Part 3.5 Spector of Dweomer: The Journey

Adventures of the 13th SET
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Pender Lumkiss
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Part 3.5 Spector of Dweomer: The Journey

Post by Pender Lumkiss » Sat Nov 03, 2018 6:57 am

Pender Lumkiss wrote:
Fri Nov 02, 2018 7:54 pm

Reminder: Jitters gets +5 bennies
Note: Most of the cyber knight conversation is over the comm channel so everyone can hear.
Part 1: Choices at Devil’s Road. The Whitchwell Inn is soon left behind a distant memory probably never to be returned to by the group of intrepid heroes. After about three hours of travel and no sign of any CS patrol Cyber Knight Seth Merihk slows the Zone down. The group it seems has reached a three pronged fork in the road. He peers out the windshield and hops on the comms grim and dour as usual, ” Welcome to the Devil’s road...” With the name so invoked a variety of skeletons that litter the landscape here seemed to writhe and roll. Then they settled in like some kind of large boney grave yard. Some are clearly large and not from this earth. Others are a bit more terrifying and do indeed look like vestiges of demons and deevils. The sight itself is not enough to make one have a heart attack but perhaps make ones blood freeze or hair turn white.

Knight Zee Hail even breathes wordlessly, ” I have never seen such a sight, why have you taken us here Merihk?”

The knight known as the Oathbreaker nods, ” I take us here so we can know our mission more fully. This is a place where such things turn into sharp focus.”

Mac Maverick struggles against his tight bonds while nestled between two female soldiers. Zee Hail holds him down whispering, ” Now non of that, we must not have babies born.” The gagged Mac seems to say a muffled Fuck you!

Over the comms Knight Merikh looks out into the skeleton graveyard and highlights the three ways, ” The most direct is to the east. There... We head over the water and under the leyline. It will take us by Merc Town, near Dunscon’s place of power The City of Brass, then on to Stomspire, then north up to Dweomer. A week’s trip at the most through the most trecherous and heart of the Federation of Magic.” The knight shuddered both visibly as well as auditory at the mention of the river. He voices his concerns, ” I was stationed many years at the rivers banks. Trust me when I tell you folly awaits those who try to cross it. Many Zone rangers, boats, even Mountaineers at the relatively shallow parts were torn apart faster than Jitter’s runs. Something lurks in those waters that I would not tempt. Sky craft have faired almost worse, it is an imminent danger to fly through the layline that stretches as high, and wide as the river runs. Something came out of the Nexus point at Devil’s Gate, and made the line its home... Normally it sleeps but during great events, like the disaperence of Whykin and the nexus that formed when those great water beasts, it usually wakes and travelers are never heard from again.”

After a moment the knight composes himself and comes over the coms again, ” There is a path south of here. A Subterranean race akin to the dwarves that built Castle Refuge only more green skin and bulbous built an underground way. Its entrance is just a little to the south nestled between a rock outcropping. I don’t know much about the way other than it is reportedly the fastest way to Dweomer and would avoid any dangers of the Federation. There may be other untold horrors that await us that way and to be sure we would have to leave the vehicles behind.”

He gestures for those in the Zone to the last path to the north and comes back on the coms, ” Then there is the north path, we would travel following the contour of the river, but not near it, make a wide birth of Devil’s gate into the Valley of Thunder. I know a golden age weapon smithy that could upgrade some of your gear. He owes me a favor and it is about time I cash it in. Then head due east into the federation of Magic passing by Psyscape, and finally ending in Dweomer. I have made this trip three times before and I know its route best. But it is the longest of the three. Probably a two week journey, maybe more if we stumble into a CS patrol and cannot talk our way out.”

He looks out again to the bone graveyard and grips the wheel ready to head for the direction the group chooses.

Zee Hail too glances at the three paths looking deep into the skeletal remains of a thornhead demon and his left eye turns from a deep dark blue into one that is all gleaming white. The Knight breathes with aprehension holding the CS soldiers down, ” Is there no other way? Must our path start from such an ill omen?” Mac is looking with a bit worried and is struggling to sit up. His eyes go wide when he sees Zee Hail’s left eye go stark white. Mac muffles WTF!

Sir Merihk just smiles darkly at his compatriot, ” Keep their heads down Hail. Few members of the CS ever make it this close to the Devil’s Road and walk away.”
OOC Comments
Invalid dice code! Wild Invalid dice code!
Invalid dice code! Wild Invalid dice code! Fear table Invalid dice code!

Directions: Fear Check! Roll that Spirit folks! If you fail consult the fear table and roll a d20.
Then feel free to react and offer up advice on the path you wish to take. I will assume Cantrell will eventually order a course.

Benny Farming: Looks there are three paths, feel free to make up something you heard of about each path that sounds interesting to your character or just you personally. +1 benny per path.

