Part 6: Road to Marriage

Adventures of the 13th SET
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Pender Lumkiss
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Part 6: Road to Marriage

Post by Pender Lumkiss » Sat Jun 29, 2019 3:11 pm

8 days left
Leyline super close (easily topped off with ppe)
Sunset
The harrowing tales of the 13th and how they escaped Dweomer in Poppy’s baking wagon bacame a bit of an urban folk song as time wore on. It went a little like this:

Shotgun rang out,
A big boom like this.
The driver swerved nearly a miss,
He hit a mail box and not the baby,
Or maybe... Halelua, Halelua.
Ice dragon robots were on the ground,
Championed by a desk clerk who couldn’t make a sound,
Tryinging to get an edge word in
Instead found a back massage at a wayward inn...
Crying haleluia, halleluia.
The gates were closing and somethig was a miss,
The valiant 13th drove on like this.
Fire was traded and Shot were exchanged
And yet no one, no one was maimed...
Haleluia, Haleluia.
Over the radio an agry man
popped and crackled just like this band.
With an evil hiss swore revenge and said something like this,
” Haleluia... Haleluia... Haleluia....ahhahahhh...”

With the gates firmly behind the intrepid adventurers the wagon moved north. Poppy seemed a bit nervous as she took inventory of the supplies or rather the lack of supplies she had on hand. Her kitchen did seem rather sparse but she kept to herself mostly pouring through her cook book,

Poppy muttered sullenly, ” Damn, those high lords... Left without much of what I need... Maybe when we get to one of those gamblin boats we can make a deal.”

Leylines crissed crossed this area of the magic zone as the team made its overland journey north. The wagon while a converted mountaineer still ad the big wheels that traversed just over about everything. As the sun was setting the wagon pulled into view of something strange and mighty...

A green hillside with gigantic swords plunged into the ground was before them. A brilliant leyline streamed between them. That is when the sound of about a dozen road hogs roared behind them, in the fading light indeed about 12 headlights shown a mile or two back.

Poppy now for the second time seemed to regret not bringing her rail gun. Her wagon was made for baking not war. She looked to the three heroes with a slight hint of apprehension, ” I saw how you all did getting out of Dweomer... I trust you more than frosting itself. What is the call?”
28AEE1E3-A166-48E0-96F8-7B3C2AA8B957.jpeg
Notice -2
Notice -2. Something is strange about how those swords are all placed, They were placed with purpose signifying something. To learn more you have a feeling getting close would reveal more. Make a spirit roll, fail you feel like you should really head to the center of the swords.
Kn politics roll
Kn politics Road gangs in these parts are not too uncommon, the two most popular are the Leather Legion ladies only and mean as spit. They would kill jude just as soon as look at him. The other Wild Hogs are folks from all walks of life banded together by the spirit of freedom and the road. Only human and very much like the CS in their treatment of d-bees.
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Jude Maverick
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Re: Part 6: Road to Marriage

Post by Jude Maverick » Wed Jul 03, 2019 3:40 am

Notice 0
-2 difficulty
Notice 1d8-2 = 0: 2
Wild 1d6-2 = -1: 1
K. Politics 7
K. Politics 1d10 = 7: 7
Wild 1d6 = 2: 2
Road/Poppy’s Bakery Wagon
Evening
Round 0

Jude was still wiping sleep from his eyes when someone poked him awake. He vaguely noted the swords on the hill before his attention was called to the lights of the bikers behind him.

“Huh,” Jude said, squinting. “Well, biker gangs aren’t uncommon in this area. Two are more popular. One we really would rather not meet, the Leather Legion. Don’t let the name fool you. They aren’t related to the Tomorrow Legion. A bunch of badass women, mean as Prosek at the proctologist. I’m not even sure I could talk them out of shanking me just for fun. Huh. You’d fit right in, Nadya,” he said, flashing his handsome smile at Cantrell.

“The other would definitely be friendlier. The Wild Hogs just like the spirit of freedom and the road. Human only, though.” He paused. “We should likely keep Poppy out of sight if it’s them. Don’t much like D-Bees.”

Jude squinted into the distance again. “So who is it?” he wondered. Could they outrun them, or would that just stoke a chase? “Let’s give them the road if they want it,” he suggested. “No use picking a fight. But be ready, just in case. You good, Goggles?”

Mission Objectives
Attend Nici’s wedding at Sault Ste. Marie in Iron Heart
***
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
Danger Sense: -2 to detect ambushes
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.
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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Cantrell
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Re: Part 6: Road to Marriage

Post by Cantrell » Sun Jul 07, 2019 2:19 pm

Notice 5, Spirit 12
Notice is d12+4, -2, so
Notice 1d12+2 = 5: 3
Wild 1 1d6+2 = 3: 1
Wild 2 1d6+2 = 5: 3

Spirit 1d12+1 = 12: 11
Wild 1 1d6+1 = 7: 6
Wild 2 1d6+1 = 6: 5
"Oh, the ladies don't sound that bad ... we could always dress you and Libertas up like one of the girls. I think I have some lipstick and mascara somewhere in my kit," Cantrell says. "Just have to be sure Lib keeps his tail tucked between his legs ..."

Cantrell considers the trio of giant swords on the hill, and the curious way they're arranged around the ley line. Something pulls at her ... it's easy to resist, but she's still curious.

"What do you say we head up the hill to those swords. We're at a disadvantage out here on the road in an unarmed vehicle -- at least up there they can't ride circles around us. And if whatever is up is a little hinky, and whoever is tailing us decides to be an asshole, maybe we can turn it on them instead of us."
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
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); Imp. Level Headed (Draw three 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 an extra Wild Die, don't roll triple 1s)
Adventure Cards:
Current Effects: Adrenal system activated

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Libertas Magicum
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Re: Part 6: Road to Marriage

Post by Libertas Magicum » Mon Jul 08, 2019 9:08 pm

OOC Comments
Notice 1d4-2 = 2: 4
Wild Notice 1d6-2 = -1: 1
Curious Hindrance kicks in, so he DEFINITELY wants to check out those swords more closely, regardless of what the roll result turns out to be.

No K:Politics

Spending 4 PPE to activate Shadow Cloak and Communications Band (5 PPE after armor, which is generally charged at all times if he's conscious). Net PPE = 25.

If we get to the hill ahead of the bikers by at least a round, Lib taps the Ley Line for more juice. If it's just by a single round, then:
TW 1d12+3 = 12: 9
Wild TW 1d6+3 = 6: 3
Regain 12 PPE (bringing him to a final net of 37 PPE).

If there's more than a couple rounds before the bikes get into position, and there's no interference/issues from the Ley Line and the funky swords, then assume that Lib's at double-points (60 PPE). Of course, if they get there with the bikers hot on their tails, ignore that roll entirely, and Lib's still at 25.
Libertas grins at Cantrell at the idea of going up the hill. "You got it, Boss. Besides, if we can get up there a bit ahead of them, I can also tap the Line for more juice to prep up a bit, if that's what's needed. Poppy, stay low, just in case, and we will make sure you're safe regardless, I promise."

As they trundle up the hill, he does opt to activate some of his gear--in addition to the always-on Triax Armor, he sends a quick surge of PPE into the Shadow Cloak and the Communications Band, giving him some additional options for the upcoming situation, whatever it might turn out to be.

As they get within range of the Ley Line, he reaches out, channeling his will thru the Staff to try to draw on the power there, in order to be truly prepared.
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)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    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.
    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.

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Pender Lumkiss
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Re: Part 6: Road to Marriage

Post by Pender Lumkiss » Tue Jul 09, 2019 7:39 am

Familiar Face! Well sort of...

As the biker gang closed in on the wagon roared to life high tailing it for the hill with three gigantic swords sticking out of it. The biker gang was most defiantly the Ladies in Leather so a smart choice! By choice it would seem something drew the heroes to the hill.

For @Libertas Magicum a story once told by Diamond Clad drew his curiosity...
OOC Comments
Over a cup of butter Beer a youger Diamond Clad scowled at Libertas. He grimaced partially at the sweetness and at having to reprimand one of his favorite pupils (unknown to Libertas at the time), ” Shit on a stick Libertas... You just had to drag Crystal in with you on this one eh? “ He looked down at a file written in draconic and frowned, ”A two person operation huh? Just what the fuck did you think you were doing?” Diamond Clad mocking laughed as he read further down the report, ” Oh just trying to recreate the visiting professor Hub’s Reflective Recognizant Resonator were you?” He stopped reading and scowled darkly, ” Don’t think I am a fool Libertas... You cannot bring some people back. I know... I know... The shark took so much from you...” Diamond Clad reached up covering his face and surprisingly showed Libertas his right eye... A cyber eye! A bit more gently he continued, ” There is this place not far from Dweomer... a hill with three swords said to grant you one wish. Did you know Crystal had a brother? He died in helping me create a nasty vault for the Arcane Company... An accident I tell myself... But... I took the chance and visited the place. I was a fool... It took more than it gave.” He replaced the eye and repeated slowly with an air of menace, ” Some people cannot ever be brought back.”
For @Jude Maverick it was his uncle Mac Maverick’s radio signal loud and clear on his com unit.
OOC Comments
The smooth voice of his uncle popped and crackled, ” Dammit Llyboc... You cannot go after my family like that. I know the boy has left the coalition. Why are you so interested in the 13th anyways?” Silience then the voice of Jude’s uncle came back, ” That is not a reason you two faced shit. If my brither knew about you and your director he would have you quartered and hung... No way way Llyboc, he does not... Well... Son of a Bitch. My sister Julia signed off on your operation?” Silence, ” Yeah I know she has rank, and yes I know only three people know... No, never heard of the vanguard... Ok... Ok... you got me by the balls. So we take them at the Inn on the leyline? What about Cantrell? She’ll just blow my head as soon as look at me. What is the extraction plan?” More silence... ” Sounds about right suicide implant, hehe... You just happen to have a suit that big?” The transmission was being sent from the hill with the swords.
For @Cantrell it was a memory triggered of a scribbled message on a napkin.
OOC Comments
Poppy’s cafe, was a nice place. Folks coming and going getting their purple ice’d baker’s dozen. A human man dressed in black passed the table Cantrell was eating at. He bumped it slightly pulling his hat down with one hand and his other gripped her table to steady himself. He wispered, ” Sorry Nadya... Broken Arrow...”
A wave of nausea overtook Cantrell and all was left was a napkin with a scrawled message.
Broken Arrow...
Agent, Humanity sits on the brink. The CS is about to be infiltrated by demons. Shapeshifters that had come through when the Demonix emerged during the war. Nearly imperceptible, and undetectable by our dog boys. They even maintain their shape once dead unless burned by a holy relic. You have already been tasked with approaching the Maverick wedding. The demon’s will try to take the coalition there... They may already have. Nadya... Root them out. The CS is counting on it, on you. You and your team are the last line...

Broken Arrow...
Before Cantrell can even read the message again the ink dissolves tha paper and it gone... Who or what dropped this off is as good a guess as any. As they approach the hill she has a strong suspicion she will find out.
The biker gang peeled off, except for three hover choppers which followed breifly about halfway up and suddenly land as the wagon pulled up to the swords. It seems the Leather Ladies don’t want to approach such a place. Each Sword was a different color and make, and they stand 50ft tall. Something gigantic would have to weld them. Arcane symbols and sigils mark the swords and a thin leyline flows across all three swords, in fact the 13th had been traveling parallel to the glowing blue line as they approached. In between them was a pedestal and the familiar face of Captain Llyboc. Only this time his right eye had been replaced by a cyber eye and he had burn marks streaked across it. He was lying down one of his leggs chopped off and blood dribbling from his mouth. In his hand he has a recorder and transmitter. He spits hoarsely... ” We need to talk...”

As the sun finally sets wisps of fog seem to swirl around the swords.
OOC Comments
Last we saw of captain Timothy llyboc was he had chased the 13th to the black market Xenith base outside Whykin. Then appeared to be working with a shape shifted dragon Ross... only later to be exploded by Cantrell in an elevator shaft. Oh and his sister Penelope is one of Jude’s lovers...
Player Directions, react and respond...

Notes to players
  • Takes 5 rounds of driving to get there... Libertas make a driving roll out of combat to let us know if it was a smooth ride.

    Lib is at his double PPE.

    Try to only do a couple actions, as after a bit of RP action will follow.

    Lastly...Make a notice check at -8, danger sense folks roll using your notice -2 (this is a supernatural effect)
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Libertas Magicum
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Re: Part 6: Road to Marriage

Post by Libertas Magicum » Tue Jul 09, 2019 8:15 pm

OOC Comments
Driving 1d4+2 = 6: 4 ACE 1d4+6 = 9: 3
Wild Driving 1d6+2 = 3: 1
Raise--Smooth as glass, baby!


The drive up the hill is remarkably smooth--Libertas seems to be practically one with the van at this point, gliding over low rocks without so much as a bump, or gently arcing around the worst of the obstacles so as to keep things on an even keel.

As they pull up, the memory comes... Diamond Clad's eye.... Wishes, huh? He doesn't say anything out loud about what the tri-sword formation might be able to do, or cost--whether he keeps silent because he wants to keep the opportunity to try for himself, or because he doesn't want to tempt his allies into a Faustian pact, is one of those things that will only be read from his soul on Judgement Day. Even the Presci himself would likely be unable to tell for sure.

Pulling up, he jumps out, eager to examine the structure, regardless of whether he intends to use it or not... and then stops short, seeing Lyboc. As the mangled man speaks, Lib turns to Cantrell and Jude. "So, what's the call? Kill him, hear him out, let nature take its course without interfering in any fashion, or maybe turn him into an obscene mockery of human life so that his soul is tormented for the rest of the days for what he's lost? I'll leave the call up to you, Boss."
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)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    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.
    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.

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Cantrell
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Re: Part 6: Road to Marriage

Post by Cantrell » Wed Jul 10, 2019 11:51 am

Cantrell hangs from the rear of the truck, ready for action when the bikers arrive.

She's got a plan in her head, ready to go: Let the Ladies know that Lib and Jude belong to her and Poppy, and the Ladies can go get their own "bitches" somewhere else. But she never gets the chance after the bikers peel off, unwilling to get too close to the massive swords.

Dropping to the ground, Cantrell walks around the vehicle ... and spots Llyboc, bleeding out on what looks suspiciously like an altar.
Libertas wrote:"So, what's the call? Kill him, hear him out, let nature take its course without interfering in any fashion, or maybe turn him into an obscene mockery of human life so that his soul is tormented for the rest of the days for what he's lost? I'll leave the call up to you, Boss."
"Let him talk. Good rule of thumb when someone's had their leg chopped off like that, they're not getting back up."

