

"No, I'm fine. Help the others. My horn will grow back."
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Yesterdays Bar & Grill (Open RP)

Post by Kim Black »

Giving the waitress a reassuring smile, Kim stood up from behind the bar. She slapped another armor bracelet onto her own wrist, activating the force field of shimmering cold around her. She shivered a bit as she wracked her brain for how she could help. She figured the existing gadgets she had on her belt weren’t appropriate. So she started digging through her various pouches and compartments, pulling out pieces and tools, working as she went.

Kim figured the best way to help would be to aid the combatants. She rigged up something that looked like a pocket watch.

“MR. FELL! CATCH!” Kim yelled, hauling back and throwing the watch to the Juicer. “Just push the button!”
OOC Comments
The watch slows down time for Fell, giving him the quickness power.
***

Outside Bennies 3/3
Arcane Machinist 7
[dice]0[/dice]
[dice]1[/dice]
-2 for Seasoned (Quickness)
+2 for Machine Maestro (TW device, combat)
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Jude Maverick
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Location: Chicago suburbs

Re: Yesterdays Bar & Grill (Open RP)

Post by Jude Maverick »

“Oh bloody hell!” Jude gasped, flailing a bit as he startled at the alarm klaxons and fell out of the bed in a tangle of naked limbs and sheets. “What’s going on?”

“I don’t know,” came a worried voice. The redhead dug her head out of the sheets, lying atop Jude’s chest.

Jude tried to remember her name. Jenny? Ginny? No...Gina. For a shy, retiring, sexy librarian type from accounting, she was sure adventurous in the sack. She had suggested inviting her friend Tiana from Purchasing, the beautiful, naked black girl that was entangled with them. Both were now giving each other worried expressions.

“Don’t worry. I’m sure it’s nothing,” Jude tried to reassure the ladies. He pulled Tiana down for a deep kiss.

Damn, but those klaxons really killed the mood! And he had two gorgeous women here!

Jude sighed. “I suppose I should go see what’s up.”

Both women nodded, and with a bit of discoordinated effort the managed to get out of the sheets and get Jude dressed in his armor.

Jude wriggled a bit. “Never again am I wearing armor commando. This chafes!”

***

Jude pulled up short as he exited the gates of the castle with another group of responding Legionnaires, fighting against the flow of civilians trying to reach safety within the walls of the castle grounds.

“Holy… I really should have just stayed in bed…” Jude muttered as he pulled his rifle off his back and brought it around. “Why does it have to be tentacles?”

Eying the massive monstrosity, Jude reconsidered and let the combat types handle it. He turned to the civilians.

“Keep calm and orderly!” Jude yelled. “There is plenty of room for everyone! We don’t want anyone hurt because they were trampled. Let the Legion keep the things distracted. Everyone head for the emergency shelters!”

***

Outside Bennies 5/5
Persuasion 14 2 Raises
[dice]0[/dice]
[dice]1[/dice]
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jasco
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Re: Yesterdays Bar & Grill (Open RP)

Post by Jasco »

Zakkael wrote:Zakkael moves to help some of the affected people move to the Hospitallers' behemoth. Taking Jasco by the shoulder, Zakkael concentrates for a moment. "Hold still, friend. Let this burden be lifted from your body."

Jasco, and several others wounded or fatigued from the onset of the vicious diseases and poisons in the air, are bathed in a warm light, and feel themselves restored to strength. "Come, let us bring more wounded to their respite."
"Thank you," Jasco gasps with renewed vigor. His breathing eases from a frenetic panting to a more casual rate as the warmth of the healing washes over him. Recognizing his rescuer as being one of the fabled Lyn-Syrial, Jasco follows up with a compliment of gratitude, "Your people are legendary for helping those in need. I can see today that such stories are well-deserved."