No need for Notice, I got your rolls already set.
Notice:
Jude fail
Libertas fail
Cantrell danger sense success, agility 4
Jitters success.
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Libertas Magicum
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Re: Part 3.5 Spector of Dweomer: The Journey

Post by Libertas Magicum » Sat Nov 03, 2018 8:48 am

OOC Comments
Fear 1d6 = 4: 4
Wild Spirit 1d6 = 4: 4
Lib gets on the radio. "Normally, Boss, I'd suggest the subterranean route, but obviously, that'd mean you and your merry little band down there would be without those of us who stay in the Flyer. And that might get a bit dicey--I've heard that some of the inhabitants of Goblin Road are cannibals. And it sounds like crossing the river's a death-sentence for both craft--and of course, even if we survived that, we'd end up passing near the City of Brass. Along that river, there's entire communities of undead--not just Vampires or Zombies, but more exotic shit, intelligent but soulless abominations, capable of ignoring pain, that actually have some memory of their former lives. That leaves the northern route. But there is one other option--we could swing past Silver Bluff and drop off Silver there for later retrieval, and then take the northern route in the Flyer. We probably would even be able to make up the time lost to extra distance. Of course, that'll mean you need to decide who down there isn't coming along--we've only got room for 8 up here."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail), Enemy: Major (Geist)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 5/6
  • Active Arc. Mach. Devices (Remaining PPE):
    Succor/Midnight Oil Trapping (13/17 PPE)
PPE: 50/25 + 10 (Staff)
Bennies: 6/2

  • Q4/18 Adventure Cards:
    Parley: Stop fighting, defense only for 30 sec while I talk. Requires understanding.
    Florence Nightingale: +2 Heal, +4 w/ Benny
    Deadly Blow: x2 Damage to melee attack, after damage rolled
    Revelation: Buy a clue, or get all intel from Investigation attempt
    Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.

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Jude Maverick
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Re: Part 3.5 Spector of Dweomer: The Journey

Post by Jude Maverick » Tue Nov 06, 2018 1:14 am

Fear 11
Spirit 1d12+2 = 11: 9
Wild 1d6+2 = 8: 6
Ace 1d6+8 = 9: 1
Devil’s Road
Noon
Round 0

Jude listened to Sir Merikh list the options of travel as the Flyer circled above the Zone Ranger.

“Just great,” Jude muttered. “Death, death, or more death! It couldn’t be easy to get to Dweomer, could it?”

Jude considered the last time he’d come through this way. “If we go up the middle, past the City of Brass, we’ll also risk running into one of Dunscon’s Hellhound patrols,” he said. “Dunscon likes to take captured dog boys and possess them with demons, then cyber them up with techno-wizardry. They can sniff out mundane tech like dog boys smell magic. Our TW vehicles will be mostly safe, but Cantrell with all her cyber is going to be like a snausage factory to them.”

Jude thought about the other routes. “I never took the Goblin Road, but I heard stories about it. Past Shadowvillage, about halfway to Stormspire, there is supposed to be a castle where a beautiful Princess Irene lives. She is beseiged by the Goblin Queen’s army, led by her son Prince Harelip, who wants Irene for his bride. They say her faithful knight and defender Curdy wages near constant battle against the goblins to defend the castle. I don’t know how much of the story is true; it’s just what I heard.”

Jude ran a hand through his hair. “On the northern route we risk running into the Magestar Marauders. They’re a magically inclined bandit group that raids the trade roads in the triangle between Psyscape, Magestar, and Dweomer. They are hard to pin down because they operate out of a fadetown somewhere in the triangle. Many are disaffected mind melters fed up with being told they are underpowered.”

Jude pondered Libertas’ suggestion of a run by Silver Bluff. “We could maybe drop off the Coalition soldiers with Jesse and her father at Silver Bluff,” he said. “And doesn’t Flint’s hot wife have a small little queendom somewhere along our route? Might be a safe place to spend a night.”
Mission Objectives
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
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: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 11/6
Adventure Cards (play 2 in Q4 2018)
  • 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.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.

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Cantrell
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Re: Part 3.5 Spector of Dweomer: The Journey

Post by Cantrell » Thu Nov 08, 2018 4:24 pm

Fear check Success
Spirit 1d12+1 +2 for Brave
Spirit 1d12+3 = 6: 3
Wild 1d6+3 = 7: 4
Wild 1d6+3 = 5: 2
"Let's not throw away either of the machines we've got -- walking sucks," Cantrell says, gazing out at the hellish landscape in front of them. "And with that in mind, I think the northern route makes the most sense. Going underground we'd have to leave the vehicles behind, and trying to punch through that ley line seems about as likely to end with us on foot, or in worse shape."

She considers Jude's mention of Silver Bluff for a minute, but then shakes her head.

"It would be nice to see Silver Bluff again -- it seems like another life now. But I don't think we can afford that kind of delay. Merikh, let's make for the Valley of Thunder, unless anyone objects?"
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 4/4 (One is a Red Benny that adds +1d4)
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Level Headed (Draw two cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll and extra Wild Die, don't roll triple 1s)
Adventure Cards: 24 Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round; 11 Lucky Break - Play this card to completely negate the damage from one attack. 5 Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM. 15 Sudden Death -Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.