Her thoughts flashed back to the note she'd been given back in Dweomer, warning of shapeshifting demons impersonating Coalition leaders. Had that even been real? Would a demonic Llyboc be any less trustworthy than the real thing?

Danger Sense 10
Notice 1d12+2 = 10: 8
Wild 1 1d6+2 = 4: 2
Wild 2 1d6+2 = 6: 4
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
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); Imp. Level Headed (Draw three 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 an extra Wild Die, don't roll triple 1s)
Adventure Cards:
Current Effects: Adrenal system activated

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Jude Maverick
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Re: Part 6: Road to Marriage

Post by Jude Maverick » Mon Jul 15, 2019 10:42 pm

Notice -8
-8 difficulty, -2 Danger Sense
Notice 1d8-10 = -8: 2
Wild 1d6-10 = -9: 1
Healing Stone 7; heals 1 wound
Spirit 1d12 = 6: 6
Wild 1d6 = 6: 6
Ace 1d6+6 = 7: 1
Road/Poppy’s Bakery Wagon
Evening
Round 0

Jude watched the approach of the Leather Ladies with apprehension. He was kind of attached to his balls and didn’t want to lose them to some -- what was the opposite of misogyny? -- women. When they peeled off, Jude gave a sigh of relief.

“Well, that’s one less thing to worry about.” Jude stopped and looked up at the swords on the hill. “Or does that just mean we chose the worse option?” he wondered aloud.

Then Jude’s comm crackled. His uncle Mac? How could that be? The Coalition -- Lyboc -- had killed him! What was he doing talking to Lyboc? What was that part about his mother? Wait -- inn on the ley line? Wasn’t that...was this a recording?

“I’m not sure we should go up here,” Jude said, but it was too late. They topped the rise between the three swords and there was an altar, with a mangled Lyboc on it.

“Oh hell…” Jude swore.

“If he’s going to talk, let’s make sure he doesn’t die before he tells us everything,” Jude said, pulling out the healing stone from his belt, along with his laser pistol in the other hand. “Keep your hands where I can see them, Lyboc, and you may get out of this alive.”

Jude pressed the healing stone to Lyboc’s bleeding leg and activated it.
Mission Objectives
Attend Nici’s wedding at Sault Ste. Marie in Iron Heart
***
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
Danger Sense: -2 to detect ambushes
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: 12/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 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: 7/7
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.
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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Pender Lumkiss
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Re: Part 6: Road to Marriage

Post by Pender Lumkiss » Tue Jul 16, 2019 5:47 pm

Captain Llyboc grabbed Jude’s arm briefly. His voice was horse, and this close @Jude Maverick could tell he had been out in the elements for some time despite the recent wound. In fact Llyboc looked like someone who had ben starved for sometime. The transmitter slipped from his grasp as he cried in pain as his leg stitched itself staunching the bleeding. ” Maverick get me out of here... Your uncle. I can take you to him and explain everything... I... We need you, you all to save the Coalition.”

@Cantrell, while Captain Llyboc was going on about saving the coalition something was nagging you. Your sense for danger was screaming wild. Three giant swords and a man that you all would stop for. A biker gang that just corralled you towards it. Some kind of mist or marine layer was swirling about and settling in the area. The mist was cold unnaturally cold you could almost feel it through your experimental armor. Something was out there. Suddenly you heard a thud and saw the wagon lurch about a foot as if something heavy fell either in or on it. Llyboc’s eyes grew wide and darted towards the wagon too.

@Libertas Magicum the no mages were blabbering on about something like saving the coalition and Cantrell seemed to have the situation well in hand. The drive up was as smooth as silk. The tomorrow legion was always looking for couriers so at least you know you could always find another gig once the 13th finished their mission.
The three swords, after even a cursory inspection seem quite interesting and if you surmised given their formation, glyphs and ornate pedestal design would theoretically function as a quantum optimizer. Not the small kind that affected local outcomes, but the kind that could reshape your life and the things it touched. It might take a bit of blood collecting and a hot second but you are pretty darn sure you can get it working. All you need to do is touch the right glyph and then given their mathematical patterns it would be simple from there. (Kn Arcana -2)
Diamond Clad’s last words on the Tri Swords
Diamond Clad popped the eye back in and clasped Libertas firmly... His face was grim and eyes thoughtful, ” You’ll find yourself someday at this place Libertas. Only once, and when you are meant to find it. It can offer you a redo on your life, but the price... The price...”. Diamond Clad shook his head and walked away.
An interesting tidbit... Read the section where Libertas confronts a monster

So what are ye going to do? Figure you got about a turn or so of actions.
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Legends of the Black Bennies
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Re: Part 6: Road to Marriage

Post by Cantrell » Wed Jul 17, 2019 1:04 pm

Cantrell frowns as the "sense of impending doom" dial ratchets up from about a 6 to 11.

"Okay, enough of this juju shit. Jude, get Llyboc into the wagon and keep an eye out for trouble. Lib, mount up -- I want to get out of this place before whatever-the-hell is making my neck hairs tingle decides to make itself known."

Readying her rifle -- and keeping the temporal lodestone in easy reach, Cantrell makes a circuit around the wagon, looking for whatever made the thumping noise.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
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); Imp. Level Headed (Draw three 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 an extra Wild Die, don't roll triple 1s)
Adventure Cards:
Current Effects: Adrenal system activated

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Libertas Magicum
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Re: Part 6: Road to Marriage

Post by Libertas Magicum » Wed Jul 17, 2019 6:37 pm

OOC Comments

K: Arcana 1d12+2 = 12: 10
Wild K: Arc 1d6+2 = 6: 4
Scene Penalty -2 makes it a 10.
Libertas waves vaguely at Cantrell's order. "Sure, sure," he calls out as she goes around the far side of the vehicle, and Jude starts hauling Lyboc towards the wagon. "I just gotta do the thing, first." His distracted air is a result of his mind churning, hyper-focused, on the potential and peril he's contemplating.

Break it down.... Could undo the entire course of events, from Viggo onward, but... then I don't go to Tolkeen, don't get captured, my first love doesn't get killed, maybe I don't even meet her, we only met on the streets in the first place... I stay in Stormspire... Never go to Gloom, never save the world, never meet Crystal.... It's self-negation, practically suicide, really. Or it could all get screwed up five days after I do the tweaks and still turn out bad.

No. That's not what this is for. I can use it to right wrongs, but there's a difference between being greedy and being selfish. If I'm going to do this, it needs to be.... Ah, of course.

His mind settled on the goal, it's time to figure out how to pay the price. I suppose the others would object to me using Lyboc. Pity. Still, that way lies the Monster Within. Keep it clean. Worst comes to worst, well, my eyes suck, anyway.... He finds the right rune on one of the gargantuan swords, and reaches out his hand, drawing it along the blade, letting the blood flow into the rune. Lady Viggo, wherever you are... let's call you back home! I owe you this much.
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)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    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.
    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.

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Jude Maverick
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Re: Part 6: Road to Marriage

Post by Jude Maverick » Thu Jul 18, 2019 1:31 am

Road/Poppy’s Bakery Wagon
Evening
Round 0

Jude looked at Lyboc with surprise. “Okay, okay, relax,” he said. “We’ll see what we can do. You can tell us all about it after we get you somewhere safe, and get some fluids into you.”

Jude glanced back at Cantrell as she started issuing orders. “You sure that isn’t just my magnetic charisma and your need for me you’re sensing?” he had to joke, though lamely. This place was creepy as hell, and he’d be more than happy to get off it and on the road again.

Jude turned back to Lyboc and eased his arms under the man to stagger with him back toward the wagon.
Mission Objectives
Attend Nici’s wedding at Sault Ste. Marie in Iron Heart
***
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
Danger Sense: -2 to detect ambushes
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: 12/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 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: 7/7
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.
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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Pender Lumkiss
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Re: Part 6: Road to Marriage

Post by Pender Lumkiss » Mon Jul 22, 2019 3:02 pm

The mist that had been rolling in up the hill towards the swords finally descended. It was thick, like pea soup it did not stink, and it was a common occurrence for marine layers north of Dweomer. Lake Erie’s many outlets were just a stone throws away. @Cantrell found the mist settling around the backside of the wagon. Wisps of shadowy mist swirled and curled around the hood of the wagon. Cantrell found the hood slightly ajar. While there was nothing moving in the mist, she couldn’t help shake the feeling something just out of her field of vision was in it.

@Jude Maverick got to the door of the wagon with Llyboc hong on his one good leg. His brow was sweaty and he nervously glanced behind him at the swirling mist that had settled amongst the swords. His eyes grew wide when e saw Poppy camped into the drivers seat trying to start the engine.

Llyboc’s voice was ragged. He pointed to the mist creeping around, ” Maverick... We... We need to leave, now. They come in the mist.”

Poppy frowned trying to get comfy in a seat far to small for her and shook her head turning the key, ” Woa boy, Jude did you miss me that bad that you needed to chop this poor boy’s leg off?” She chugged the key again, click click... Nothing. ” Its not starting. Where is that sweet red headed goggles at?”

@Libertas Magicum could it really be this easy to optimize the events of Lady Viggo so that she survived till today... Lighting flashed over head as the mist rolled in. A storm was brewing, the result of his tampering or something that Llyboc had been prattling on about? The arcane machine drew your mind into it. You were only dimly aware of the sudden coldness pressed to your neck before the optimizer required your absolute attention. This was not time travel, but more art and mathematical. Time travel was a blunt object compared to the subtitles of this arcane construct. Diamond Clad’s voice hissed, ” The Price...”
Gloom
It looked like the captain of Dweomer’s defense force but he was working with the 13th in the city of Gloom. Viggo the shark monstrosity was rail gunning everything in sight. Worst was there were multiple copies of him. Multiple time selves. Lady Viggo grabbed Alex and wisked the kid to some place where his leg could get fixed... There was Bane again, he had a crystal... Something that could clear all Viggos from the time stream... As Libertas’s consciousness sifted through the arcane probabilities it became clear there would be a moment in which he could ensure Lady Viggo’s temporal self could remain intact and not weakened by the destruction of all Viggos everywhere. The first in three steps, but a necessary one.
The calculations required did not even scratch the arcane and quantum paradoxes of saving Lady Viggo but destroying Viggo Prime and his evil copies. The goal itself was anathema to a desirable outcome. Still it was possible, especially if you were The Techno Wizard.

Kn arcana at -4

Random difficulty: 1-4 bad, 5-6 good. 1d6 = 3: 3 major issue
Llyboc, one legged hopped into the vehicle. ”Jude, we need to get out of here! Check the engine!” From out of nowhere two pistols appeared in his hand. He gave one to Poppy and he kept one for himself. ”We’ll cover you. Nadya! The engine will not start!”

Outside the hood of the wagon lifted before Cantrell’s very eyes like something ripping it off. Llyboc was yelling something about the engine not starting. Seems to make sense now. Definitly surrounded, definitely a trap. To make matters worse clouds came from nowhere, it started raining and Libertas was just standing there touching a glyph while a silvered blade belonging to an invisible arm was pressed against the red heads throat.

Must be 8 days before a wedding and we need to bring something new.

Round 1 combat, I am rolling 1-56 with 53-56 as jokers, no rerolls.

Cantrell on hold please include agility to your action.
Jude acts on 20 thanks to Llyboc!
Libertas no card, inside a machine see dramatic task.
Llyboc: kn battle 1d10 = 9: 9 wild 1d6 = 2: 2 2d56 = 38: 20, 18
Poppy: 1d56 = 8: 8

Players can act first, feel free to tell Poppy and Llyboc to do something useful.
13th GM bennies GM Bennies
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Legends of the Black Bennies
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1/7

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Re: Part 6: Road to Marriage

Post by Libertas Magicum » Mon Jul 22, 2019 11:03 pm

K: Arc 6
K:Arc 1d12+2, -4 for Scene Difficulty
Shark Saving 1d12-2 = 0: 2
Wild K:Arc 1d6-2 = 1: 3
Extra Effort w/ Elan 1d6+3 = 6: 3
Libertas sighs. So tiresome, trying to not split the universe in half while getting your desires. This would be so much easier if I was a monster. Ah, well, nothing to be done.

He begins aligning the timestream, in order to shield Lady V. from the backlash of Bane's anti-Viggo assault. However, just as he starts, his awareness briefly picks up the chatter of Jude and Cantrell and the others, amplified and distorted by his asynchronous hearing, distracting him; the timeline wobbles for a moment, threatening disaster for everyone, but then he sees the thread that he missed, and gently pulls it back into place. There, the Keystone is laid.
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)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    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.
    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.

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Re: Part 6: Road to Marriage

Post by Jude Maverick » Tue Jul 23, 2019 1:16 am

Notice 5
Notice 1d8 = 1: 1
Wild 1d6 = 5: 5
Shooting 16
+2 armor, +2 ion, +2 Marksman, +1 Trademark weapon
Shooting 1d8+7 = 12: 5
Wild 1d6+7 = 12: 5
EE+Elan 1d6+14 = 16: 2
Damage 35
4d6+1 = 18: 3, 6, 2, 6
Aces 2d6+18 = 27: 6, 3
Ace 1d6+27 = 33: 6
Ace 1d6+33 = 35: 2
Road/Poppy’s Bakery Wagon
Evening
Round 0

“Maverick... We... We need to leave, now. They come in the mist.,” Lyboc urged.

“Who?” Jude asks. “Who comes?” He didn’t like this mist, either. It felt weird, the way it came in.

“Woa boy, Jude did you miss me that bad that you needed to chop this poor boy’s leg off?” Poppy asked.

“He had two of them. He wasn’t using the other one,” Jude joked as he settled Lyboc in the back of the wagon. “Rest easy. There’s water in the fridge. Get some fluids in you,” he told the man. He’d sort out his bullshit later, once they were out of here and camped safely for the night. “Goggles! We the wagon isn’t starting!”

”Jude, we need to get out of here! Check the engine!” Lyboc urged.

“What do I look like, an operator?” Jude asked, shaking his head. “Lib!” he yelled into the mist. Jude looked around for Libertas’ tools.

And then the hood of the wagon ripped off. “Oh, shit!” Jude yanked his JA-11 around and scanned the area. He saw the blade at Liberta’s throat.