Finding his feet and now presumably immune to the effects of the frogs and disease, Jasco joins Zakkael in pulling others to the safety of the pub. Though not a well-muscled man, he more than makes up for it in enthusiasm to pay the blessings of the healing forward.
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Jackal
Daniel (Lars)
Posts: 439
Joined: Sat Jun 18, 2016 7:14 pm

Re: Yesterdays Bar & Grill (Open RP)

Post by Jackal »

Kim Black wrote:Kim rigged up something that looked like a pocket watch:

“MR. FELL! CATCH!” Kim yelled, hauling back and throwing the watch to the Juicer. “Just push the button!”
OOC Comments
The watch slows down time for Fell, giving him the quickness power.
The old Juicer, fighting near the large Cyborg named Timothy, looks over at the young lady and smiles. Never mind the chaos about, the Juicer smiles. As he catches the "watch" he hollers a "Thanks!" and jumps into rapid action! Great ChainSaw Blade swooshing like mad he cuts away at the demon, a crazy blur, chuckling!
Character
Jackal

Notes: Increased Action Upgrade (3) Additional Action (Like Split the Seconds), Quick Edge. Parry 9, 10 or 11. Toughness 24 (12) Often wears riot armor in combat but just for looks and it doesn’t add to his Toughness. Otherwise, wears an armored suit & tie, or jeans and t shirts.

The 7th SET

• Chok'lat
- Cyberred up Brodkil Tank
• Strider
- Sea Titan, MARS Scholar
• Growler
- Best Boy Dogboy Nega-Psychic
• Jarvis Ursus
- Kittani PA Jock
• Jonns Mythe
- Quickflex MARS Gunslinger
• Rib
- Trimadore MARS Vagabond Martial Arts & Technical Specialist
• Kriza
- What? A Human?! MARS Psi-Druid
• Jackal
- Oh, whew, another Human...or is it? AI Pilot
• Roy
- True Atlantian Shifter
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Ashlyn Alvarez
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Re: Yesterdays Bar & Grill (Open RP)

Post by Ashlyn Alvarez »

Outside/Yesterday’s Pub
Afternoon

Ashlyn wove her way through the panicking civilians as they made their way into the walls of the Castle. She spotted Jude trying to direct some traffic and keep people calm. Others were fighting some giant tentacle monster that had taken out the post office, and giant stone pillars of ominous red stone beneath a rift.

Ashlyn grabbed some talk that injured were being gathered into the new pub, so Ashlyn made her way down there.

“How can I help?” Ashlyn asked, pushing back her dark hair. She moved to one of the people afflicted by the blood boils. “What is this?” she asked. “Does anyone have a medical kit?” Someone handed her a first aid kit. Ashlyn could use her powers to save someone if necessary, but that would drain her quickly and leave them with only another body to tend to if she wasn’t careful, so she would rely on more conventional methods unless needed.

***

Outside Bennies 3/3
Healing 5 Success
[dice]0[/dice]
[dice]1[/dice]
Second should have been a
[dice]2[/dice]
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Daniel
Daniel (Lars)
Posts: 2167
Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Yesterdays Bar & Grill (Open RP)

Post by Daniel »


  • PREVIOUSLY...


    Part One: A Storm for Heroes.

    A Ley Line Storm strikes the Outskirts. Strange small human sized creatures looking like a cross of Neuron Beast and Large Octopus flood out of the front doors of the Embassy. Legion Security attempts to contain these creatures as they pour up from below the Embassy (which was once Spiders Pub). One Red Shirt, a Grackle Tooth named Grak, alerts the occupants of the new bar, Yesterdays, of the threat. The heroes of the Legion stand up against the tide of evil.


    Part Two: A Ray of Hope for Heroes.

    The Ley Line Storm worsens, dropping piles of rocks and boulders down onto the Outskirts. Strange frogs push up out of the mud across the area. A tear in reality rips open above in the storm and four large pillars, intricately designed, drop down like spears and strike the muddy ground in the Outskirts. Simultaneously a disease called Blood Boils erupts across the area causing many to fall sick. The Legion heroes gather up the wounded and work on healing them as others combat a massive tentacle monster that has broken free of the earth and destroyed the Embassy, leaving a gaping hole in the ground where the Red Shirt HQ once was. The monster is eventually slain and lays dead chopped up seeping greenish black blood into the ground.


    And Now, Part Three: Descent of Heroes

    As the rain lessens and the clouds dissipate the storm above vanishes. As the darkness of night returns to view, the stars shine brightly and the mist across the Outskirts fades. As things outside calm, inside the emergency shelters set up by Legionnaires and volunteers, the infected are recovering. Thanks to the quick response of Legion members both inside the Castle and those that were outside in the Outskirts when the havoc started, many people are alive now thanks to the valiant actions involved. Only a handful were lost to the Blood Boils, a few others to the monsters and the falling rocks. As spirits lift with the passing storm, hearts are still heavy from the loss of life.