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Pender Lumkiss
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Re: Part 3.5 Spector of Dweomer: The Journey

Post by Pender Lumkiss » Mon Nov 19, 2018 12:50 pm

Valley of Thunder
Curious Hindrence
Where are the CS?
Knight Merihk seems to have travelled much of these roads during his time in the war and quickly becomes the tour guide. Day 3 he expounds on a small castle just beyond a nearby bluff. It is shinning silver castle, and from the groups distance it seems to be fashioned out of a solid silver peice with a pointing crown at the top. ” Markstar Hold, a group of star dwarves 7 years ago found themselves a home. An ill place marred by death. Down the bluff from the castle is a foul patch of oil from which skeletal monsters are known to creep out. The dwarves once let me convalesce after a tough battle out here in the plains. I had been attacked by some kind of fast small dinosaur, no larger than a grown man really. They had been cybernetically modified... A laser from a shoulder cannon hit me hard... The tech was unlike any I had ever seen, even my ability to shut down machines could not harm them. Those dwarves came to my rescue that day.”
Benny opertunity
It is a five day trip, feel free to choose a day of travel (except day 3) and point out something interesting that the group passes. Grab a benny if you do so.
The sun is just nearing setting as the 13th rolls and flies into the valley of thunder. It is an interesting geological phenomenon. A pocket of thick mist surrounds the valley, but inside it the sun shines bright at it sets. Large rocks, boulders, and small mountains seem to drift throught the valley. Some of these rock formations move rapidly, and others super slow. A large ley line can be seen in the distance about halfway through the valley. The valley itself seems to be of the green rolling grass type.

There looks to be several wrecks of vehicles peppered throughtout the valley. Most seem to have been smashed. Probably about 1000 feet or 200” away on the valley floor is a Mountaineet MkI with its roof smashed from a boulder and its engine on fire. Crawling out of it are a few humanoids in various clothes, armors, and states. Although they may be hurt as they are getting out of the vehicle super slow, and they are yelling something up at the Mountain Hanging above them. Yes, as crazy as it sounds there is a floating towering mountian that seems to be slowly falling down inch by inch foot by foot above the crashed mountaineer. It looks like some vegitation has grown out of the bottom of the slowly falling mountain and two smaller humanoids seem to be clinging to its base. What is certain is that while slow after about 12-16 seconds the mountain will touchdown crushing the the mountaineer and anyone beneath it.

As the Zone clears the mist, Sir Merikh swears under his breath seeing full well what might happen if the large rock comes crushing down, ” Damn it, looks like those unfortunate bastards are going to get...”

He is cut off by Sir Zee Hail grabbing his shoulder and looking back to the mist. The knight’s white eye erily looking into the mist that surrounds the valley... ” Sir Merikh, over there whatch out!” Those in the Zone may be as surprised as Sir Merikh as something comes rumbling through the mist.

For those flying high above the mountaineer a swirl forms in the mist possibly surprising you as something emerges.

Player Directions:

Step 1: See the Benny Opertunity

Step 2: What are your reactions? Feel free to say and think anything, but we are in the surprise round here as far as actual actions. Please though, be very specific on where your character is on the vehicle you are in.

I have Lib, Jitters, Jude, in the Flyer ( Death Trap), for ease lets just say the Flyer is above the Zone going towards the Valley at spd 45”, and 150” above the Zone.

I have Cantell is in the Zone with the NPCs. Going spd 15” just past the mist but going towards the valley.

Step 3: Make your notice roll at -4 or danger sense roll ( per the edge or sixth sense). If you are put on hold roll your agility.

Step 4: GM will resolve the intiative and on holds.
If you make the step 3 notice check click here to see what emerges out of the thick mist
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13th GM bennies GM Bennies
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Re: Part 3.5 Spector of Dweomer: The Journey

Post by Libertas Magicum » Tue Nov 20, 2018 2:43 pm

Danger Sense 6
Danger Sense 1d4-2 = 1: 3
Wild Notice 1d6-2 = 1: 3
Extra Effort w/Elan 1d6+3 = 6: 3
It's evening of the final day of the trip before the SET reaches the Valley of Thunder when Libertas points down. "There! You see that gleaming in the fog, right near the river? That's an old Golden Age lighthouse, of all things. Passed by it back when I was heading towards Tolkeen. No one lives there, and there's no one who operates it--but some rare nights, like tonight, they say it still functions and shines down on the water. Supposedly, it's the safest time to travel this part of the river. Some say it's haunted, but if so, that's a pretty benevolent ghost. No one really knows what or why it functions, but it does. I understand even the CS Navy has decided that it's probably best to just leave it alone for now, and their river patrols make as much use of it as Dunscon's raiders and the Black Market's pirates. They probably don't mention it much in their reports back to Central Command, though."
OOC Comments
It's a real-world location--the Mark Twain Memorial Lighthouse overlook in Hannibal Missouri. Ghost of Samuel Clemens? Glitchy TW device feeding intermittently off the Ley Line? Some crazy old coot who sneaks in there to run the thing whenever no one's looking, and he's yet to be caught? Cover for some obscure plot by one of the factions in the area? All of the above, on different nights? Who knows?
As they come upon the Mountaineer, Lib blinks, seeing the people about to get flattened. "Bloody pig-worshippers, not again...." On the radio, he calls out to the harness-rider. "Hey, Jitters, you up for something really crazy stupid awesome? Think if I launch you with the Lightning Beetle wings you could get at least some of the civvies out of there?" Even as he speaks, he pulls out the Beetle Box and starts to dip the plane's flight to pass as close as possible to the edge of the mountain.... Then the mist wall starts to swirl and something starts to emerge.... "Okay, that's silly."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail), Enemy: Major (Geist)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 5/6
  • Active Arc. Mach. Devices (Remaining PPE):
    Succor/Midnight Oil Trapping (13/17 PPE)
PPE: 50/25 + 10 (Staff)
Bennies: 6/2