“Lib! Don’t move!” Jude yelled, bringing his rifle up and trying to sight on where the invisible creature would be. He hoped the blast would drive the sword away from Libertas’ throat and not cause it to cut.
Mission Objectives
Attend Nici’s wedding at Sault Ste. Marie in Iron Heart
***
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
Danger Sense: -2 to detect ambushes
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: 12/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 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: 6/7
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.
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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Pender Lumkiss
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Re: Part 6: Road to Marriage

Post by Pender Lumkiss » Tue Jul 23, 2019 9:47 am

Silvered sword clatters to the ground and a large red horned creature whose face looks a bit like a horse appears with a gaping hole in its chest at Libertas’ feet. The creature is large like a grackletooth. It’s bottom half is covered with a thick fur.

@Cantrell can see 4 more silvered swords appear two near herself and two near Jude as they were about to strike. It was a bit disconcerting to see these floating silvered swords... The creature’s breath was hot and each grunted, ” Kill... Kill... Our master says to kill...”

Poppy yelled and Llyboc shouted firing at something inside the wagon!

Agility 1d8 = 3: 3 wild 1d6 = 6: 6 ace 1d6 = 4: 4

I cannot recall what special abilities Cantrell has so she might be able to just go before the creatures. They are considered supernatural evil if it matters. I included the agility rolls as the creatures are coming off hold.
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Re: Part 6: Road to Marriage

Post by Cantrell » Tue Jul 23, 2019 12:42 pm

Agility 13; Buncha hits
Agility 1d12 = 4: 4
Wild 1 1d6 = 6: 6 = Ace! 1d6 = 5: 5
Wild 2 1d6 = 6: 6 = Ace! 1d6 = 6: 6 = Ace! 1d6 = 1: 1 = 13

Cantrell starts out with The Drop on the demons due to her "She Who Fights Monsters" ability. She will:
* Activate her Adrenal Control System (free action) then autofire (ROF 2) her rifle at the two demons by Jude, going for head shots (1d12+7 base, +4 to hit/+4 damage with The Drop; -4 to hit/+4 damage Called Shot, +1d6 damage SWFM)
* With her second round of actions she Quick Draws her dagger (free action) and Rapid Attack + Wild Attacks the two demons near her (3 attacks with 1d12 Fighting, -4 to hit for Rapid Attack; +2/+2 Wild Attack, +4/+4 with The Drop, +1d6 damage SWFM; -4 Parry)

Shooting 1d12+7 = 9: 2
Shooting 1d12+7 = 13: 6 = 13 to Hit
Wild 1 1d6+7 = 10: 3 = 10 to Hit
Wild 2 1d6+7 = 8: 1

Fighting 1d12+2 = 13: 11 = 13 to Hit
Fighting 1d12+2 = 3: 1
Wild 1 1d6+2 = 8: 6 = Ace! 1d6+8 = 12: 4 = 12 to Hit
Wild 2 1d6+2 = 3: 1
EDIT: Forgot 3rd attack
Fighting 1d12+2 = 12: 10 = 12 to Hit


EDIT: Blech. Wasn't expecting a -8 from invisibility. Probably would have done things differently. Gonna use some Bennies to reroll hits I guess.

Benny to Reroll Shooting with Elan
Shooting 1d12+9 = 12: 3 = -8 for invis = 4 for a Hit
Shooting 1d12+9 = 15: 6 = -8 for invis = 7 for a Hit
Wild 1 1d6+9 = 11: 2
Wild 2 1d6+9 = 10: 1

Benny to Reroll Fighting with Elan
Fighting 1d12+4 = 16: 12 = Ace! 1d12+16 = 19: 3 = -8 for invis = 11 for a Raise
Fighting 1d12+4 = 13: 9 = -8 for invis = 5, a Miss
Fighting 1d12+4 = 6: 2 = Miss
Wild 1 1d6+4 = 5: 1 = Miss
Wild 2 1d6+4 = 7: 3 = Miss


DAMAGE
Rifle Damage 1 4d6+10 = 25: 1, 4, 6, 4 = Ace! 1d6+25 = 29: 4
If Raise 1d6 = 4: 4
So 29 damage (33 if raise), AP 3

Rifle Damage 2 4d6+10 = 23: 4, 2, 5, 2
If Raise 1d6 = 5: 5
So 23 damage (28 if raise), AP 3

Magic Knife Damage 1 1d12 = 9: 9+ 3d6+10 = 19: 5, 2, 2
If Raise 1d6 = 5: 5
So 28 damage (33 if raise), AP 4

Magic Knife Damage 2 1d12 = 7: 7+ 3d6+10 = 17: 2, 3, 2
If Raise 1d6 = 1: 1
So 24 damage (25 if raise), AP 4

Magic Knife Damage 3 1d12 = 1: 1+ 3d6+10 = 21: 4, 5, 2
If Raise 1d6 = 1: 1
So 22 damage (23 if raise), AP 4

Nice shooting, Cantrell thinks as Jude's shot drills a hole in the demon threatening Libertas.

Her own rifle is in motion before she can start to say anything, the barrel coming up and spitting laser fire toward the two invisible attackers near Jude, the shots aimed at where she guesses their heads are.

Not waiting to see the effect of the shots, Cantrell continues in one smooth motion, pulling her right hand away from the rifle's trigger and dipping down to the engraved knife on her hip. The dragon-carved blade sings as it emerges from the sheathe, slicing through the fog as she plunges it into the chest of her nearest attacker, then slashes twice more into the space above the second floating blade, but failing to connect.

Not sure what hits or gets a raise, but results are:
Shot 1 hits with a 13 against the first Jude attacker: 29 damage, AP 3
Shot 2 hits with a 10 against the second Jude attacker: 23 damage, AP 3
Knife stab 1 hits with a 13 against the first Cantrell attacker: 33 damage, AP 4
Knife stab 2 and 3 missed.

Cantrell is Parry 5 for the next round, but they have a -4 to hit her (She Who Fights Monsters + Dodge + Uncanny Reflexes from her adrenal system). Her Toughness is up to 25 (10).
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
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); Imp. Level Headed (Draw three 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 an extra Wild Die, don't roll triple 1s)
Adventure Cards:
Current Effects: Adrenal system activated

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Re: Part 6: Road to Marriage

Post by Pender Lumkiss » Tue Jul 23, 2019 5:15 pm

@Libertas Magicum (Libertas: 1d6 = 1: 1 Total Disaster!)
The pain is real
Vigor Roll at -2 or take a lvl of fatigue.

-4 scene difficulty
Master Dice roll: 1d12 = 11: 11 wild 1d6 = 3: 3

Cantrell: 1d6 = 5: 5 Bit of luck
Ladies in Leather!

Jude: 1d6 = 3: 3 major issue
Too Many!
Silver sword fighting wild attack: fighting 1d8+4 = 8: 4
Damage: 1d12+4 = 10: 6 1d10 = 8: 8 magic sword... so looks like at least 1 wound, 2 if the force field does not stop it.
Hood attack: 1d8+2 = 4: 2

Wagon: 1d6 = 4: 4 interference
They got Poppy!


WIP, please wait...
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Re: Part 6: Road to Marriage

Post by Pender Lumkiss » Sat Jul 27, 2019 7:38 am

Round 2 combat.

Libertas
The pain was real. Inside and out!
OOC Comments
Phase 1 was complete, Lady Viggo’s temporal soul was intact. The quantum optimizers glyphs of arcane symbols flashed across the surface of all three swords, blue, yellow, red. A shape took form on the pedestal. The images rapidly shifted from Gloom to Castle Refuge. A moment of respite, of reckless wonder, in a nondescript room filled with a trap meant to take your soul to a world covered in darkness ruled over by an eye wreathed in flame! Libertas saw through the optimizers display himself walk into the room. Sort of like looking at a video display. He saw himself open the door. The optimizer burst to life with calculation after calculation, it spoke to the techno wizard, a soft voice, ” The price...”

Suddenly your leg hurt as if a mighty claw had taken a chunk of it. You couldn't afford to loose focus otherwise, all would be for naught, and leaving the optimizer in a state of half done calculations could be detrimental. Like Diamond Clad and others before, Libertas came to the stark realization once the process started it must be completed. Arggghhh! More lancing pain across your backside. The optimizer’s calculation display turned red, flashing a warning in a language Libertas only barely understood. Intruder! A great eye wreathed in flame, as if a tall man clad in archaic armor strode in its very iris, appeared on the surface of one of the three tall swords. If the calculations were correct, the eye itself belonged to some kind of super natural intelligence bent on not only disrupting Libertas’ control over the arcane machine but extracting something precious from Libertas himself. ”I am Sauron... Bow to my will.” Will the technowizard be defeated by Lord Sauron?

Dramatic task round 2: single success is required.

Step 1: Vigor Roll at -2 or take a lvl of fatigue.

Step 2: any skill at -4 TN is 11!
Cantrell.
Lady in Leather!
OOC Comments
A lady clad in leather riding a hover bike comes careening into the fray. It seemed the Leather Lady biker gang that was notorious for patrolling these parts wanted some. However, the lady did not strike Cantrel, she instead angled the hover bike striking the invisible foe still facing Cantrell. ” You fucking monsters! You killed our families!”
She was full of hatred and moxie wearing her leather jumpsuit and light cannon ball armor. A few mom implants might also indicate she was a bit crazy. ”Aiiieeeeeee!” Thwump! The hover bike, leather lady, and whatever was still alive and fighting Cantrell all sort of twisted and jumbled into a pile of flame and metal a good 20” away on a small rock outcropping. Cantrell can make out in the wreckage the lady trying to toss half the bike that had rolled on her off. It was probably only a matter of time before something large like the rocket launcher strapped to the back of the hover cycle exploded.

While her allies might be in a mess of trouble it seemed as if lady luck was smiling on her favorite daughter... Only thing was whatever had ripped off the hood of the wagon was carrying the hood towards Jude with the intent to do some smashy Libertas had his own trouble, the mists had encircled him making it almost impossible to see the TW. But flashes of silver would indicate he was probably engaged with two of the beasts. Given the form of the one that had dropped near him, Cantrell would hazzard a guess they were facing demons. Demons were usually resistant to magic!
Jude.
Too many, 1 or 2 wounds (sword is magic)
OOC Comments
The one on Libertas went down revealing its hulking demonic form... Like a horse human and goat had some nasty fun. Jude, perhaps a bit surprised looked down at his ion rifle and noticed someone had altered the muzzle shapijg the ion blasts to give them just a bit more oomph! (2ap) It seemed although Cantrell hit the two near you they did not go down. One sword sort of wavered for a moment and the other thrusted towards your chest! Too make matters worse something carrying the hood of the wagon clambered over and brought down Poppy purple hood with Time to Smile scrawled on it!

The silver sword was unlike anything Jude had seen. It shown brightly like a far away star amist a pitch black sky. As it drew near it blazed with a dark energy almost as if reacting to Jude’s own heroic nature. What ever was weildimg it (greater invisibility)croaked, ” Hero... Give us Llyboc and your end will be swift.”

The one wielding the shaking sword hissed, ” M... Master will be pleased if you tell uss!”

As the hood of the wagon came crashing down on Jude its invisible weilder chortled, ” Yes... Please... Tell us human and we will tell master to take over your life!”

Make a vigor roll -2 or suffer a level of fatigue

Silver sword fighting wild attack: fighting 8, 1 wound at least, sword is magic so maybe 2 wounds.
Hood attack: fighting 4
The mists swirled around the heroes like a sticky fog. Something was clearly attracting the marine fog layer. The three swords pulsed with blue energy. With the sun finally set, the blue energy bathed the immediate area in a other worldly light. The wagon swayed from side to side gently as its inhabitants moved arround.

Inside the wagon Llyboc yelled firing his pistol! ” Maverick! Get this wagon going! Argghhh!” Something tossed him out the open door. He tumbled to the ground his face bleeding from what looked like a sharp claw. He whispered, ” They got Poppy...” His laser pistol fell was still gripped in one hand. He raised his other to Nadya, ” Just get me back up Cantrell... “ He slapped a new energy cell into the laser pistol. The bottom of the cell read U Round Tech. His eyes narrowed behind the mess of blood, ” I’ll kill that invisible son of a bitch in there. Just help me up.” With only one leg left to really stand on he would need the help to accomplish the mission at hand.

The wagon lurched and Poppy screamed!

Cantrell 3d56 = 123: 25, 48, 50
Jude 1d56 = 55: 55
Libertas no card, inside a machine see dramatic task.
Llyboc and Poppy: 1d56 = 50: 50
Demons 15(6), parry 7, ranged hit TN 5, half damage from no magic sources. Greater invisible -8 to hit. 1d56 = 24: 24, 3 on Jude, 2 on Lib, 1 or more in wagon, 1 in a hover bike crash.

Initiative order: heroes go first. Just has a joker! All players get a benny. Please check your occ, for individual things happening. You are all aware of what is happening to each other, although Libertas probably less aware.
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Re: Part 6: Road to Marriage

Post by Libertas Magicum » Sat Jul 27, 2019 9:05 am

OOC Comments
Benny Count: 2 (Bad Luck), +1 for Post Rate, Spent 1, +1 for Joker Final Count: 3

Resist Fatigue 1d6-2 = 2: 4
Wild Vigor 1d6-2 = 0: 2
1 level of Fatigue

Any Skill, TN 11, Scene -4, Fatigue -1.
Skill: Techno-wizardry, d12+5, Net skill straight d12.
Who's Will? 1d12 = 8: 8
Wild TW 1d6 = 2: 2
Benny Extra Effort 1d6+10 = 13: 3
13--Sauron gets schooled

Final:
2 Bennies left
1 level of fatigue
Lib bit his tongue as the Price was extracted from his leg. Yeah, I suppose it was too much to hope that they'd take the eye... But as drained as he was by the pain, he had no issue with forging onward--if he'd been asked to guess, he would've said that the process was a one-way street, so this is no real surprise to him.

Speaking of eyes....

Finding himself at the focus point of that baleful gaze, Lib momentarily blanches, just a bit. Then the figure, Sauron, says the wrong thing. "Excuse the fuck out of me, you walking ad for eyedrops? My will is yours? MY WILL? You have no idea about 'my will', you orc-fellating spider-fucker." As he speaks, his tail brings up the Staff, and the purple-green-black energy around the tip flares, lancing out directly towards the figure. "MY WILL BE DONE. KNEEL, FLEE, OR BE BROKEN." The ancient necromancer feels the tendrils of the Technowizard's might begin to drill into his consciousness, his only choice to flee.

As the presence disappears, Lib, his hands still on the blade, continues the Work. He's only sweating a little.
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)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    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.
    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.