    Among the many heroes who fought here this day, an old looking Juicer named Sgt. Fell stands at the base of a gaping hole in the ground, where the Embassy once stood, looking down into the abyss. He almost absently motions others over to him. Come looks he says with his gesture. Glancing to his right the Juicer speaks to a younger man with a Mohawk, named Raiden, others in the area can hear Fell say:


    “Who and what did you say Syydon was?”

    Raiden steps up closer to the large hole in the ground and puts away a walkie-talkie he was using. Looking down into the hole the man sighs and both points at a nearby pillar and looks at Fell.

    “The pillars belong to him. Syydon is a Demon Locust General from Hell. He has dropped his four Hell Pillars here in the Outskirts, and unleashed a disease on the land, as his pre attack on the area. I was confused why he would pick here, because in order for him to crawl out of Hell and bring his army of Demons to Earth he needs a Nexus Point. Now, now I see…look down into the hole Fell. The glow of magic is pulsing up. There must be a Nexus Point underground here. If we do not get that Nexus closed soon…a Demon army will fly straight out of Hell. An army of Demons that will likely number in the thousands. There will be untold many different things down there Juicer. Obstacles, demons, creatures, traps, could be anything...”

    Nodding his head the Juicer looks down into the pit, at the stone stairs that lead down into what must be a Nexus Point. Looking around at those assembled the aging Juicer smiles.

    ”Well then. There is nothing for it. We must go down there and find a way to this Nexus Point and somehow close the damned thing. Who knows what horror we will have to fight or overcome down there? This will be fun...Let’s Go!”

    ---

    The Decent to the Nexus Chamber is Part Three of the Mini Adventure. Your heroes will have to go down stone steps, descending deeper into the ground, there will be several floors to go down. Making your way down the stairs, from room to room and floor to floor is the story you can tell. What happens on the way down? What is encountered? What do you do? The next part of the Mini Adventure will be the actual Nexus Chamber room, which I will explain to you and provide a map for etc. What happens between standing up here in the outskirts and the point where you stand in front of a stone door deep underground, behind which is a Nexus, is your story to tell. Additionally, what you may or may not do above ground in the wake of disaster might be your story.

    For now, the Players tell the story of The Descent.


    Smaller Map with Notes Written on it
    Image
    Large Map
    Image
    Enjoy and Thanks for Playing! - Lars
Agents of Titan Robotics Industries (AoT)
The Agents (Players)
• Jim - Sparkmort Zipwidget: Male Tinker Gnome Power Armor Ace
• Derrick - Caiden: Male Human, Momano Headhunter
• Steve (Hans) - Berk: Male Simvan Psi-Druid Monster Tamer/Rider
• Murp - Rupetta Martin: Female Human MARS Merc Soldier (X-CS)
• Freemage - Lance: Male Dog Boy Techno-Warrior (Cyber[netic] Knight)
• CSC - Ozy “Oz”: Dragon

My Accounts:
Active
  • Daniel - Admin/GM of AoT
  • Jackal - IC (Neural Intelligence) - 7th SET
  • Vi - Space Pirate - Stars Without Numbers
  • Henry Grimes - CS Commando - Rumble in the Jungle

Not Active
  • Hondo - Wild Psi Stalker
  • Burn - Mega Juicer - Juicer Uprising (On Hold)
  • Blackfish - Ogre Combat Mage - 12th SET (On Hold)
  • Setrakian - Dragon Juicer - FoM Jungles (Retired)

NPC Accounts
  • Lord Coake - NPC
  • Valentine - NPC
  • Erin Tarn - NPC
  • James T - NPC
  • Hagen Lonovich - NPC

Delete Account 1

Re: Yesterdays Bar & Grill (Open RP)

Post by Delete Account 1 »

Looking at the pillars that were bulldozed, Grak frowns.

As much as the four pillars are abused they seem indestructible. After quickly conferring with Red Shirts Commander, Capt. Carter, Grak nods and heads over to Erin and Sammy.