  • Q4/18 Adventure Cards:
    Parley: Stop fighting, defense only for 30 sec while I talk. Requires understanding.
    Florence Nightingale: +2 Heal, +4 w/ Benny
    Deadly Blow: x2 Damage to melee attack, after damage rolled
    Revelation: Buy a clue, or get all intel from Investigation attempt
    Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.

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Jude Maverick
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Re: Part 3.5 Spector of Dweomer: The Journey

Post by Jude Maverick » Wed Nov 21, 2018 6:33 am

Notice 8
Notice 1d8-4 = -3: 1
Wild 1d6-4 = 1: 5
Benny for Extra Effort Elan 1d6+3 = 8: 5
Agility 4
Agility 1d10 = 3: 3
Wild 1d6 = 4: 4
Valley of Thunder
Sunset
Round 0

One one of the days of travel, Jude glanced down at a large swath of forest with a massive oak tree in the center towering over it. “Oh, I think I know this area,” he commented. “That’s the Tressym Forest. There are these D-Bees there that are like cat people with wings. Very...friendly,” he remembered fondly. “Oh, and the things they would do when on catnip…” He chuckled. “I had to use the laser sight on my rifle just to distract them enough to give me a moment’s rest!”

When they reached the Valley, Jude was lounging in back. He felt the Flyer start circling and looked up. “What’s up, Goggles?” he asked. He looked out to see the mountain descending on those poor travelers. “Don’t just stand there! Get out from under it, you ijits!”



Mission Objectives
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
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: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 11/6
Adventure Cards (play 2 in Q4 2018)
  • 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.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.

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Cantrell
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Re: Part 3.5 Spector of Dweomer: The Journey

Post by Cantrell » Mon Nov 26, 2018 8:33 pm

Cantrell shivers as Merikh tells of his encounter near Markstar Keep.

"Ugh, dwarves. Think I would have stuck with the bionic dinos," she says, staring out the windows. A while later she is roused by the sight of wrecked Northern Gun robot. The mech looks like it's been punctured from the inside out. Something long and sinuous can be seen moving within, but it's hard to get a clear view.

Cantrell shivers again.

"I don't know why that makes me cold. It reminds me of being in the desert, when I first got stationed at Wichita Falls. We were on a long-range sortie and the Enforcer that was with us wandered into a patch of loose sand. No big deal for a self-contained bot -- they had plenty of oxygen, and we could have towed them out with the Mk. V if it came to that. Turns out it wasn't just sand in the pit, though. Proximity alarms start going off because something's forcing its way in through the 'bot's air vents. You can seal those off, they were open because the Enforcer had been running hot, and the crew didn't think to close them quick enough. Not that they had much time. Within a minute whatever was in that pit had snaked its way into the crew compartment and squeezed them all into jelly, then burst the Enforcer from the inside out. When we got it hauled out it looked just like that ... Weird if its the same kind of alien critter here as out west in the desert ... but not any weirder than the shit we've seen over lunch on a weekday in the past year."

(Snagging a Benny)

Danger Sense: 9; Agility 9
Notice 1d12+2 = 3: 1
Wild 1d6+2 = 5: 3
Wild 1d6+2 = 5: 3

Agility 1d12 = 9: 9
Wild 1d6 = 1: 1
Wild 1d6 = 4: 4
Cantrell was in the turret of the Zone Ranger, daydreaming while on sentry duty, when everything shifts into syrupy slow-motion. A split second later, her cognition catches up to her reflexes and she registers the mountain about to crush the crashed Mountaineer. Instinctively, the processors in her skill chip start calculating shot angles, weak points that might cause the stone to fracture or crumble, likely trajectories of the debris.

She toggles her radio as she powers up the big guns and is about to issue orders when the nerve in the back of her head twitches again and she swivels to spot the big nasty something coming out of the fog.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 4/4 (One is a Red Benny that adds +1d4)
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Level Headed (Draw two cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll and extra Wild Die, don't roll triple 1s)
Adventure Cards: 24 Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round; 11 Lucky Break - Play this card to completely negate the damage from one attack. 5 Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM. 15 Sudden Death -Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.