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Re: Part 6: Road to Marriage

Post by Jude Maverick » Mon Jul 29, 2019 2:57 am

Vigor 15
+1 in armor
Vigor 1d12+1 = 3: 2
Wild 1d6+1 = 3: 2
Benny for EE+Elan 1d6+5 = 11: 6
Ace 1d6+11 = 15: 4
Soak 10; soak both wounds
+1 in armor
Vigor 1d12+1 = 5: 4
Wild 1d6+1 = 6: 5
Benny for EE+Elan 1d6+8 = 10: 2
Fighting -3
-8 invisibility
Fighting 1d8 = 5: 5
Wild 1d6 = 3: 3
Glaive damage 8 AP 4 MD Magic
1d4 = 3: 3 + 1d10 = 5: 5
Road/Poppy’s Bakery Wagon
Evening
Round 0

Jude managed to shake off whatever was dragging on him, but he found himself surrounded now by these invisible demons.

“Fuck! Get away from me!” Jude exclaimed as he was struck by one of the silver swords. His force field flared as the magic of the sword short-circuited it and Jude grunted as it hit his armor, but he shrugged it off, ducking the hood that was slammed down on him.

“No one’s taking over my life!” Jude said. “And if you want to ass rape Lyboc, get in line!” Jude paused. “Wait. That came out wrong.”

Jude thrust at the wavering sword with his own enchanted glaive on the end of his rifle, but he couldn’t hit what he couldn’t see.
Mission Objectives
Attend Nici’s wedding at Sault Ste. Marie in Iron Heart
***
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
Danger Sense: -2 to detect ambushes
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: 12/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 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.
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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Re: Part 6: Road to Marriage

Post by Cantrell » Mon Jul 29, 2019 6:27 pm

17 to Ex. Dispel Invisibility; Shoot and Wound 5, Shake 1
Round 1: Casting Exalted Dispel (6 PP) from the temporal lodestone in an LBT centered on the truck (and placed so as to not interfere with Libertas -- I'm not exactly sure of his positioning, but want to avoid him and catch as many of the silver blade wielders as possible)
Round 2: Quick Drawing her her p-beam pistol and casting Smite on it, then Rapid Attacking to shoot as many of these assholes as she can. -2 MAP plus Rapid Attack's -4

Exalted Dispel: Spirit is 1d12+1, -2 for different tradition
Spirit 1d12-1 = 4: 5
Wild 1 1d6-1 = 4: 5
Wild 2 1d6-1 = 0: 1
Use the Benny from Jude's Joker for Extra Effort + Elan: 1d6+6 = 12: 6 = Ace! 1d6+12 = 17: 5 = Invisible assholes need a 17 or better or lose their Invisibility

Casting Smite with -2 MAP
Spirit 1d12-1 = 7: 8 = Success, +2 damage and now counts as magic
Wild 1 1d6-1 = 4: 5
Wild 2 1d6-1 = 3: 4

Rapid Attack for 6 Shots: 1d12+7 Shooting, -4 RA, -2 MAP
Shooting 1 1d12+1 = 12: 11 = Hit, probably a Raise
Shooting 2 1d12+1 = 7: 6 = Hit
Shooting 3 1d12+1 = 3: 2 = Substitute the 7 from Wild Die = Hit
Shooting 4 1d12+1 = 5: 4 = Substitute the 10 from Wild Die = Hit, probably a Raise
Shooting 5 1d12+1 = 7: 6 = Hit
Shooting 6 1d12+1 = 12: 11 = Hit, probably a Raise
Wild 1 1d6+1 = 6: 5
Wild 2 1d6+1 = 7: 6 = Ace! 1d6+7 = 10: 3

Okay, rolling damage for 3 Hits and 3 Raises
Hit 1 2d8+6 = 15: 4, 5 + 1d6 = 4: 4 = 19 damage, AP 4, counts as magic and fire = 2 Wounds
Hit 2 2d8+6 = 16: 5, 5 + 1d6 = 4: 4 = 20 damage, AP 4, counts as magic and fire = 2 Wounds
Hit 3 2d8+6 = 11: 2, 3 + 1d6 = 1: 1 = 12 damage, AP 4, counts as magic and fire = Shaken
Raise 1 2d8+6 = 16: 2, 8+ 1d6 = 3: 3 = Ace! 1d8+19 = 24: 5 + 1d6 = 6: 6 = 27 damage, AP 4, counts as magic and fire = 4 Wounds
Raise 2 2d8+6 = 13: 1, 6+ 1d6 = 2: 2 + 1d6 = 2: 2 = 17 damage, AP 4, counts as magic and fire = 1 Wound
Raise 3 2d8+6 = 15: 5, 4+ 1d6 = 4: 4 + 1d6 = 5: 5 = 24 damage, AP 4, counts as magic and fire = 3 Wounds

EDIT: Forgot She Who Fights Monsters. Adding 1d6 damage to the above
"Motherfucking invisible fucks. Worse than timey-wimey bullshitters," Cantrell growls, as the temporal lodestone in the back of the Red Gauntlet glows white-hot along with her rage.

Just before it reaches blinding, the light explodes outward in a wave, the magic -- originally meant to undo tinkering with time -- seeking to unravel whatever foul sorcery prevents the nearby lightwaves from reaching Cantrell's eyes on a natural timetable.

As the light fades, demonic creatures pop into view. In one smooth motion, Cantrell sheathes her dagger and draws her pistol, the Red Gauntlet flashing once again as it imbues the particle beam weapon with magic fire. One, two, three, four, five, six -- Cantrell fires off half an e-clip in the time it takes to draw breath, downing one after another of the creatures.

"Llyboc! Help Poppy. I'm right behind you! Jude, keep my six clear and make sure Libertas isn't dead or trying to end the world!"
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
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); Imp. Level Headed (Draw three 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 an extra Wild Die, don't roll triple 1s)
Adventure Cards:
Current Effects: Adrenal system activated

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Re: Part 6: Road to Marriage

Post by Pender Lumkiss » Mon Aug 05, 2019 5:52 pm

Roll 1d6, 1-4 bad things. 5-6 good things.

Libertas: 1d6 = 2: 2
Crystal Clad Conflict (Snafu)
Cantrell: 1d6 = 1: 1
Everything went sideways (disaster)
Jude: 1d6 = 3: 3
Wait these guys regenerate?? (Major issue)

WIP, please wait...
13th GM bennies GM Bennies
1/3
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6/7
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Re: Part 6: Road to Marriage

Post by Pender Lumkiss » Tue Aug 06, 2019 1:26 pm

Llyboc cried out from inside the food truck styled mountaineer that Poppy called affectionally The Wagon. It was a solid purple with two pull-up service slats that were closed due to travel and better protection. A fresh coat of paint and pressure wash might be needed to get the demon blood off. The mists that had surrounded the 13th took on a sickly green color and little bits of light flashed in it as if some kind of mystic micro storm. The the slat on the left popped up revealing the service window and a grizzly glimpse into the wagon. Grackletooth blood was everywhere, Llyboc was pressed against the window missing his good eye and blood was smeared over his face. There was a barely visible large Demonic creature was behind him with a silvered sword raised high about to drive it home.

The creature laughed, ”Haha.. Our master awakens the true power in us. You have failed Llyboc!”

The 8 dead demons on the ground as if compelled by a power greater than Cantrell and Jude stir!

Llyboc gurgled struggling in vain to get free. He managed to slide his service revolver through the 1/4 open window. It was a normal revolver except it had a strange clip labeled URnds. ”Nadya... Jude... Kappa protocols. Take the pistol and kill these fu-” His monologue was cut short as the demon behind him drove a silver blade through his shoulder.

Nearby the demon the lady in leather had crashed into cackled as the mists grew more puke green and brighter. It stood holding the busted hovercycle in one mighty hand, and the lady in leather with the other. A human female, Terry Calhoun by Jude’s reckoning. The creature squeezed the neck of the woman whom yelled!

It stood almost 12 feet tall and roared, ”Master! Give my brothers their true form!”

The 8 demons stirred, and writhed. 7 of them began to change shape into a woman that looked like Cantrell, while the one Jude killed seemed to transform into him!

Jude is surrounded by Cantrell
The green mists covered the demon bodies as the transformed into Cantrells
and a single Jude. Faster than @Jude Maverick might have thought possible the several copies of Cantrel leap to life grabbing and trying to bring Jude down. Another time and another place this might have been pleasant but the faces of these cantrell look alikes were far too perfect. Even her voice had been replicated far too sweetly, ” Common Jude, play with us... Time to die.”

One of them tried to grab Jude’s gun away and pointed as the Jude look alike moving towards them from Libertas’ still form next to one of the giant swords. The Cantrell chortled lovingly, ” We’ll be gentle on your replacement.”

The green mist that had covered the bodies dissipated leaving Jude alone with the girls.

Make a combat skill at -4 TN is 4.
Cantrell meets Mizzul
The green mists had covered the bodies of the downed demons and they had morphed into duplicates of Cantrell and and a single Jude. @Cantrell felt more than saw the shift in air next to her. The demon’s hot breath more than gave away that it was near. Though it was clear whatever had managed to avoid her dispel was more intelligent than the demon foot soldiers she had blasted.

Its cruel voice mocked her, ”I am here human... Or am I here... I am everywhere. Second to Zaza, I am the ever faithful servant.”

Cantrell saw no silver sword appear but felt something metallic against her next. It was sharp and cold as if it could drain her life with a single thrust. Its voice seemed to be all around her.

” I, Mizzul, will be the one to take your life, and place in this world. I will not prolong the inevitable.”
The air shifted again as the green mists dispersed. The bodies of the many Cantrells stirred getting on their feet. Jude was surrounded and Cantrell’s uncanny sense of danger spiked, the blow from Mizzul was coming!

Make a combat Skill roll at -4 TN 9. 1d10 = 1: 1 wild 1d6 = 6: 6 ace 1d6 = 2: 2 GM benny for EE 1d6 = 1: 1
Libertas makes another friend
The arcane quantum computer, because that was what the three swords had formed, displayed a readout indicating the subject was 66.66% commplete. At the pedastel the young TW could see the shape of Lady Viggo forming. He had secured her very mortal soul. Only one more probability needed to be altered. The images swirled quickly drawing his consciousess to Dweomer, just a short day ago. The Academy of Temporal Mechanics. The temporal radiation from the Time’s Arrow was wrecking havok with the system Lib was manipulating. There was just no way he could get through the feild of temporal energy the arrow was throwing off. But then unexpectedly he found an opening he could alter...

Minutes before Cantrell and Libertas had entered the building another creature had beaten them to the punch. A T-Raider by the look of it, something about the creature’s bulging face made Libertas want to run away or puke. It’s yellowish eyes seem to be tracking Crystal. It was stalking Crystal Clad as she was trying to quietly move from floor to floor, up to the 12th where the Time’s Arrow was located. The creature caught Crystal on the 7th floor 5 minutes before Cantrel showed up.

Something was generating a field of anti time on that floor allowing Libertas and the arcane probabilitiy generator to manipulate the events in a desired outcomes favor. Crystal had just tripped over an inch thick cable strewn accross the ground. It was one of the only objects plugged into the room. As if viewing a horror show Libertas saw the T-raider appear out of nowhere next to her. Crystal pulled herself up knocking a small bauble aside, which knocked down a vase resting on a hover pad, which crashed into a display of swords, which fell down knocking into a technowizard device: a grandfather clock wrapped in copper tubing and a dazzling array of TW crystals. The screen Libertas was viewing registered it as Father Time’s Clock, most likely the cause of the anti time field responsible for this chance.

Libertas’ back started to ache, he had been connected to the machine for far too long, or something was happening outside to cause him pain. The wispy ghost of Lady Viggo on the screen next to the downed clock caught his attention. If he did not focus... Well the image of Diamond Clad’s eye was enough to know something bad would happen.

The T-riader raised a horrific claw as if to about to cast a powerful spell to end Crystal. Libertas’ screen split! One screen showed the events as they played out. Lady Viggo plunged her hands into the clock face becoming corporeal in that moment. Plunged back into a time stream, she raised a shark like fist countering the T-raider’s magic, and knocking the creature back so the two could scamper away. Minutes Later Cantrell caught the creature and killed it.

The second screen was blank awaiting Libertas’ command. Wait... An image was forming on it. Warning... Warning... The face of the T-raider filled the screen and Libertas could hear its grating voice, ”My master, Zaza will have the arrow wizard. I will give you the woman in exchange... Wait what are you using to view me. Ah how interesting Lord Zaza will be pleased.” A lancing pain went through Libertas as he felt the consciousness of the T-raider try to take control. But it was pain far more real, than any the TW had encountered... Libertas’ mind became cloudy as he was slowly being forced out of the machine.

What was clear, that it order to finally save Lady Viggo he could not let her rematerialize into that time stream, he needed to have her materialze in the one Libertas currently occupied. But how could he do that and save Crystal Clad while wrestling for control of the machine from a temporal raider... Is the Legion’s motor pool hiring?

Make a vigor roll at -2: Failure take 1d3 wounds(soakable).
Make a technical, or arcane skill roll vs TN 17: 1d10 = 8: 8 wild 1d6 = 4: 4 gm benny for EF 1d6 = 6: 6 ace 1d6 = 3: 3
Kappa Protocol
The CS anti vampire training program. Decapitation and burn. Anyone who has taken a modicum of CS training was well aware of Kappa protocol. It is specifically the protocol to kill vampires. Once staked with ssilver or wood, remove the head and burn the body and head in separate piles.

Directions:

Ok folks scene is set, lets finish this with some quick combat style. In each direction I put some notes about applicable skills and any modifiers or target numbers. Make your skill roll and tell us how it all happens.
Failure results in 1 wound (soak able)
Critfailure 2 wounds ( soakable)
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
6/7
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Re: Part 6: Road to Marriage

Post by Cantrell » Sun Aug 11, 2019 1:10 pm

Rolls
Shooting is 1d12+7, -4 scene mod

Shooting 1d12+3 = 15: 12 = Ace! 1d12+15 = 16: 1 vs. TN 9 = Success and a Raise
Wild 1 1d6+3 = 5: 2
Wild 2 1d6+3 = 5: 2
Cantrell groans as the one-invisible demons start to stir and rise again. When another, even more narcissistic patch of green mist starts whispering in her ear, she sighs again.

”I, Mizzul, will be the one to take your life, and place in this world. I will not prolong the inevitable,” it says, readying an unseen blade to strike.

"You know what else is inevitable, you dumb demonic bitch?" Cantrell asks, every cybernetic sensor in her head screaming alerts as the air pressure changes and blow nears.