"Hey there. Capt. Carter says to lift those things into the rear of that yellow cargo transport ship over yonder. Either you can or I will. I guess the Cap wants them spirited away."

Grak looks around and removes his cowboy hat looking sad as he passes by a dead civilian.
Erin Sol
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Re: Yesterdays Bar & Grill (Open RP)

Post by Erin Sol »

Knowledge Engineering 17
Knowledge Engineering: [dice]0[/dice] +2 Machine Maestro
Wild: [dice]1[/dice]
Knowledge Engineering Ace: [dice]2[/dice]
Erin returns the dozer and bounds down to the dwarves “Don’t worry I’m not here to collect on the wager that’s him.” nodding at Sammy “I do need to borrow that derrick.” As she sets at the controls her senses extend to the entire machine and she rotates the boom from over the cliff to above the pillar closest to the cargo transport ship then lowers the cable. With her Wall Walking powers and help from some of the assorted Legionnaires she secures the pillars and returns to the controls to transports the pillars to the cargo transport ship.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
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Gorgeous George
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Re: Yesterdays Bar & Grill (Open RP)

Post by Gorgeous George »

George and the Hospitallers wave to the folks assembling to go down into the Pit. "Me and Tiny's crew are gonna sit this part out, I think--we got enough on our hands making sure the folks who didn't get treated immediately for the blood boils are able to get rested until we can cure 'em all. And I want to do a survey of the area for anyone who passed out without being seen. Since these things are caused by hell-nits, we should also see about decontamination. That'll be more than enough on the plate. But remember, if you get injured, you can always fall back up here and we'll get you straight again, folks."
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit
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Savant
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Re: Yesterdays Bar & Grill (Open RP)

Post by Savant »

Whistling as she walks, the Crazy Altaran arrives at the top of the stairs as everyone's assembling. "Thank heaven. If I'd had to sit around for another night waiting until our next assignment, I think I might've had to start a brawl or three just to make it through the night. But this should be just the right medicine." With that, she heads down with the others. "Best part is, it's too cramped down there for the Avianati."
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
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Ashlyn Alvarez
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Re: Yesterdays Bar & Grill (Open RP)

Post by Ashlyn Alvarez »

Outside/Hellhole
Afternoon

A dark-haired, lightly armored Latina stepped up beside Fell and the others, staring down into the pit that had been the Embassy. “If you going into Hell, you need holy light on your side,” she said in accented American. “May blessing of God be with you.” She said a quick prayer, touching the silver cross at her neck. Fell and the others felt a surge in their abilities, their weapons feeling lighter, quicker, their hand-eye coordination better, their situational awareness keener.

“Now let us go with God, hopefully not to our deaths.”

And the holy woman stepped down onto the stone stairs descending to the darkness.

***

Outside Bennies 3/3
Greater Boost Fighting 5 Success
[dice]0[/dice]
[dice]1[/dice]
Character Tracker
Champion (+2 Damage, +2 Toughness)
Remember Blanca (WC; d8 all attributes, Strength d12+4)
Ashlyn Alvarez Character Sheet
Parry: 8; Toughness: Melee: 18 (9)/Range: 22 (13) + 2 vs supernatural evil
Encumbered: -2 to Str and Agi related rolls
Apocalypse Now: Enemies in direct confrontation with Ashlyn crit fail on a 1 or 2, even Extras.
Wild Die always a d8
Whenever you cast a spell with a Raise, reduce the PPE cost by 1 (min 0)
He Who Fights Monsters: +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
Dodge: -1 to be hit by ranged attacks
Champion: +2 damage and Toughness vs. supernatural evil
Nerves of Steel: Ignore 1 point of Wound penalties
All Thumbs: When roll a 1 on Trait die while using tech, the device breaks.
Brave: +2 Fear tests
PPE: 15/25
  • Banish, Bolt, Boost/Lower, Detect Arcana, Divination, Healing, Holy Warrior, Entangle, Succor
ISP: 18/25
  • Telekinesis, Mind Reading, Puppet
Shield: 7/10 PPE
  • Deflection
Wand: 7/10 PPE
  • Dispel
Rangers: Nestor Calis (Leader) and 12 rangers (2 sleeping); 1 sun dogs (can be sacrificed as if like a benny)
  • Brave and strong willed: Fearless and able to follow their leader into the darkest of depravities: Spirit is a d8.
Bennies: 0/4
Adventure Cards
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un- Shaken now as well.
  • Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Kuikku
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Re: Yesterdays Bar & Grill (Open RP)