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Jitters
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Re: Part 3.5 Spector of Dweomer: The Journey

Post by Jitters » Tue Nov 27, 2018 7:05 pm

Notice 5
1d6 = 2: 2
Wild Die 1d6 = 5: 5
Wild Die 1d6 = 6: 6 Ace!
Wild Die Ace 1d6+4 = 5: 1
+2 Bonus from IF
-4 Penalty from Scene
Smarts 0
1d8 = 3: 3
Wild Die 1d6 = 1: 1
Wild Die 1d6 = 3: 3
-1 Penalty from Race
-2 Penalty from Hindrances
On the morning of the second day of travel, shortly after taking off, they fly over an active battle field where one side used old style rifles and and the more important leaders held sabers, and they wore blue wool uniforms, while the other side used muskets as well as old style rifles and wore gray uniforms. Cannon fire was easy to here from the bottom of the aircraft as he saw cavalry charging on either side of the battle and battle horns blaring. Jitters is about to comment about it over the radio until he notices one of the soldiers running through the remnants of a Golden Age building as if it weren't even there. Everyone says that I am crazy, but now I am beginning to wonder if they're right...
Libertas Magicum wrote:
Tue Nov 20, 2018 2:43 pm
As they come upon the Mountaineer, Lib blinks, seeing the people about to get flattened. "Bloody pig-worshippers, not again...." On the radio, he calls out to the harness-rider. "Hey, Jitters, you up for something really crazy stupid awesome? Think if I launch you with the Lightning Beetle wings you could get at least some of the civvies out of there?" Even as he speaks, he pulls out the Beetle Box and starts to dip the plane's flight to pass as close as possible to the edge of the mountain.... Then the mist wall starts to swirl and something starts to emerge....
"Lib,IwasBORNready!Let'sdothis!BANKRIGHT!BANKRIGHT!" Jitters shouts.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
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".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.

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Pender Lumkiss
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Re: Part 3.5 Spector of Dweomer: The Journey

Post by Pender Lumkiss » Mon Dec 03, 2018 10:17 am


Conversations below can be assumed to be over a open comms
Relevant Vehicle Rule please read if in a vehicle


► Unstable Platform: Any character on an unstable platform, including a moving vehicle, suffers a –2 penalty to any “fine” physical skills such as Fighting and Shooting. This applies to characters who are firing vehicular weapons as well. Note that the Steady Hands Edge eliminates this penalty.
► Fast Target: A fast-moving vehicle is more difficult to hit, and subtracts 1 from any attacks directed at it for every full 10” of its speed. This is relative, so a vehicle heading directly toward a character doesn't get the modifier, nor does the modifier apply if the hero is shooting at a vehicle driving parallel to his own.
► Speed Kills: It's much easier to maneuver a vehicle slowly than it is at high speed. A vehicle moving over 15” a round on the tabletop inflicts a –2 handling penalty on its driver. A vehicle moving over 30” inflicts a –4 penalty.

Mist Soup Surprise The mists swirl and T-rex like creatures with metallic armor and cybernetic peices augmenting their mighty physique. They have cyber eyes, and armored plating. Missiles and medium railguns hang off attachment points. If one looks real close mom implants dot the crainial section of these monsters. Libertas would recognize familiar TW crystiline matrix dotting the armor plating and many of the weapons. Amazingly one of the T-rexes seems even bigger than the others. These five monsters are followed rapidly by a dozen of smaller and faster raptor sized ones. These raptor ones seem to be bristling with all maner of lazer and plasma weaponry. They seem to be charging towards the downed mountaineer 200” away and unless Merihk floors it they will shortly overtake the zone ranger.

Merkih breathes a reflexive curse, and tries to swerve away in vain(failed his notice check). ” Damn... They just look like those velocoraptors I mentioned a few days ago...”. His voice catches as you finally sees his old foe the raptors.

Knight Zee Hail looks at the door to the zone a pai-sword forming in his hand. His white eye looks at Merikh as a questioned ”You said, their tech was unafected by our abilities?” Merihk nods. Zee Hail continues, ” Perhaps my sword will fair better.”. He pauses for a moment glancing at the dinosaurs approaching, ” Look how they move... They seem coordinated and intelegent.”

Merhik grunts trying control the ranger, ” Cantrell? Do we face the Rex’s or keep going for that mountain?” He points into the Thunder Valley at the mountain about to crush a busted mountaineer full of people in various states of tryimg to get out. A closer inspection of those people would reveal several of them are unconcious or injured makimg getting out under their own power almost impossible. At least two small folk possibly kids are clinging to the undergrowth at the bottom (f the mountain with little hope of living should it touch down). The good thing is that it is moving slowly. To make matters worse driving or piloting into the valley will involve having to steer clear of other rocks, boulders, and mini mountains zoomimg arround in random directions.

Initiative:
Initiative, please read. You roll your own initiative
I am having you roll 1d56 to represent 4 jokers, this means we will not waste time with rerolls on duplicates or reshuffling.
Cards act in order of highest roll to lowest, Quick allows reroll on 1 through 20, Raise on Quickness allows reroll on 1 through 28. Every Card divisible by 4 is considered a club. Level headed rolls more times.