"Pain."

The word hasn't even left her lips as she switches off her equilibrium implants, willing her body to drop straight down to the ground, her feet flying out in front of her so she'll land on her back. She feels a blade slice the air where her neck had been, brings her pistol up right under the arc of the attack and shoots into the space where the hand holding the blade had to be.

By the screams and snarling that follows, she strikes gold. Maybe not enough to kill the regenerating shit, but causing enough discomfort to distract it for the few seconds Cantrell needs to jump up and reach Llyboc's gun.

Kappa protocol it is, she thinks as the gun fills her fist.

She begins putting holes in the shapeshifting demons, starting with the ones menacing Jude.

"Kappa protocol, Jude! I'll put 'em down, then you bisect the fuckers with that magic blade of yours," she says. "I think there's some cans of Sterno in the truck that Poppy used to keep the serving trays hot. We can use those to burn the bodies."

Bang! Bang! One by one, Cantrell drops the demons with the depleted uranium rounds, using headshots to conserve ammo. Trusting the Red Gauntlet to empower the shot with power, she fires the last into the mist calling itself Mizzul.

"If you fucks can communicate from the afterlife, I hope you tell Zaza we're coming for it," she says, spitting on what's left of the demon before going in search of something flammable.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
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); Imp. Level Headed (Draw three 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 an extra Wild Die, don't roll triple 1s)
Adventure Cards:
Current Effects: Adrenal system activated

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Re: Part 6: Road to Marriage

Post by Jude Maverick » Wed Aug 14, 2019 1:44 am

Shooting 10; Raise
-4 difficulty, +2 ion, +2 armor targeting, +2 Marksman, +1 Trademark Weapon
Shooting 1d8+3 = 10: 7
Wild 1d6+3 = 6: 3
Road/Poppy’s Bakery Wagon
Evening
Round 0

“Kappa?” Jude said. “Oh, shit.” He looked around to see half a dozen Cantrell’s and one of himself getting up from where the demons had been killed, grabbing at him. “This isn’t exactly how I saw this fantasy playing out,”Jude quipped. “Far too many clothes, for one thing.” He managed to slip their grasp and bring his ion rifle around. Good thing they were all clumped up nicely.

The energy blast flayed skin and flesh from the Cantrells and Jude’s doppleganger. As the demons tried to recover, Jude swung his rifle and started decapitating them with his mystic glaive after Cantrell added her headshots.

As Cantrell got the Sterno, Jude pulled out his bottle of everlasting bourbon and poured it over the bodies. “Waste of good booze, but at least it doesn’t run out. Should make a good fire.”
Mission Objectives
Attend Nici’s wedding at Sault Ste. Marie in Iron Heart
***
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
Danger Sense: -2 to detect ambushes
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: 12/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 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.
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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Libertas Magicum
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Re: Part 6: Road to Marriage

Post by Libertas Magicum » Sun Aug 18, 2019 8:15 pm

TW 13
TW d12+5, -1 for Fatigue
Techno-wizardry 1d12+4 = 11: 7
Wild TW 1d6+4 = 10: 6 ACE 1d6+10 = 13: 3
Okay, so three elements in flux, here, over five dimensions.... Okay, right, if Lady V. doesn't save Crystal, something else must.... Then the T-Raider speaks to him. Bloody hell.... "Look, chump, the name's Libertas Magicorum. Tell it to Lord Zaza so he'll know why he wakes up in a cold sweat in the mornings; after I'm done with all the other shitlords who think they want a piece of me, I'll be sure to make room for your boss on my dance card. But for now... Kindly fuck off. No arrow, no shark, no girl for you, Maggot-crotch."

He pushed aside the pain as best he could, and focused on the problem. First, he considered rewinding just a bit so that Crystal wouldn't trip, but without that, Lady V. probably wouldn't have tried to reach the timestream in the first place. No, he needs the sequence to play out to that point, at least.... He needs something else to intervene so that Lady V. can be pulled back safely. If only this damned T-Raider weren't in the way.....

And like that, it clicked, so simple that he almost laughed. The T-Raider had inserted himself into the second screen, independent of what was in the first. So.... With a few quick calculations, and some considerable mental effort, using the power of the Staff to direct the machine, he simply refocused the second screen to the same as the first--but with the T-Raider both casting the spell, and standing in its way--instead of Lady Viggo interrupting the spell, it was the T-Raider himself who suddenly appeared, blocking his own death-casting. The scream of horror as the original TR suddenly realized he'd just killed himself and not being sure if it was a past, future or alt-present version was enough to buy Crystal the time she needed to escape.

With that accomplished, Lib simply yoinked Lady V. from the original timestream before she solidified. To keep the equations simple (for a value of 'simple' that would make most folks' brains implode), he left her spatial coordinates intact, so that she simply appeared in the Temporal Mechanics building of the Academy in the present, rather than during the earlier confrontation. She'd know what had happened, or could figure it out given time, he was pretty sure.

And with that, he finally broke the connection with the machine, so he could figure out what the holy fuckball llama-licker was wrong with his back....
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)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    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.
    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.

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Re: Part 6: Road to Marriage

Post by Pender Lumkiss » Thu Aug 22, 2019 5:57 pm

Aftermath

The green swirling mist evaporated, and the 13th were victorious atop the hill with three giant swords crackling with electric energy. A burnt hover bike covered in gasoline and flame softly roared as its biker babe pilot lay on the ground neck crooked at an unnatural angle, her chest did not rise nor fall. The many demons and shifted shapes that had assumed Cantrell and Jude had all reverted back to their hideous ram, lion, cloven hoof evil form.

At the pedistal a shark like humanoid female rose unclothed and grabbed her head then collapsed into Libertas’ arms. She smiled briefly looking at the techno wizard like someone who knew him, ” Goggles...?” She fell unconscious, breathing and alive.

Shooting the demons with whatever pistol Llyboc had[Empty now], cutting their heads off with a magic glaive and burning them seemed to be a good strategy as they were all eventually dusted into smoldering ash. Llyboc came slithering out of the wagon holding his shoulder and jaw. He was drenched in blood, his, demonic, and Poppy’s. He croaked unable to stand with only one leg left, ”Argghhh... You... See what we are up against no? The wedding... Such a high profile event, they will destroy the coalition if they infiltrate such a high echelon.” Blood dribbled from his mouth and he spat it out. He slumped against the entrance to the wagon looking out and waiting for death to take him. ”The Grackle...”

Inside the wagon looked like a vat of red pasta sauce had exploded covering everything. One demon was struggling to get up a gapping hole in its belly seemed to be preventing it. Its gutteral voice mumbled askimg for help, ”Z... Z... Z... Master Zaza...”

Poppy was sprawled on the grated floor with her belly cut open grackle entrails seeping everywhere. Her clawed hand gripped a blood soaked photo: a head shot of Jude. Leaving the how and why aside, her throat was slashed and she was gurgling... Medical Attention was needed...

Llyboc spat more blood as if emphasizing the toll of the battle, ” Frak... Your headed north... Argg.. Just a day more to MagSpire, boats... Lake... Get this bucket of bolts going so we can get to the wedding, and save the coalition and humanity.” He groaned trying to get up but was clearly in no shape.
Broken wagon
The demons did a number on the wagon inside and out.

Ok, folks do what will you will and then we will get rolling to the lakes.
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
6/7
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Re: Part 6: Road to Marriage

Post by Jude Maverick » Fri Aug 23, 2019 1:39 am

Healing Poppy 9; raise, heal 2 wounds
Spirit 1d12 = 9: 9
Wild 1d6 = 4: 4
Healing Lyboc 7; heal 1 Wound
Spirit 1d12 = 2: 2
Wild 1d6 = 1: 1
Benny to reroll
Spirit 1d12 = 2: 2
Wild 1d6 = 3: 3
Benny to reroll
Spirit 1d12 = 3: 3
Wild 1d6 = 1: 1
Benny to reroll
Spirit 1d12 = 7: 7
Wild 1d6 = 3: 3
Road/Poppy’s Bakery Wagon
Evening
Round 0

“Damn it!” Jude cursed, pulling out his healing stone. “Goggles! We’re gonna need your happy stick!” he called. Since Lybock was still standing somewhat and breathing, Jude rushed passed him to Poppy.

“Hold on, girl,” Jude urged. “This may be warm.” He pressed the enchanted healing stone to the grackletooth’s chest and focused to activate it, feeling the flow of the magical energy.

With Poppy hopefully saved, Jude made her as comfortable as possible. Then he walked over to Lyboc and, with little ceremony or warning -- the man was an ass, even if he was trying to save humanity -- Jude pressed the stone to him and activated it. The magic seemed to fight against him, but he finally managed to push some healing into the man.

“Anyone else?” Jude asked. “I have two more charges.”
Mission Objectives
Attend Nici’s wedding at Sault Ste. Marie in Iron Heart
***
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
Danger Sense: -2 to detect ambushes
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: 6/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 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: 1/7
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.
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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Pender Lumkiss
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Re: Part 6: Road to Marriage

Post by Pender Lumkiss » Fri Aug 23, 2019 6:16 am

Gm note: Llyboc and Poppy seem healed enough to not die.
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
6/7
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Libertas Magicum
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Re: Part 6: Road to Marriage

Post by Libertas Magicum » Fri Aug 23, 2019 7:27 am

Repair 10
Repair d8+2 with armor, +2 for Arcane Machinist, -1 for Fatigue
Repair 1d8+3 = 5: 2
Wild Repair 1d6+3 = 9: 6 ACE 1d6+9 = 10: 1
Libertas, with effort, carries Lady Viggo back to the van, a bit confused about how she ended up here, but willing to roll with it. He looks around at the carnage as he gets her there, covering her for now with a couple of Poppy's aprons. "Well, this is a fun little storm of camel shit. What happened while I was reprogramming reality, exactly?" Even as he listens to the others describe the combat itself, he gets to work on the battle van. His armor's built-in toolkit gets used to the fullest extent possible, welding pieces that can be welded, making due with jury rigged replacements for parts that can't be fixed so easily, and so on. Finally, he sits back and nods. "Ain't pretty, but she should get us to the lake. Hopefully, whatever ferry we end up on can also give us some proper tools."

He glances over at Lyboc. "Speaking of proper tools, are we really dragging him along? If so, and if we're really in this to... can't believe I'm saying this.... 'save the Coalition', will he at least foot the repair bill?"
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)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    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.
    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.

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Cantrell
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Re: Part 6: Road to Marriage

Post by Cantrell » Fri Aug 23, 2019 7:42 am

Repair 5 to assist Lib, kicking him up to 12
Repair 1d12 = 3: 3
Wild 1d6 = 5: 5
Libertas Magicum wrote:
Fri Aug 23, 2019 7:27 am
"Well, this is a fun little storm of camel shit. What happened while I was reprogramming reality, exactly?"
"Some new assholes showed up, who may or may not be related to old assholes, we're still not sure. But they want to wreck Jude's sister's wedding, and look capable of pulling it off."

Cantrell lends Libertas a hand with repairs, her hands guided by an old expert skillchip she hadn't much used since leaving the Coalition. They get the wagon ready to roll, though it still looks like a demonic mosquito exploded inside.

"Lib, I don't suppose you could magic up a firehose or something? Wash some of Llyboc's guts off the wall?"

She kicks the side of a mangled refrigerator, its contents dribbling out onto the floor.

"If we cleaned this out and filled it with water, I've got some magic bath bombs that would get Poppy and Llyboc back on their feet -- or foot. Just need to soak a bit while we head to the lake."

[A one-hour soak in the magic bathwater removes all Fatigue and Wounds.]
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
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); Imp. Level Headed (Draw three 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 an extra Wild Die, don't roll triple 1s)
Adventure Cards:
Current Effects: Adrenal system activated

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Re: Part 6: Road to Marriage

Post by Libertas Magicum » Fri Aug 23, 2019 3:38 pm

Lib grins at Cantrell. "Get everyone out of the way in the back. The Marianas Gun doesn't have a 'gentle rinse' setting. But if it's just the interior, yeah, I can blast it clean pretty good. The water doesn't stick around long enough after I pull the trigger for it to be useful as a bath filler, though--we'll probably have to swing by a river before we get there."

Per Cantrell's instructions, if the back can be cleared of wounded personnel and loose objects, Lib can use the Marianas Gun, originally designed for battling Vampires, to blast it clean.
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)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    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.
    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.

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Pender Lumkiss
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Re: Part 6: Road to Marriage

Post by Pender Lumkiss » Tue Aug 27, 2019 6:30 pm

The Lady Belle:

An old white washed wooden ferry that used steam to trawl through the waters. Captained by one Derr Dranger, an affluent old cred son of a chitown bigwig if you believed the tall tales. He spoke with a bit of an iron heart drawl and could not keep his eyes off Libertas. The ferry was more than a party, it was the party that never stopped. Folks out in Lazlo and lake towns said it had come through time unblemished and lady luck had never stopped smiling on it. Its electric white lights, and staw hat band gave it an old timey festive atmosphere.

Poppy was at the grill, a bug rhino buffalo meat smoker, cooking up a sweat. She grinned clearly glad to put the horrors of the wagon behind her, ”Here we are, ribs... Haven’t done ribs right since 107... Never had a smoker like this either. Order up!”

The plate she had saddled with ribs and an orange corn cobb seemed to levitate by itself over to a nearby table. Lady Viggo clearly had a hand in the magics as she was waving her hands in an elegant dance. She smiled at the 13th happy to be in a place so pleasant. She was clad in a white tunic, and with grace disengaged her self from party goer after party goer. Nearly 200 folks from every walk of life were out on The Lady Belle tonight.

Llyboc was near at the bar, still missing a leg, but he had a cigar in one hand and was chatting to the host. After a moment Derr Dranger tipped his white top hat and waved to the trio of heroes, ”Cantrell, Maverick, Libertas, come join us... My good fortune to meet you is your and everyones’.” Llyboc rolled his eyes and downed another shot of scotch handed to him by the devilman bartender. Derr for some reason had known Jude or at least of him and called him Maverick with veiled distain. Libertas it seemed was clearly the apple of his eye. Cantrell, maybe for good or ill was referred to with reverence.

Finally ensnared by Derr he smiled at your company and bowed ever so slightly. Courtesy seemed very important to Derr and he tried to treat his guests right, even ones he employed such as yourselves. He gestured to a few seats, ”Please... Please sit down, Libertas right here.” He patted the closest seat, ”I was just telling dear Llyboc how fortunate it was that we were so introduced. MageSpire is a simple town of folks that do not want to live in either Magestar or Dweomer for a verity of reasons, but I think they just can’t get enough water.” Derr chuckled clinking Llyboc’s refilled scotch with his own glass. He patted his stomach looking at the grill with Poppy flipping ribs and soaking them in a purple bbq sauce, ”Genius really... Genius. Did I ever tell you that this ship is one of great fortune. It has never been molested.”