Post by Kuikku »

As the creature falls Kuikku turns his face up to the last of the rain, a slight grin on his face. Pausing a moment to allow the ichor to wash from his armor he rolls his neck and shoulders to make sure nothing was strained in the fight. As he turns to look over the battle field the grin vanishes. ”Chikushou!” Too many were injured or killed this night. And most of them innocent as well.

Kuikku takes a few moments to help move the dead and wounded to the medical tent, knowing many will carry the marks of this nightmare for the rest of their lives. Passing Grak on one such trip Kuikku places a hand on his shoulder. ”I know brother, but there are healers available for those who still need it. And then, let us focus on ending this threat to prevent further loss.”

Walking to the edge of the pit Kuikku hears Savant's comments and chuckles. Seikai, nothing like a good fight to get the blood pumping. It takes Kuikku a moment to realize the surge he is feeling is from Ashlyn's magic.

Starting down the stairs Kuikku looks at the destruction on each level. There may not have been many floors to the embassy but each tells its own story of pain and death. Dismembered bodies and splashes of blood framed most of these stories but the most disturbing was the woman sitting at her desk.

As Kuikku approached it simply looked as if she had fallen asleep while working. Nothing was disturbed and there was no blood. When he pulled back her shoulder to check on her he stumbled away in shock. Her face, and most of the contents of her skull, was gone. Something had cleanly scooped it all away, and though not cauterized the wound did not bleed.

It was with this discovery that Kuikku realized there would be no survivors in this pit. And if this Syydon was not stopped there may be no survivors in all of Castle Refuge. He quickened his pace and now stands in front of a large stone door. Focusing on his inner strengths and resolve he awaits the gathering of the rest.
Character
Kuikku
Parry: 8
Toughness: 14(6)
Toughness with Cyber-Armor active: 20(8) MDC
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Sephia
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Joined: Wed Aug 09, 2017 7:14 am

Re: Yesterdays Bar & Grill (Open RP)

Post by Sephia »

Notice 7
Notice [dice]0[/dice], Wild [dice]1[/dice]
Sephia, who has been leaning against a nearby wall with her arms crossed, straightens up and steps over when Fell beckoned everyone towards the pit. Hearing Raiden's explanation of the pillars and their purpose, there is no way she is sitting this one out, so she joins those gathering at the steps.

"Very well, let us put an end to this." She says, descending the steps with her hands held ready to either side, whether to draw her pistols or ignite her psi-blades. As she moves down the steps, she focuses her senses, not wishing to be caught off-guard by whatever awaits them below.
Sephia
Character Name: Sephia
Parry:6, Toughness: 15(6), Tech suffers -2 to hit
ISP: 10/20 | Bennies: 3
Wounds: 0
  • Boost Trait (self only): Increase any trait by 1 die type. 2 on raise.
  • Deflection (self only): -2 to be hit by Ranged and Melee. -4 on raise.
  • Healing: Remove 1 wound. 2 on raise.
  • Smite: Give weapon +2 damage. +4 on raise. Active
Combat Edges:
  • Ambidextrous: Ignore off-hand penalty.
  • Champion: +2 damage and toughness vs supernatural evil.
  • Martial Artist: Never considered unarmed or subject to Unarmed Defender rule. Adds +d4 to Strength roll on successful unarmed attack.
  • Mighty Blow: If joker drawn, x2 total damage on successful melee attack.
  • Quick: Discard and redraw initiative until higher than 5.
  • Two-Fisted: Roll attacks for each hand separately, ignoring multi-action penalty.
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Jasco
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Re: Yesterdays Bar & Grill (Open RP)

Post by Jasco »

Gorgeous George wrote:George and the Hospitallers wave to the folks assembling to go down into the Pit. "Me and Tiny's crew are gonna sit this part out, I think--we got enough on our hands making sure the folks who didn't get treated immediately for the blood boils are able to get rested until we can cure 'em all. And I want to do a survey of the area for anyone who passed out without being seen. Since these things are caused by hell-nits, we should also see about decontamination. That'll be more than enough on the plate. But remember, if you get injured, you can always fall back up here and we'll get you straight again, folks."
"Setting up a triage center up here is a wise move. Thank you for your foresight." Jasco says to George, expressing his heartfelt gratitude.