Cantrell On Hold, agility 9
Libertas: On Hold, piloting -2 or flyer gets smacked by a wizzing boulder (resolve this on your turn), need to roll agility.
Jude card draw: please roll 1d56, you have a 4 on agility.
Jitters card draw: Please Roll 1d56
Zee Hail: 2d56 = 17: 3, 14
Merihk no card draw: driving -2 or zone gets smacked by a boulder(will resolve at the end of the round)
Augmented Raptors(12): on hold, agility 1d10 = 5: 5 wild 1d6 = 1: 1
  • -2 hit
  • Pace: 8(32); Parry: 6(8); Toughness: 11 (4)
Augmented T-Rexes(4): on hold agility 1d8 = 1: 1 wild 1d6 = 5: 5
  • +2 to hit
  • Pace: 8(16); Parry: 6; Toughness: 21 (8)
Wild Card T-Rex:On Hold, Agility: 1d10 = 2: 2 Wild 1d6 = 4: 4 GM Benny for EF 1d6 = 3: 3
  • +2 to hit and 2 bennies.
    Pace: 8(20); Parry: 6; Toughness: 27 (12)MDC
Vehicle info:
  • Flyer, spd 45”, and 150” above the Zone going towards the falling mountain.
  • Zone spd 15” going towards the mountain.
  • Dinos are effectivly behind you just broken through the ring of mist surrounding the valley
  • Mouintain and busted mountaineer is in front at 200” away.
Player Directions: Players may go first... Please make sure if you were on hold you previously rolled agility or now include an agility roll as the dinosaurs may at any moment change their target from the busted mountainer to you and try to interupt you.
Attachments
FE075F28-229B-4D81-9653-D5989906E90D.jpeg
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13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Libertas Magicum
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Re: Part 3.5 Spector of Dweomer: The Journey

Post by Libertas Magicum » Mon Dec 03, 2018 10:59 pm

Agility 7; Exemplar 10; Swift Flight 12; Piloting 22; Spirit 13
Agility vs. Interrupt: 1d6 = 1: 1
Wild Agility: 1d6 = 3: 3
EE Bennie 1d6+5 = 7: 2

Actions:
Tail: Use Staff while casting Legendary Boost Trait: Piloting on Self (-2 MAP)
8 PPE from Staff's 10 points
Techno-Wizardry 1d12+3 = 10: 7
Wild TW 1d6+3 = 6: 3
Raise: Piloting gains 8 Die-Types = d12+3

Then cast Swift Flight on Jitters (-2 MAP):
11 PPE for enhanced Speed
Techno-Wizardry 1d12+3 = 12: 9
Wild TW 1d6+3 = 5: 2
Raise: Jitters now has Flight Speed = (Pace +2)x8

Actual action: Gun engine to 65", Piloting to maneuver plane through boulders
Piloting Modifiers: Speed -4; Machine Maestro +2 (TW, in combat), Handling +1, Maneuver Mod -2, MAP -2: Total Mod -5 to Exemplar'ed d12+3 base
Piloting 1d12-2 = 3: 5
Wild Piloting 1d6-2 = -1: 1
Bennie EE 1d6+5 = 11: 6 ACE 1d6+11 = 17: 6 ACE 1d6+17 = 22: 5

Spirit 1d6 = 3: 3
Wild Spirit 1d6 = 6: 6
Ace Running Total also with +2 from Helskor 1d6+8 = 13: 5

-2 Bennies: Total 3/2
Lib grins like a madman as he guns the throttle; even as the Albatross accelerates, his tail wields the Staff of his Badass-ness, first prodding himself, making him one of the greatest pilots on the planet.

While the plane swoops and dives through the boulders, he thrusts the staff out the window at the suspended Jitters, giving the Quick-Flex wings of lightning. "Fly, man, be free! And pull those kids from under the mountain when you got a chance!"

He feels the power of the Exemplar spell seeking to feed on his soul, of course, but the death-shoes, plus his own exuberance, are enough to keep it from getting more than a small nibble. You do know that someday, that debt will have to be paid, right? It'll have to catch me, first--and today, I got wings, V-Baby! ... V... Baby?

Lib's laughter is the only external sign of his internal conversation.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail), Enemy: Major (Geist)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 5/6
  • Active Arc. Mach. Devices (Remaining PPE):
    Succor/Midnight Oil Trapping (13/17 PPE)
PPE: 50/25 + 10 (Staff)
Bennies: 6/2

  • Q4/18 Adventure Cards:
    Parley: Stop fighting, defense only for 30 sec while I talk. Requires understanding.
    Florence Nightingale: +2 Heal, +4 w/ Benny
    Deadly Blow: x2 Damage to melee attack, after damage rolled
    Revelation: Buy a clue, or get all intel from Investigation attempt
    Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.