Well... Well... All that was about to change as the ship lurched and bug like creatures with pikes and telekinetic guns descended upon the party goers. Poppy yelled as two fired at her dystroying the grill, ”Not again! How did we end up here!!”

Ok, so I thought it would be fun for us all to tell the story of how you got aboard the Lady Belle. I sort of told the end, I need you all to fill in the blanks. Maybe a tale of the journey in the wagon, a tale getting into Magespire, a tale finding a barge to take the group. Just some thoughts as we try to make this co operative interlude story. Try to end your post with something dramatic and a hook for someone else to run with. Last person to post please include being introduced to Derr.

After you post take +1 xp, and +1 benny,
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
6/7
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Jude Maverick
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Re: Part 6: Road to Marriage

Post by Jude Maverick » Wed Aug 28, 2019 1:15 am

Road/Poppy’s Bakery Wagon
Morning
Round 0

After making sure Lyboc and Poppy weren’t going to die and were comfortable, Jude hopped into the wagon and started hauling out all the baking goods. They didn’t want to ruin them when they sprayed it down.

Libertas took care of spraying things down, and Jude offered some elbow grease. Then they camped on the hill with the strange stones for the rest of the night to make sure everyone rested and got healed.

The rest of the journey to the Great Lakes and MageSpire went fairly uneventfully. A couple opportunistic bandits tried their luck, but they took one look down the barrel of Cantrell’s gun and decided there were easier targets on the road.

One event stood out. They stopped to help a broken down Big Boss that had been traveling. It contained an attractive young blonde woman who said she was a bard named Liberty Belle. Jude was more than happy to suggest they give her a ride to MageSpire, since they were going there anyway. She was enthused to find out they were Dres Marbles Left and kept them entertained during the trip with her angelic voice and playing guitar, and Jude made sure she knew she was welcome with the group every night. Liberty Belle was a bit...vocal in the small confines of the wagon.
Liberty Belle
Liberty Belle’s real name is Liberty Dranger, Captain Dranger’s daughter ;) She’s a bit of a local rock star and Dres Marbles Left fan.
Mission Objectives
Attend Nici’s wedding at Sault Ste. Marie in Iron Heart
***
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
Danger Sense: -2 to detect ambushes
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
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: 1/7
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.
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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Cantrell
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Re: Part 6: Road to Marriage

Post by Cantrell » Wed Aug 28, 2019 10:00 am

Not for the first time, Cantrell reflects on how surprisingly useful magic can be -- then be utterly useless the next minute.

The magic hose Libertas produced cleaned out the charnel house in the back of Poppy's wagon in no time. But it still fell to Cantrell -- and the reliable, NGR-made hydraulics in her armor -- to haul buckets of water from a nearby stream to fill the mangled refrigerator-turned-bathtub in the back. Once it was full, Cantrell wanted nothing more than a long soak, but getting Poppy and Llyboc back in fighting shape was more important, and she wanted to conserve the magic bath bombs for a time of real need.

The journey to MageSpire was classic 13th: Jude found an impressionable young blonde to keep him company, Libertas mucked around in the back of the wagon with some secret project, and Cantrell shot a couple of bandits who had suffered from a fatally unbalanced ratio of brains to bravery.

Wanting to maintain a lower profile once they hit MageSpire, Cantrell steers the group to a couple of seedier hangouts near the docks to look for transport across the lakes.

At the first joint, a club called the DBGB catering to D-bees obsessed with pre-Rifts music, Cantrell nearly has a deal worked out with the captain of a techno-magic tugboat when Jude's ditzy paramour blurts out that he really should be giving a better deal to the members of Drei Marbles Left. Things take a turn when a group of ogre punks overhear and decide to start something with the "new wave sellouts" that are "polluting the memory of 'real' rock-and-roll."

Cantrell ends up giving the ogres a lesson in mosh pit etiquette, rearranging the furniture in the bar as well as the ogres' faces, then it's on to the next pub.

Negotiations with a salty Dog Boy smuggling crew go south when a lop-eared hound starts eyeing Lady Viggo, licking his lips and talking about how much he loves Tuna Helper. Whether the comment was meant as a come-on or a threat is never clear, as the Dog Boys end up swimming near the pier while their ship slowly sinks to the bottom of the lake.

Somehow, Cantrell manages to keep her cool, even after Llyboc sarcastically suggests attaching pontoons to Poppy's wagon and paddling across.

"Oh, are you looking for a boat?" Jude's besotted young friend pipes up. Cantrell resists the urge to pop her blonde head off her thin little neck like one of those mutant blonde dolls she'd seen in a Golden Age museum in Chi-Town.

"Yes, we are looking for a boat. That's the why we came to MageSpire," she says, as she tries to work out whether the correlation between low IQ and attraction to Jude is genetic or cultural.

"Well why didn't you say so?" Liberty says, popping her gum dramatically and rolling her eyes. "My daddy has a boat! He's usually moored just around the other side of the harbor, just before you get to Potion Square."

Luckily, a couple of mohawked ogres choose that moment to arrive for an encore, giving Cantrell a chance to work out some aggression in a way that doesn't result in another entry on Jude's list of dead girlfriends.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
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); Imp. Level Headed (Draw three 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 an extra Wild Die, don't roll triple 1s)
Adventure Cards:
Current Effects: Adrenal system activated

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Re: Part 6: Road to Marriage

Post by Libertas Magicum » Sat Aug 31, 2019 9:50 pm

Libertas does, indeed, have a 'secret project' he is working on in the back of the van--technically, two. The first is a special remote-viewing attachment for his goggles that is meant to get around certain limitations that normally apply to such devices--specifically, the device is not able to freely scan areas; instead, it is tied to a single homing beacon, itself the size of a small coin.

He then makes sure the 'coin' is embedded in some piece of Lyboc's gear--say, the sole of his boots--while he's taking his turn soaking in the makeshift tub.
What Lib's Up To, with Stealth 8
The 'coin' is essentially the center of an LBT that is the only area that Lib's new Clairvoyance Device is able to scry. So he can't use it to look through walls or go scouting--the only thing he can do with it is check in on Lyboc. The device gives him sight and sound (so has the extra sense charge for the Clairvoyance).

He can't use it constantly, since the Device has a limited number of PPE.

Build Clairvoyance Gizmo 1d12+5 = 15: 10
Wild TW 1d6+5 = 10: 5
With a Raise, he gets a total of 22 PPE. At 4 PPE/casting, he could use it 5 times for three rounds each, or fewer times for longer periods. It's basically a way of being able to check up on the individual he's most inclined to distrust for at least a few moments.

If you don't care for this Trapping on Clairvoyance, Jon, then Lib attempts it and gives up after failing to make it work. I'm good either way.

Stealth 1d4+4 = 5: 1
Wild Stealth 1d6+4 = 8: 4
Once he's done what he can on that front, he opts to relax for the rest of the trip, mostly chatting with Lady V on a variety of esoteric arcane theories that probably make Cantrell grumble just hearing about them.

By mutual, unspoken agreement, neither of them mentions the time she spent in his tail--that would probably annoy Cantrell far more, and likely generate a weird conversation with Jude, as well.

When Jude brings aboard yet another in the long line of young lovlies, Lib does take a few moments to scavenge some useful parts from the Big Boss, bolstering the ad hoc repairs he made to the van.

He doesn't even rouse himself when Cantrell addresses the bandits, or the various unsavory characters at Magespire--The Boss needs to work off some steam, so let them bear the brunt of it. It's possible he even 'accidently' let the ogre punks spot him walking around a corner to where the rest of the group was standing, just so they would follow and end up getting a further etiquette lesson.

It's only once they get to the docks that things get his attention again. He looks over the Lady Belle with a gleam in his eyes that his companions have never seen before--the closest would be how he was looking at Crystal Clad when they left Dweomer, but this had a more... salacious look to it.

He practically skipped up the gangplank, coming up short when the ferry's captain stepped out into his path. "Well, Liberty, who have you managed to dig up this time?" Pushing his hat back, he chuckles at the lot of them. "Why, is that Maverick I see back there, with you Liberty? Well, I'll be plumbed." His demeanor darkens for a moment, then he turns back to face Libertas, standing right in front of himself.

"Ah, now you, sir, are quite welcome on my ship. I saw you before the war, you know, you and that young gal you were riding with when you came through southern Mississippi. "

Lib blinked in surprise. "Before the war? That was... Oh, right. You were at that casino?"

Capt. Derr nods. "Indeed I was. You put on quite the show."

Libertas blushes a bit. "Oh, you know, just had a hot hand that night."

Derr just grins at Lib and ushers everyone on board. "Well, don't just stand there, folks--we got some sailing to do."
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)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    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.
    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.

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Pender Lumkiss
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Re: Part 6: Road to Marriage

Post by Pender Lumkiss » Sat Sep 07, 2019 8:32 am

”Bugs!” Poppy yelled sprawling onto the floor as a blue green energy bolt hit her from a strange polarm one was weilding. She crashed silently into the groups rock equipment. These humanoid bugs had multi arms, spindly wings and a thick carapace. They were strong picking up party goers and tossing them over board. Despite the splash the victims made no cry for help echoed afterwards. Interestingly at the back of the boat just out of sight of the 13th guttural cries and rail gun fire echoed. It would seem someone was putting up a fight.

Llyboc hobbled as he was found himself slumped against the boats railing with a laser pistol in hand zapping a few of these monstrous creatures. He looked down into the murky dark waters barely lit by the electric lights that were streaming from the wooden barges rafters. He cried, ”Looks like some of Cantrell’s friends are crashing the party... Good for us I suppose. But don’t fall into the waters! Something is dragging people down.” A thick tentacle slurped out scooping another ill timed victim, a dark furry Ogre. ”Damn Xiticix!”

Lady Viggo cried out as both she and Liberty were scooped up by a pair of Xiticix bugs with keen intent. It was as if both ladies were clear targets. Lady Viggo tried to squirm away by casting D step, a great power to get out of dodge. But nothing happened, ”Damit! No temporal magics allowed! Urgghhh... Without her temporal magics to aid her, all her squirming amounted to next to nothing. Her outstretched hangs were barely clinging onto Libertys’ who was struggling against her captors barely giving a muffled cry that surely would have said Jude you handsome rouge if you want more sex you will not let them take me. Miraculously Liberty’s Dres Marbles Left shirt was left un torn.

Derr ducked underneath the grill keeping out of harms way. He yelled clearly scared, ”Too many! Too many! To—“ His voice caught in his throat as he saw his daughter being taken away. There were at least 100 of the Xictic bugs swarming arround shooting people with telekenitic guns, stabbing them with spears, or just toss them over board. But his Liberty was being taken. That did not sit right with his sensibilities. He popped open a trap door pulling out a hand held plasma pistol. ”Unhand my daughter, or you will fry!” He got in the mix firing blast after blast.

Llyboc managed to grab hold of a limb of a passing bug and was swoopped up into the sky. Moments later he landed one legged on the deck in a mess of blue bug guts. He wiped his vibro knife on his good pant leg and looked at the heroes of the 13th with a grimace. ”Isn’t this what heroes do? Save the day?” He wave his hand as if inviting you to participate.

quick Combat:
Go ahead and make any combat oriented roll. You each suffer a major issue. You are at -4 for the roll as at one point you either run out of ammo, your mellee weapon temporaily is lost, or you run out of power points.

Every success and raise is 10 people saved.
GM roll
Difficulty 1d6 = 4: 4
1d10+2 = 11: 9 wild 1d6+2 = 3: 1
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
6/7
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Jude Maverick
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Re: Part 6: Road to Marriage

Post by Jude Maverick » Tue Sep 10, 2019 4:17 am

Shooting 8
-4 difficulty, +2 armor targeting, +2 ion, +1 Trademark Weapon, +2 Marksman
Shooting 1d8+3 = 8: 5
Wild 1d6+3 = 5: 2
Road/Dranger’s Boat
Afternoon
Round 0

Jude cursed as the ferry was suddenly swarmed by bug creatures. “Xiticic?” Jude exclaimed. “How are they this far east?” He swung his rifle around, flipping the switch ion as he unloaded on the mass of bugs, making his way toward Liberty and Poppy. “Hold on, ladies!” Jude said, his face splattering with bug juice.

There were too many bugs. Jude’s rifle whined as he drained the e-clip. He cursed and stabbed the next few as he struggled to swap out a new e-clip. Then he blasted the two tentacles. Poppy and Liberty fell, and Jude caught them, one in each arm. But grackles are big, and they tumbled to the deck with Jude beneath them.
Mission Objectives
Attend Nici’s wedding at Sault Ste. Marie in Iron Heart
***
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
Danger Sense: -2 to detect ambushes
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
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: 2/7
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.
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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Cantrell
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Re: Part 6: Road to Marriage

Post by Cantrell » Tue Sep 10, 2019 2:40 pm

Shooting 15
Shooting 1d12+8 normally, -4 scene
Shooting 1d12+4 = 5: 1
Wild 1 1d6+4 = 10: 6 = Ace 1d6+10 = 15: 5
Wild 2 1d6+2 = 8: 6 EDIT, was supposed to be 1d6+4 = Ace 1d6+10 = 15: 5
Fucking bugs, Cantrell thinks as an errant blast from one of the xiticix rifles blows a hole in the keg of tasty amber ale she'd been sampling. She knocks back the last of what was in her glass as she draws her particle beam pistol and blasts the beer-wasting savage.

More bugs die, one with every shot, but the killing spree can't go on forever -- Cantrell had left her heavy ordinance in her cabin, along with the jet pack that would have allowed her to engage the xiticix in close combat. She's got two spare clips, but those won't last long at the rate her pistol eats charges.

Need something with a higher rate of fire, she thinks, before spotting an L-20 -- with a hand still attached to the grip -- dropped by an unfortunate sailor. Pulling free the dismembered mitt, she brings it to her shoulder and swiftly empties the e-clip.

Now for a more steady power supply ...

The group's Drei Marbles Left gear is in a pile -- it didn't look like the impromptu set they'd promised was going to happen, after all. But all Cantrell was looking for was an amp and a power cable ...

The plug wasn't quite standard, and the voltage would cause some heat build-up overtime, but you made do with the tools on hand ...