"Name's Jasco. I'll head down into the pit, but don't consider myself much of a fighter. Instead, I think my efforts will be better spent trying to coordinate and get the wounded back up to you in a timely fashion. It would be helpful if we were synced up on the comms." The information broker gestures at George's comm unit on his armor. "Would you mind sharing your active frequency? There's no guarantee that once underground the comms will work, but if I have the right frequency that will be one less thing that could go wrong during the heat of battle."

As the various heroes descend into the Hell pit, Jasco tries to rally them into some semblance of order (unless someone else is already doing so). "Might be a tight fit down there. We will want close combat fighters at the front with support and range personnel backing them up. Know your limits. With narrow choke points, it would be wiser to withdraw, allowing another to take your place, than for your fallen body to clog up the flow of reinforcements. Wounded should shift toward the rear of the formation, making their way back up to the triage center if necessary." The broker gestures with his hands to emphasize his point about narrow chokes and how the fighters should flow once combat begins. Everyone here looks immensely capable. And I am confident that legends will be sung about the fight that is about to happen. It is simply important that everyone has a sense of the logistics of the battle so that they don't inadvertently hinder the effectiveness of those around them.

"Healing support will be on 202.6. And main tactical comms on 083.1." Jasco announces, reiterating George's frequency and the Castle Refuge defender frequency respectively. "Dial it into your presets now ladies and gentlemen. You don't want to be fumbling with that while a demon is trying to take your head off."

Jasco gestures at George's triage center, then at Castle Refuge itself, "First fallback rendezvous will be George's triage. Second fallback rendezvous will be the courtyard of Castle Refuge."

Once a fighting squad or two have made their way into the pit, and it looks like others are similarly forming up to head down, Jasco will insert himself into the formation and head down also. Lightly armored and armed, he privately hopes that he keeps his wits about him as it could be the difference between his own life or death.
Command
+1 to troops recovering from being Shaken
Leader of Men
Roll a d10 as the Wild Die for subordinates
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Gorgeous George
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Re: Yesterdays Bar & Grill (Open RP)

Post by Gorgeous George »

George slaps Jasco on the back. "Good man, and good thinkin'." After they test the frequency, he adds, "I suggest you pingback to us on a regular basis--say, once a minute. If you go silent, then we'll know the comms are down. Mebbe set yer comm to do that automatically, so you ain't gotta worry 'bout it."
Stat Block
Gorgeous George & Big Al
George
Grackletooth Body-Fixer
Agility d6, Smarts d12, Spirit d10, Strength d8, Vigor d8
Skills: Healing d10+4; Know: Cyber d6+2; Know: Med d6+2; Investigation d8+2; Streetwise d10+2; Persuasion d10; Shooting d4+2; Fighting d6; Piloting d4; Notice d4; Know: Bio d4; Stealth d4+2
Parry 5; Pace 4/Run d4; Parry 5; Toughness 19 (9); Charisma +6 (-4 w/ CS)
Edges: Healer, I Know A Guy, Brave, Investigator, Scholar, V. Attractive, Charismatic, Scrounger, Battle Hardened, Elan, Connections: Black Market/Pecos Bandits
Weapon in Tail: Wilk's 227 Pulse Pistol; In Hand: Claws
Prehensile Tail (+1 non-movement action, no MAP)
Hindrances: Heroic, Loyal, Vow (Hippocratic Oath), Lame (Club foot)
Vulnerability: +4 Damage/-4 Resist Cold
Trauma Kit Uses To Date: 0
Bennies: 3/3