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Jude Maverick
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Re: Part 3.5 Spector of Dweomer: The Journey

Post by Jude Maverick » Wed Dec 05, 2018 1:44 am

Initiative
1d54 = 28: 28 - club, if it matters
Shooting 9; Raise
-2 Unstable Platform, +2 Size, +2 armor targeting enhancement, +2 Marksman
Shooting 1d8+4 = 9: 5
Wild 1d6+4 = 8: 4
Damage 51 AP 4 MD; 7 Wounds on the WC T-Rex
3d10 = 21: 10, 3, 8 + 1d6 = 5: 5
Ace 1d10+26 = 36: 10
Ace 1d10+36 = 46: 10
Ace 1d10+46 = 51: 5
Valley of Thunder
Sunset
Round 0

Hearing a roar, Jude looks around behind and sees the pack of dinosaurs.

“Ah, hell. Who does that to a dinosaur?” he exclaimed, grabbing the controls for the particle beam cannon on the Flyer. “That’s just sick and wrong!” Jude lined up the shot. “Keep it steady,” he told Libertas, though the man seemed to have no trouble with piloting the plane. And somehow Jude was the one that had to try and take them down.

Jude aimed for the biggest dinosaur on the field, hoping that would help. The beam struck the dinosaur square, drilling a hole through it.
Mission Objectives
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
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: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 11/6
Adventure Cards (play 2 in Q4 2018)
  • 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.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.

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Pender Lumkiss
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Re: Part 3.5 Spector of Dweomer: The Journey

Post by Pender Lumkiss » Wed Dec 05, 2018 3:44 pm

Trex WC takes 3 wounds
WC T-rex: vigor to soak: 1d12+2 = 3: 1 mom implants and magic enfused cybernetics and battle hardened: 1d12+2 = 10: 8 wild 1d6+2 = 5: 3 second benny: 1d12+2 = 7: 5 wild 1d6+2 = 8: 6 ace 1d6 = 6: 6 ace 1d6 = 4: 4
The larger than life Trex roars something. It would appear Jude has gotten their attention and the heard of T-rexes looks up about to fire everything they have at flyer.( 4 non wild card t rexes launch it all at the flyer on card 27 with agility of 5). The big one seems to be slowing down having it chest busted does not feel good. The little 12 raptors seem unconcerned at the moment and are still making for the busted mountaineer 200” away.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Cantrell
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Re: Part 3.5 Spector of Dweomer: The Journey

Post by Cantrell » Thu Dec 06, 2018 1:28 pm

Rolls
Initiative (Level-Headed) 1d56 = 42: 42 1d56 = 43: 43 = High card is 43, no Joker, acts from on Hold

Action 1: Activates adrenal control system (free action), uses Red Gauntlet to activate greater smite on the railgun, fires railgun w/ ROF 3 (one shot each at Big T-Rex and 2 regular T-Rex) = -2 MAP to everything
Action 2: Fires railgun w/ ROF 3 at surviving T-Rexes, starting with the big one

Action 1:
Spirit to activate GS 1d12-1 = 4: 5 = Success, +4 damage
Wild 1d6-1 = 3: 4
Wild 1d6-1 = 0: 1

Shooting railgun (Shooting 1d12+6, +1 from railgun, -2 unstable platform, -2 autofire, -2 MAP, +2 size)
Shot 1 at Big TR 1d12+3 = 5: 2 = Subbing in 1st wild die result for a Hit with a Raise
Shot 2 at Reg TR 1 1d12+3 = 9: 6 = Hit with a raise
Shot 3 at Reg TR 2 1d12+3 = 5: 2 = Hit
Wild 1d6+3 = 9: 6 = Ace! 1d6+9 = 11: 2 = Hit with a raise, substitute for roll vs. Big T-Rex
Wild 1d6+3 = 4: 1

Damage: 3d10+6, AP 14, +4 from GS

Damage vs. Big T-Rex
3d10+10 = 36: 10, 7, 9 + 1d6 = 6: 6 = Aces! 1d10+36 = 37: 1 + 1d6+6 = 10: 4 = 47 damage, AP 14 = 8 Wounds, or 9 if it was still Shaken

Damage vs. Reg T-Rex #1
3d10+10 = 21: 1, 8, 2 + 1d6 = 2: 2 = 23 damage, AP 14 = 2 Wounds

Damage vs. Reg T-Rex #2
3d10+10 = 32: 10, 10, 2 = Aces! 2d10+32 = 35: 1, 2 = 35 damage, AP 14 = 5 Wounds

Action 2
Shooting railgun (no MAP this time)
Shot 1 at Reg TR 3 1d12+5 = 14: 9 = Hit with a Raise
Shot 2 at Reg TR 4 1d12+5 = 12: 7 = Hit with a Raise
Shot 3 at Reg TR 1 (if needed) 1d12+5 = 10: 5 = Hit with a Raise
Wild 1d6+5 = 6: 1
Wild 1d6+5 = 9: 4

Damage: 3d10+6, AP 14, +4 from GS

Damage vs. Reg T-Rex #3
3d10+10 = 17: 1, 3, 3 + 1d6 = 6: 6 = Ace! 1d6+23 = 26: 3 = 26 damage, AP 14 = 3 Wounds

Damage vs. Reg T-Rex #4
3d10+10 = 34: 9, 9, 6 + 1d6 = 3: 3 = 37 damage, AP 14 = 6 Wounds