Cantrell ejects the e-clip from L-20 and slams the power cable in its place. Flipping the rifle over to auto-fire, she cuts loose, scything down xiticix as they try flutter around the boat and menace its occupants.

"Say hello to my little friend," she mutters, as the barrel of the rifle starts to glow red-hot like one of Drei Marbles Left's screaming guitar solos.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
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); Imp. Level Headed (Draw three 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 an extra Wild Die, don't roll triple 1s)
Adventure Cards:
Current Effects: Adrenal system activated

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Libertas Magicum
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Re: Part 6: Road to Marriage

Post by Libertas Magicum » Wed Sep 11, 2019 10:06 pm

TW 18
Technowizardry d12+5, -4 for scene
Techno-Wizardry 1d12+1 = 11: 10
Wild TW 1d6+1 = 7: 6 ACE 1d6+7 = 10: 3
Extra Effort w/ Elan 1d6+13 = 18: 5
One Benny Left

Down one more Device, as he builds/uses a Blast gizmo with the Electric/Conductive trapping.
Lib initially just whips out the Puzzle-box and summons a host of clockwork soldiers to help deal with the Xiticix. Two waves--first a front-line of melee fighters, then a support crew of shooters to deal with the bugs in the air. One advantage to this approach was the ability to place the automatons right next to targets of choice--two on the one holding Lady V; another standing guard over Jude and the ladies.

He was preparing to join the fight more directly with the Marianas Gun when he felt a sudden queasiness--a trio of the bugs had targeted him with their weird weapons, and instead of being injured, he felt his remaining magical energy get siphoned out of him.

Seeing Cantrell's jury-rigged power-supply gave him an idea, though--he jumped through the service window into the kitchen, grabbing a pair of extra-long spatulas used for manipulating food on the grill. With a little leverage, he was able to snap them at the base of the blades. Then it was just a matter of slipping a piece of wood between the two blades to make a capacitor, the hafts of the spatulas to target the electricity he pumped into the capacitor through some wiring he pulled from his belt, and then he was hurling ball-lightning at the enemy. It was very effective against the bugs crawling on the water-soaked deck, and when he fired it at the water, the tentacles stiffened and sunk beneath the waves. He couldn't be sure whatever they were connected to was actually dead, but it had apparently decided that the meal wasn't worth it, at least.
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)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    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.
    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.

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Pender Lumkiss
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Re: Part 6: Road to Marriage

Post by Pender Lumkiss » Sat Sep 21, 2019 5:13 pm

Not a soul died...

Derr Daringer was gasping for breath on one knee. He had shot both plasma pistols until their energy cells had ran dry. He shook his head, his hair sweaty and unkept, for his part he had tried to kill as many bugs as he could. He muttered astonished by the actions of the 13th, ”How... I saw people taken to the sky... My daughter saved... How...” Clearly he was in some amount of shock as he realized just who exactly was on board. Poppy, and Liberty were no worse for wear, although Jude might have gotten his fair share of grackletooth as the trio had gone tumbling around the deck.

Lady Viggo was helping steady Llyboc who was looking around as if expecting an attack. The fairer fish face smiled scooting some Xictic goop off her boot. Her voice was bubbly as if a soft brook, ”As someone who has been close to them for sometime... How Derr... How did no one die? It’s what they do.”

Llyboc nodded his stalwart praise of their performance, ”A fair assessment Lady Viggo. They are the 13th of the Tomorrow Legion, and the heroes that will save humanity.”

Across the deck some of the party goers we being shoved aside as a group of ogres that had been fighting bugs along the stern of the ship. They had railhuns and were loaded for war. One of them slightly more green and a bit taller than the rest tossed his rail gun at the feet of the 13th. He grunted, ”You save people... You save us... You save more people. Dre’s Marbles... We help. I Guly...” Beneath his armor that was torn the familiar t shirt from Dre’s Marbles NGR tour was visible. Some of the other party goers murmured in awe. An easy common kn roll would reveal that Gully is as mean as they come and not easily impressed. He and his Ogre gang have made a name for themselves looting and plundering in these parts.

A man with a plaid shirt and striped pants being held up with chain suspenders cried, ”Hell I’ll help Des Marbles too!”

Another, a woman with a torn Dre’s Marbles at Gloom shirt chimed in, ”Me too! If Dre’s are saving the world I’ll help them!” Like wild fire the clarion call of every day people inebriated from the spectacular wonder that is the 13th soon filled the river boat Liberty’s Bell.

Derr got to his daughter and looked her over. He sighed looking at the 13th, the throng of people willing to support them, and the well armed ogres. He tipped his hat both glaring at Jude and winking at Libertas. ”Cantrell is it? It would seem we are all at your disposal. I do declare y’all have saved the day. Even when your weapons went dead... Hurpmh...” Derr produced a cob pipe out of nowhere and began to smoke it. The crowd gathered buzzing with anticipation,”We are with you I must say. As I recall you were looking to get all the way to CS Iron Heart waters... I wasn’t going to go all the way. Might take us a good 2 days if we push the engines. Hehe, well looks like we are all in. So how can we help those who are going to save the world?”

Off to the side, Spy Master Lyboc looked at the d-bees on the river boat and silently face palmed wondering how this many D-bees would get to St. Marie without raising every alarm the CS navy had... The bronze bell in the center of the ship echoed...

8 days left

Feel free to RP and come up with some useful ways to use the NPCs.

Each player can feel free to make up an NPC ally or even group of allies that may be useful on the mission.

Also do you even want these red shirts to come along? There are a fair amount of D-bees. Maybe 70 Debees and 30 humans.
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
6/7
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Jude Maverick
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Re: Part 6: Road to Marriage

Post by Jude Maverick » Sun Sep 22, 2019 11:57 pm

Road/Dranger’s Boat
Night
Round 0

Jude extricated himself from the pile of females -- not getting groped -- and helped the ladies to their feet. He looked over at Derr and the ogre gang and everyone volunteering to help.

“I’m not sure we can ask you all to go into Coalition waters,” he said. “It will be dangerous, and hard to pass you all. We appreciate the offers of help. If you know the waters, though, we could use some help in planning our next moves.”
Mission Objectives
Attend Nici’s wedding at Sault Ste. Marie in Iron Heart
***
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
Danger Sense: -2 to detect ambushes
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
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: 2/7
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.
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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Libertas Magicum
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Re: Part 6: Road to Marriage

Post by Libertas Magicum » Mon Sep 23, 2019 9:29 pm

As Jude addresses the crowd, something inside Libertas seems to pop. He whirls on Lyboc, practically hissing his words. "Get this through your thick skull--we are not doing this to 'save Humanity'. We are Drei Marbles Left, we are the 13th SET, and we're doing this to save the world, because that's what we do. It's just fortunate for 'humanity' that they happen to be on the world we're working to save! And to be very, very clear, if I could get the demons to leave this plane by letting them take Prosek and his inner circle back to Hades with them, I'd offer to throw in a set of steak knives."

Taking a deep breath to steady his voice, he then turns to the crowd on the boat, and nods. "That said, folks, Jude is right. The vast majority of you would, through no fault of your own, make things harder, because in order to save the world this time, we also happen to have to save the Coalition States, which means going deep into their territory--and we all know how they'll react to that. That doesn't mean there's nothing you can do, though." He gets a little twinkle in his eyes behind the goggles.

Then he looks over at the Grackletooth. "Poppy, how fast can you train people to do basic kitchen work? I know we lost a lot of your prepped stuff on the trip here--if everyone pitches in, do you think we can get enough to restore the catering cover story? Especially if our good captain can find it in his heart to donate the supplies, and maybe even stop off on the way to our drop-point to pick up some extras if needed?"
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)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    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.
    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.

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Cantrell
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Joined: Thu Mar 02, 2017 10:57 pm

Re: Part 6: Road to Marriage

Post by Cantrell » Sat Sep 28, 2019 7:46 am

Kn: Politics 4
Kn: Politics 1d6 = 4: 4
Wild 1 1d6 = 1: 1
Wild 2 1d6 = 3: 3
"I like that plan, Libertas. And Jude's right, taking all of these people to St. Marie would only result in their deaths, and potentially endanger our mission ... but there might be a way for you to help, outside of the kitchen."

Cantrell picks up a scorched tablecloth that had fallen to the floor during the battle and spreads it out. Using a piece of charred decking, she starts to sketch out a crude map.

"Jude, your family's estate is over here, on the east side of the bay, right? And doesn't Admiral Trudeau have a house nearby? Up here, farther north on the peninsula? From what I heard in training academy, there's no love lost between the Admiral and your father after that communications breakdown during the Tolkeen campaign. Bet neither one would be willing to loose face in front of the other."

She starts sketching in a few Xs between the two estates, just inside the edge of the Maverick property.

"What if some of our more, uh, exuberant, allies started sowing a little chaos here on the edge of the Maverick estate -- starting some fires, blowing up shit, not sticking around for any serious combat, just standard guerrilla tactics. If we do it right on the edge of Trudeau's property, Jude's dad will have to send some of his troops there, otherwise Trudeau might end up crossing the property line to do it himself. It might not be much, but it would at least take a few eyes off us while we're infiltrating the party and trying to track down these invisible demon fucks."
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
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); Imp. Level Headed (Draw three 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 an extra Wild Die, don't roll triple 1s)
Adventure Cards:
Current Effects: Adrenal system activated

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Pender Lumkiss
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Re: Part 6: Road to Marriage

Post by Pender Lumkiss » Sun Sep 29, 2019 3:41 pm

Sault Ste. Marie
The lake Cabin was initially unfamiliar. But as the group briefly explored the downstairs Jude began to remember he had come here before. Perhaps a couple of times in his youth. It was even complete with his old room plastered from wall to wall with Prosek’s Peaches, the local woman’s volley ball team, posters. It was a large three bedroom two story lake cabin on the shoreline about 2 miles away from the Uncle Maverick’s main vacation house. The lake house was often used by the kids, and Jude may have stolen a week or two here with multiple lady friends and lots of alcohol. It was mostly made of wood, hewen from local trees and a nice shingle roof adorned it. It lacked a certain pomp and circumstance one would normally see at coalition state houses. It even had an overside boat shed next to it that Poppy was barely able to get the baking wagon into. A gravel road winded between rolling hills and tall pines away from the house to an even shorter pier at the waters edge(.25 miles). While a paved one led up to the main home and Sault Ste. Marie.

Llyboc hobbled to the window overlooking the lake. He drew a breath that he had been holding onto ever since the group made landfall. At a distance you could see the river boat Liberty Bell chugging away at full bore as it was being harassed by a few Samas. Normally a breath taking view as the sun set. Llyboc’s voice was one of veiled surprise, ”Honestly, I did not think that was going to work.”

Lady Viggo was rummaging frantically through the kitchen drawers and frowned not finding the first aid kit, ”Turned out ok didn’t? Derr held up his part of the bargin. Even the Ogre’s were helpful. Strange though, not as much resistance I would have thought... Damn no med pack, Sorry Poppy.”

Poppy was holding her head, she had a grackle-sized welt on it as she sprawled over it crushing it irreparably. ”Oh my head... Where did those defense systems come from? How did we even make it?” She had taken a blow to the head and missed much of the action. ”Arrrgghh... I... I think I need to make a cake... Urggg, where is my Judy pie?”

Lady Viggo walked over concerned for the grackle that was going in and out of conscious. She softly said, ”Easy Poppy... Easy... I told you someone else could drive the wagon. Easy... The 13th did it...”

Coming down the stairs that led up to the second floor was none other than Jude’s Uncle, Mac! Last seen with a head exploded as he lay bound in the zone ranger... He chuckled aware at his own grand entrance, ”Yes how indeed... Glad you could make it. Jude, Cantrell, Libertas welcome to Sault Ste. Marie.”

Ok so you made it, but tell us how you each did your part. Available skills are as follows. Each player please choose 1 and not the same. Make the skill roll at -2.

Kn Battle: How did you coordinate and in what form did the harassment by the fans of Dres Marbles Left take? What did the 12 or so well armed orgers do to cause a distraction? Use the skill roll as a guidance for how successful and how many casualties your allies may have taken. +1 benny if you give yourself a -2, and describe a CS commander opposing you at every turn.

Stealth: Even with the distraction, there were a few sentries between the water and lake house. How did you get passed them? +1 benny if you give yourself a -2 and make up a dogged wild card you were just barely able to lead the group passed.

Lower of Repair and Electronics: bypass the defense system the group encountered on the property. How did you bypass them, what were they? +1 benny if you give yourself a -2 and describe how poppy got hurt.

Special: Support!
  • Feel free to use Poppy, Llyboc, or Lady Viggo to support you. They are all wild cards with a d8.
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Jude Maverick
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Re: Part 6: Road to Marriage

Post by Jude Maverick » Fri Oct 04, 2019 2:23 am

Support K. Battle 7; +1 to Jude's roll
K. Battle 1d10 = 7: 7
Wild 1d6 = 2: 2
K. Battle 9
-2 difficulty, -2 additional complication, +1 support
K. Battle 1d10-3 = 3: 6
Wild 1d6-3 = 1: 4
Benny to EE+Elan 1d6+5 = 9: 4
Sault St. Marie/Lakehouse
Night
Round 0

“Alright. Let’s work this out, Llyboc,” Jude said, clearing the table and spreading the map out. “Poppy, love, we’ll need coffee.”

***

The Coalition patrol boat shone the spotlight on the riverboat. “I’ll handle this,” Jude said. “Everyone not human get below decks out of sight.”

Jude brushed a hand through his hair to straighten it and made sure he didn’t have anything in his teeth. Then he went out just as the Coalition commander and an armed escort came up the ladder.

“Welcome to the Liberty--” Jude began, and then the commander removed her helmet.

“Ah, hell…”

“Jude Maverick,” the commander said with a frown, her voice chilly. “Didn’t I see your mug on a poster?”

“What’s wrong?” Llyboc asked. “You know her?”

Jude laughed nervously. “Lexi Colton! You got promoted! Congratulations!” he said, then leaned over to Llyboc to whisper, “Summer of my senior year we dated out here. I also dating her sister. And her mother. At the same time.”

“I imagine I’ll get a few more notches to my next promotion bringing you in,” Lexi said.

“Will you, now?” Jude asked. “You’re Navy. You know my uncle still has a lot of pull.”

“The Governor-General has more,” Lexi pointed out.

“Does he?” Jude asked. “This is Iron Heart, not Chi-Town.”

Lexi considered.

“Pineapple,” Jude said.

“What?”