Big Al
Human Faith Caster/Robot Jock
Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Piloting d6; Healing d6; Fighting d4; Notice d4; Faith d8; Taunt d6+2; Intimidate d6+2; Repair d4; Survival d4; Know: Arc d6
Parry 4; Pace 6/Run d6; Toughness 15 (9)
Unarmed (owns a pistol, never uses it)
Edges: Strong-willed, Rapid Recharge, Master of Magic, Holy Warrior
HindrancesSmall, Pacifist, Quirk: Does not speak to George
Tiny ((Behemoth Robot Armor):
  • Size 8, Strength d12+6, Toughness 40 (18 MDC), Pace 7; Sensor Package (+2 Notice); Targeting computer (cancels 2 points of Shooting Penalties); Fully stocked Med-Bay; Missile launchers
Bennies: 2/2
PPE: 15/15

Powers: Healing, mass healing, greater healing, resurrection

Hospitalers
Human Extras, Loyal to Big Al
Pace 6/Run d6; Parry 4; Toughness 9 (4)
Healing d6, Piloting d6
First Aid Kit
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Savant
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Posts: 306
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Re: Yesterdays Bar & Grill (Open RP)

Post by Savant »

Savant smiles broadly at Jasco's instructions. "Yippee! Melee fighters to the front!" And she matches deed to words, if necessary scootching past anyone who is descending with a rifle or pistol drawn instead of a sword--her own Vibro-Sword firmly in one hand, and a her off-hand holding a laser pistol, just in case. As she reaches the edge of the faint glow from underneath, her painted-on eyes somehow take on a maniacal appearance--but surely that's just the lighting, right?
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
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Jude Maverick
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Location: Chicago suburbs

Re: Yesterdays Bar & Grill (Open RP)

Post by Jude Maverick »

Image

Outside/Triage
Afternoon

A big Mark 2 Mountaineer ATV rumbled up to the triage area, its nuclear engine purring almost silently. The driver’s door opened and a big man got out. He wore his armor, but the helmet was off and on his head was a spiffy bowler hat at a jaunty angle.

“Oy, blokes! Sum’un said there be some trouble. Looks like I missed the party, mates,” the big man said, looking around. “Well, tha’s a new feature,” he noted, looking at the big hole in the ground where the Embassy used to be, and the large stone pillars. He stepped forward and crushed one of the frogs hopping around and glanced down for a moment before wiping his boot on the grass.

“I c’n be ‘elpin’ move th’injured t’ the main infirmary,” Biggles “Big Mouth” Malone said, opening up the back of the Mountaineer. “Should be able t’ fit in quite a few, if they don’t mind gettin’ a mite friendly.”
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
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Jasco
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Re: Yesterdays Bar & Grill (Open RP)

Post by Jasco »

Gorgeous George wrote:"I suggest you pingback to us on a regular basis--say, once a minute. If you go silent, then we'll know the comms are down. Mebbe set yer comm to do that automatically, so you ain't gotta worry 'bout it."
"Another good idea. Will do." Jasco slides a panel open on his forearm gauntlet, revealing some manner of computer and works quickly to set up the prescribed parameters.
Biggles wrote:“I c’n be ‘elpin’ move th’injured t’ the main infirmary,” Biggles “Big Mouth” Malone said, opening up the back of the Mountaineer. “Should be able t’ fit in quite a few, if they don’t mind gettin’ a mite friendly.”
"Nuclear? Good. Wouldn't want vehicle exhaust to complicate the tight fit." Gesturing toward the large man, Jasco follows up with a suggestion, "Your help moving injured would absolutely be welcomed. We just have to make sure that your vehicle is in the rear of the formation so that it doesn't impede the flow of reinforcements."

"Name's Jasco," the information broker says to the big man, "I'll be sending the injured your way. Tune into the triage and defenders frequencies." Jasco will reiterate to the newcomer what to dial his radio in to.

If/When he gets a moment to himself before heading down, he will stop by his Roundabout ATV, and pop open the trunk as if accessing something in the rear, but in reality, is checking in with PRIM, his secret mobile AI.
Conversation with PRIM wrote:"Comms check Prim, do you receive." Jasco says into his earpiece.

"Affirmative." Prim's synthetic voice replies.

Still not fully used to it, Jasco instinctively cringes at the lack of intonation in Prim's response. I really need to find and install a more pleasant voice interface. Well, I should be glad that Prim has voice recognition and operation in the first place. Most other AI of that level of sophistication wouldn't fly under the radar as well as Prim does. Gotta count my blessings.