Damage vs. Reg T-Rex #1 (If it soaked the first 2 Wounds) or any others still standing
3d10+10 = 19: 2, 1, 6 + 1d6 = 1: 1 = 20 damage, AP 14 = 1 Wound.
Benny spent to reroll damage
3d10+10 = 25: 4, 6, 5 + 1d6 = 6: 6 = Ace! 1d6+31 = 33: 2 = 33 damage, AP 14 = 5 Wounds
Merhik grunts trying control the ranger, ” Cantrell? Do we face the Rex’s or keep going for that mountain?” He points into the Thunder Valley at the mountain about to crush a busted mountaineer full of people in various states of tryimg to get out.
"This is the 13th, Merikh -- we're gonna do both," Cantrell says, her enhanced reflexes making the world go bright and sharp as a diamond as she swivels the Zone Ranger's railgun turret toward the rear. "You get us over to those people about to be squashed and I'll take care of these monsters coming up behind."

Summoning the power of the Red Gauntlet, Cantrell channels destructive magic into the turret's linked railguns, making them even more deadly. Then she squeezes the trigger and lets rip, spewing death at the techno-T-Rexes, starting with the biggest. Each shot finds its mark, tearing through armored hide and vaporizing the flesh underneath.

Exultant and in her element, Cantrell looses a war cry in the turret, then toggles on her radio:

<<Alright you buncha big damn heroes, take out the little ones as you can, but prioritize rescuing the survivors of that crash. Let's show them what the Tomorrow Legion can do.>>

The T-Rexes are probably all dead:
Big T-Rex takes 8 Wounds, 9 if it was still Shaken from Jude's attack
Regular T-Rex #1 takes 2 Wounds
Regular T-Rex #2 takes 5 Wounds
Regular T-Rex #3 takes 3 Wounds
Regular T-Rex #4 takes 6 Wounds
And in case any are still standing, the final shot at a survivor does another 5 Wounds
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 4/4 (One is a Red Benny that adds +1d4)
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Level Headed (Draw two cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll and extra Wild Die, don't roll triple 1s)
Adventure Cards: 24 Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round; 11 Lucky Break - Play this card to completely negate the damage from one attack. 5 Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM. 15 Sudden Death -Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.




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Pender Lumkiss
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Re: Part 3.5 Spector of Dweomer: The Journey

Post by Pender Lumkiss » Thu Dec 06, 2018 2:14 pm

OOC Comments
T-rex 1, 2 wounds- battle hardened. 1d12+2 = 5: 3 reroll: 1d12+2 = 10: 8

T-rex 3, 3 wounds battle hardened 1d12+2 = 11: 9 Reroll: 1d12+3 = 8: 5

Big T-rex: vigor 1d12-3 = 6: 9 wild 1d6-3 = -2: 1
All the T-rex’s get blown away by Cantrell and her rail guns. Although the big one seems to be down clutching its belly or guts and still breathing and possibly bleeding to death.

Inside the Zone, Zee Hail yells as he leaps out the door, ”Save those people. I’ll by you time!”. His psi-sword engaged he goes toe to toe with some raptors as they look to swarm the Zone Ranger!!
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
8/8
Legends of the Black Bennies
2/2

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Jude Maverick
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Re: Part 3.5 Spector of Dweomer: The Journey

Post by Jude Maverick » Fri Dec 07, 2018 3:22 am

Valley of Thunder
Sunset
Round 0

There was a whine and the particle beam cannon went dead. Jude blinked and looked down at it, poking a few weird bits and bobs on it. “Damn magic,” he muttered.

“Goggles, this thing doesn’t work for me!” Jude yelled back toward the cockpit.
OOC Comments
Dropping the benny to let that one shot get off, but now Jude is useless.
Mission Objectives
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
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: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 11/6
Adventure Cards (play 2 in Q4 2018)
  • 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.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.

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Libertas Magicum
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Re: Part 3.5 Spector of Dweomer: The Journey

Post by Libertas Magicum » Fri Dec 07, 2018 2:55 pm

Libertas glances back over his shoulder at Jude, realizing what just happened. "I don't even know how you got it to work this time!" He shakes his head. Can you imagine what he'd be capable of if he tapped whatever psionic potential he might have? Scary, really....

Aloud, he continues. "I think I'm good for flying and shooting, for now. Do you have any kind of public address system on your armor? We could use your charm to get everyone down there to cooperate in piling in and on top of Silver.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail), Enemy: Major (Geist)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 5/6
  • Active Arc. Mach. Devices (Remaining PPE):
    Succor/Midnight Oil Trapping (13/17 PPE)
PPE: 50/25 + 10 (Staff)
Bennies: 6/2

  • Q4/18 Adventure Cards:
    Parley: Stop fighting, defense only for 30 sec while I talk. Requires understanding.
    Florence Nightingale: +2 Heal, +4 w/ Benny
    Deadly Blow: x2 Damage to melee attack, after damage rolled
    Revelation: Buy a clue, or get all intel from Investigation attempt
    Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.

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