"Remain here with the vehicle, engine off. Patch into my comms and listen in. Try to relay my comms through the ATV's to see if you can boost the signal. Direct communication with you will be on our private line. SOS phrase is: 'The cake fell off the pantry. Bring a broom.' SOS protocol is: relay repeat last message prior to SOS phrase to my other comms presets... And then you come get me."

"Confirmed. SOS phrase and protocol updated. " Prim acknowledges. After a brief pause as if thinking, it continues, "Request authorization: lethal force."

"Uh, what? No. Declined. Don't run over or shoot anyone in an effort to get me." Jasco replies in a panic, "Acknowledge non-lethal parameter."

"Non-lethal parameter acknowledged." Prim says.

"Okay, good." Jasco sighs in relief.
The information broker subsequently closes the vehicle trunk and is left with his thoughts as he joins the formation.

Here's hoping I don't die down there... And that Prim doesn't gain full sentience and kill everyone up here..... Jasco quickly snuffs out that line of imagination, returning his attention to less morally ambiguous task of heading down into a hell pit to kill some demonic things.
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.

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Daniel
Daniel (Lars)
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Joined: Thu Jan 19, 2017 9:13 am
Location: Former Alias (GM name) was Lars (2016-2022)

Re: Yesterdays Bar & Grill (Open RP)

Post by Daniel »


GM UPDATE
  • Between Jasco and Gorgeous George the plan is solidified. Many Legion heroes have assembled to defend the Outskirts. The plan, treat the wounded and infiltrate the tunnel, is a go.

    Heading down the stone steps, descending deeper into the depths of madness several times the warriors of the Legion are assaulted by unnatural enemies. Smaller tentacle creatures are encountered several times.
    Attacked
    Image
    What else the infiltrators encounter is up to you, the Players. You tell me. Unseen as of yet is an open portal and who knows what may be coming out of it. As you go deeper into the ground, going down a total of three to four floors, the eerie glow of blueish white light grows. For the magic characters they recognize the soft light as the same as if one was approaching a Ley Line however there is no sense of a Line nearby. It's unsettling to those who sense Arcana. Your eyes say there must be, but you do not detect it.
In a few days I'll post up Update with the next part of the story (mini adventure) for now, feel free to describe your descent and a scene where you shine.
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Savant
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Re: Yesterdays Bar & Grill (Open RP)

Post by Savant »

Savant: Dancing in the Dark

Savant, of course, pays no heed to the pulsing glow of the non-existent line; one advantage of blindness is that you do not get distracted by such matters. Her vibro-sword makes quick work of any tentacles foolish enough to try to grapple her, and her allies are quite capable of shooting at the center-mass of the beast, so headway is made readily enough.

As they are about to round one corner, someone calls out that their thermal imaging shows a strong heat-source on the far side of the turn--not hot enough to burn, but IR is worthless. And as they actually make the turn, the stairs are plunged into inky blackness, and a sibilant voice hisses out, "Welcome, heroes, to your death. I am the Burning Dark, and I shall boil the viscera from your eyes, and char your bones."

Apparently, no one had ever told the demon-thing about Altarans. She can 'see' the creature, plain as anything. A diminutive torso, but ridiculously long and slender arms, with bowed legs that match, and a sharp-toothed maw gaping in anticipation.

While most of her companions had to re-group, in order to determine a way to properly address the situation (including a few spellcasters working to either disrupt the darkness itself, or at least permit their own eyes to pierce the gloom), Savant doesn't even break stride, moving ahead of her companions. As she gets closer to the leering, slender figure on the steps, she 'slips', causing the beast to cackle--until she slides down on her backside, right between it's elongated legs, bringing the blade up just a bit off-center (against a human male, of course, she would've just gone straight to the point, but she knows better than to assume about demonic physiology, and the leg is nice and thin...

The creature howls as she neatly separates the leg from the rest of the demon, causing it to tumble to the side, cracking its head against the far wall of the steps. Springing up, Savant cleaves down into the beast's neck, killing it. As the light returns to (ab)normal, and the heat begins to dissipate up the steps, Savant, sprayed in demonic ichor, cheerfully waits for the slowpokes to catch up. Sadly, no one takes her up on the idea that they could get down a lot faster using the butt-slide method on the remaining stairs....
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    Dressed to Kill - Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
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