“I said, PINEAPPLE!” Jude shouted the word through the vocal processor on his magic armor. The blast of sound stunned the Coalition boarding party. The ogres surged up the side of the boat opposite the patrol craft. A couple jumped down into the patrol boat. There was a brief tussle and then they were prisoners.

Jude walked up to Lexi and looked her over again. “Still beautiful,” he said with a smile. “Strip her.”

Lexi and Llyboc both blinked. “What?”

Jude looked at them, confused. “She’s about Cantrell’s size. Take her armor off. All of them. We could maybe use it.”

“Oh…”

Soon they had several sets of Coalition Navy armor.

“That should help,” Jude said. “Tie them up and put them into the patrol boat. We can use it to run interference on the way in.”

With the riverboat providing a distraction to the SAMAS unit that responded to Jude’s “distress” call, the 13th was able to use the patrol craft to slip to a shadowy place on shore. The ogres made sure the SAMAS concentrated on them with the liberal use of their rail guns and even a few rocket launchers. It just wasn’t safe for the squadron to sweep the area.
Mission Objectives
***
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
Danger Sense: -2 to detect ambushes
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
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: 7/7
Adventure Cards
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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Cantrell
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Re: Part 6: Road to Marriage

Post by Cantrell » Sat Oct 05, 2019 8:21 pm

Taking Out the Defenses: Electronics 12
Taking a Benny and -2 for Poppy getting hurt. Lower is Electronics at d4.
Poppy Support 1d8 = 5: 5 = Success, so +2 to Cantrell's roll.
Wild 1d6 = 1: 1

Electronics 1d4 = 2: 2
Wild 1 1d6 = 6: 6 = Ace! 1d6+6 = 9: 3 = Missed the -2 scene modifier, so that's a 7.
wild 2 1d6 = 1: 1
Using the Benny for Extra Effort + Elan = 1d6+9 = 12: 3

Cantrell frowned and wrinkled her nose. The Coalition Navy armor Jude had procured might have belonged to an officer, and a woman Jude had slept with at that, but it smelled like every other grunt Cantrell had ever encountered during her military career.

At least it came with a lockpick release gun, she thought, as she removed the paneling below the security shack near the water.

Lacking the passcodes needed to deactivate the perimeter defenses -- a maze of laser alarms, pop-up ion turrets and wireless landmines -- Cantrell has decided to go after the hardware, hoping she can fry the bunch of it with a power surge.

"Ignore the big pipe -- that's got the ground -- you want the wiring inside the smaller one on the left," Poppy says from over her shoulder. When Cantrell raises an eyebrow, the big grackle shrugs. "My first boyfriend was a 'cycle thief. Learned a couple things about hotwiring."

Back to work, Cantrell pries one end of piping loose with her knife, then cuts through half the wires, which she braids back together before using the blade to arc a charge into the bundle that causes the security screen above to flash, pixelate and go dead.

"That should do it ...," she says, before a dark mass drops from the ceiling onto her shoulders, knocking her to the floor.

Training and enhanced reflexes provide just enough of a warning that she's able to get an arm up, blocking the humming vibro-blade that had been aimed at her neck. She gets her own knife up to block the other as the black-painted skull of the Skelebot smashes into the faceplate of her armor. Unperturbed, Cantrell wraps her legs around the robot's waist and rolls, coming up on top and stabbing her enchanted blade twice into the skull where the control chip is, then a third time into the torso, shattering the thing's power core.

"Poppy, you alri..." The sentence falls off as she sees the Grackletooth's slack face, blood seeping from her scalp where a second Skelebot had slammed her head into the floor.

Using the security station for leverage, Cantrell launches herself across the room, slamming into the Skelebot and knocking it off balance before coring it out with her knife like she had the first one.

Checking to be sure all of the defenses were now shut down, she tries to wake the unconscious Grackletooth, with no success.

"Damn it," she says, wishing, not for the first time, that she hadn't let Jude talk her out of wearing her own armor -- with it's servo-assisted strength and sweeter smell -- during the infiltration.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
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); Imp. Level Headed (Draw three 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 an extra Wild Die, don't roll triple 1s)
Adventure Cards:
Current Effects: Adrenal system activated

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Libertas Magicum
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Re: Part 6: Road to Marriage

Post by Libertas Magicum » Sat Oct 12, 2019 10:25 am

Stealth 12
Lady V Support: 1d8 = 4: 4
Wild Support: 1d6 = 5: 5

Taking the Benny for -2 and a dogged hunter (Cpl Nosh, Psi-Stalker), Stealth d4+2 net due to Cloak
Stealth: 1d4+2 = 5: 3
Wild Stealth: 1d6+2 = 8: 6 ACE 1d6+8 = 11: 3
Habanero shit with a side-order of rhino-buffalo nuts! Libertas had volunteered to scout ahead of the group during the run from the water to the lake house. Most of the guards were easy to evade, but one of them--Of course he's a goat-sucking Staler--was proving to be nearly impossible to elude.

He knew he hadn't been spotted, but the sunuvabitch kept turning up whenever Lib moved. Finally, just to create an opening for the others to get past, he'd gone on a long, circuitous route around the far side of the lake house, using his cloak to stay shadowed. It worked like a charm, getting the leech well away from the group so they could finish the route, but then he'd found himself cornered--a car full of VIPs had pulled up into his intended escape route, and he couldn't be sure which of the two possible alternate routes he could use to slip out of the way--one behind an ornate fountain; the second shortcutting through one of the many tents set up on the grounds--would steer him clear of the Psi-Stalker.

The tent seemed riskier--without knowing the layout, it could be where the band was setting up, or even where the bridal party was prepping. But the fountain offered less concealment. Still, it was probably better to trust the cloak's protection than the chance of--Libertas, wait.

Lady V? What--? Almost reflexively, he glanced at his tail, but no, this wasn't quite the same sort of connection, even if it was fairly comfortable.

I'm scrying around you. You want the tent--it's empty right now, and it'll steer you well clear of the Stalker, as well.

Awesome! Thanks, V. You're a peach! As he slipped into the tent, he heard a gruff Dog-boy shouting behind him. "Cpl. Nosh! Quit fooling around by that fountain and get back to your post down by the landing!", followed by a sibilant "Yess, ssir."
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)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    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.
    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.

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Pender Lumkiss
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Re: Part 6: Road to Marriage

Post by Pender Lumkiss » Tue Oct 15, 2019 5:25 pm

A wry smile came over Mac’s face as he listened to just how the team had come to the lake house. Mac was dressed in an all black CS uniform, complete with sexy time beret. He knelt down next to poppy who was groaning. He had a mini RMSS healing kit in his palm. He whispered smoothly as if he had done the very thing many times over. “There, there... Rest easy, this will get you right as rain. Those Skelebots near the lake properties have all been upgraded.” Poppy groaned and Lady viggo slumped from near Exhaustion smiling that Poppy would live.

He stood about to say something and instead walked over to Llyboc and saluted the defunct captain, “Sir... Glad you made it here in one peice.” Llyboc looked like for a minute that Mac was about to strike him in the face but relaxed and drew a sweet puff on his cigar.

Llyboc chuckled, “Glad to see no hard feelings Mac, facial reconstructions are a bitch to put together.”

Mac touched his face, “Yeah... Docs said this was a bit tricky, but my eyes came out ok, and...”. He glanced almost imperceptibly at Cantrell, “The lady folks still seem to enjoy it.” Mac looked down at a digital read out display either strapped to or embedded into his forearm, “You guys really no how to make a splash eh? Commander Colton just issued a lockdown of the bay. Hehe, thats a pretty picture.” He raised his arm slightly so folks in the room could see an all points man hunt for Jude... Curiously no last name was given.

Mac eased in an arm chair and glanced arround, ”So... This is it yeah? This is the team you went to retrieve? Corporal Nosh will have a field day with them too alone.” He pointed to Poppy and Lady Viggo.

Llyboc shrugged and waved a puff of smoke away from his face, “Collateral Damage I am afraid.”. When lady Viggo stirred lookimg at him with a death like glare Llyboc clarified, “Poor choice of words. When you live the life I lived you don’t make any friends and see people as assests or collateral damage.”

Mac laughed slightly slapping one of his knees with a metalic thud, “Damn Terry you are a peace of work.” Poppy groaned and Mac went and looked in on her injuries, he patted her head comfortingly and rounded back on Llyboc, “And these three? My nephew... Cantrell, and Libertas... The last three survivors of...”

Llyboc roared, “Enough soldier! Computer deactivate Mackenzie.” Mac took one step and fell to the floor. Llyboc looked up pained and surprise etched over his face. The spy master faultered for a minute whispering possibly to the group and the fallen Mac, “I... I am so sorry.” An eerie silence over took the group.

Feel free to RP, this is a great spot for it. I will try to respond quickly for any NPCs engaged.
If you got any thoughts about what to do next suggest it. I got a few ideas of my own.
Also toss in a notice -6 check for something hidden in the living room.
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
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Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Jude Maverick
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Re: Part 6: Road to Marriage

Post by Jude Maverick » Wed Oct 16, 2019 5:11 am

Notice 0
-6 difficulty
Notice 1d8-6 = 0: 6
Wild 1d6-6 = -5: 1
Sault St. Marie/Lakehouse
Night
Round 0

A chill settled over the room, and Jude’s eyes narrowed as he looked at Lyboc. “Just what did you do to my uncle, you piece of shit?” he asked. “What did he mean, last three survivors? No one was dead last I knew. And you better make me not regret saving your ass.”

Jude stalked off into the living room to the bar and poured himself a generous bourbon. “Poppy and Vee are beat. We still need to make food for the wedding. And my face is plastered everywhere. Can we try and get word to my sister? I still don’t know who she’s marrying, since we put her fiance in a hole in the ground. I really want to talk to her before this shit blows up.”
Mission Objectives
***
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
Danger Sense: -2 to detect ambushes
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
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: 7/7
Adventure Cards
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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Pender Lumkiss
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Re: Part 6: Road to Marriage

Post by Pender Lumkiss » Sun Oct 20, 2019 8:28 pm

Llyboc grimaced at Jude's out burst. The look in his eyes was a pained one. He glanced at Libertas and Cantrell wondering if those two might put a laser blast into his skull before all his secrets were revealed. He said simply, " I have been out of Ste Marie for some time Jude, Perhaps a bit of reconnoitering is in order. I beleive downtown is a bakery that might have the supplies required to make a cake. From what I can tell..." He glanced down at the Mac sprawled out on the floor. "It did not stock much more than liquor..." Llyboc paused stroking his chin thoughtfully, " Where do I begin with Mac...?"
Jude Memory Stirred

It was a long time ago about two weeks since Uncle Mac had explained just how to get a woman to eat out of the palm of your hand with nothing but a smile and Maverick charm (Possibly around 9 or 10, hehe). The wind was rustling outside, an eerie howl that echoed through the retaliative quiet halls of of the Maverick manor. The tanned woods groaned slightly, and the oil lanterns that your mother favored glowed dimly, the air seemed to make a whirling noise against the roof. The sun had long ago set. You were lounging in your mother's study while she was reading paper work at a near desk. It was a bit old fashioned that she liked oil lamps and paperwork given the technology readily afforded to a family on the rise. Your father had just received another promotion that your uncle coined, a stroke of luck. The wind shook the closed window and finally as if it would not be denied through open the shuttered window blowing out the lamps in the room and scattering your mother's paperwork.

Hurriedly your mother grabbed a flash light whispering, " Easy my Jude... One second, I just need to clean up this mess." She was able to close the window with a grunt and began to gather up the papers and folders scattered on the floor. Two were near Jude. One was labeled Archie IV, and the other Camp K. The rain started pouring pitter pattering again the closed window frame. Your mother gave you a comforting smile and ruffled your hair. she was about to say something when the haunting door chime echoed indicating someone had braved these cyclone conditions and was at the front door.

Your mother, normally not able to be surprised despite your sister and your's attempts frowned startled by the noise. She placed her paperwork into a safe behind the desk. Regaining her composure she smiled at Jude, " Stay here Jude, with Father away for business you are the man of the house." She laughed at her joke, but something in her tone made it seem she really did want Jude to stay put.

But when did any kid pass up an opportunity to spy from the second story banister? Certainly not this time. By the time Jude got into eves dropping position his mother had already opened the door. She was talking to someone, a man who seemed adept at staying in the shadows at the door way. The falling rain made it a bit hard to hear what was being said, but it was clear as day something had made Lilia Maverick distraught.

She was on the verge of tears, " Oh Terance... What happened? Was it an accident?"

No answer at first but the stern hard voice of the man responded, " I don't think there was another way. They were getting to close..."

Jude's mom tried to punch the man who caught her wrist with ease. She sobbed, " Dammit! Damn it!"

The man's voice was like a cold hard slap, " Get a hold of yourself Julia... We are moving forward with project Archie IV... He will make a good candidate. You keep doing what you are doing... Some day James will be emperor* eh?"

The door shut and for a moment Jude's mother slumped against the shut door. But just for a moment. A strange stern look of determination took hold and she stood straightened her hair and fixed her dress. She whispered, " So be it Terry..."

A few weeks later Uncle Mac came by and at the time it did not seem important but upon recollection of this memory he was never left alone with the children. There was always a red headed woman in a black CS uniform with him as a personal attache.
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Cantrell
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Re: Part 6: Road to Marriage

Post by Cantrell » Tue Oct 22, 2019 1:13 pm

Notice 8
Notice is 1d12+4, -6
Notice 1d12-2 = 8: 10
Wild 1 1d6-2 = 4: 6 = Ace! 1d6+4 = 6: 2
Wild 2 1d6-2 = 1: 3
Cantrell squinted, trying to figure out what she was missing in the scene. Her head hurt, and trying to remember which of these men she'd killed, or seen die, wasn't making it better. Despite the pain, he eyes glanced across the room, cataloguing even the smallest details.

She raises an eyebrow when Mac mentions she and Lib and Jude being the last three survivors of ... something.

Camp K? Something else? The pain in her left temple spikes.

Then Llyboc "deactivates" Mac and the other eyebrow goes up. He right temple starts to throb.

"We can recon downtown later, Llyboc," she says, one hand rubbing her forehead while the other, quite obviously, lingers on the hilt of her particle beam pistol. "I don't care where you start, but it better end up with a detailed explanation of this apparent simulacrum of Jude's uncle, and what exactly what he was referring to when he called the three of us the last survivors of something."
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
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); Imp. Level Headed (Draw three 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 an extra Wild Die, don't roll triple 1s)
Adventure Cards:
Current Effects: Adrenal system activated

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Cantrell
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Re: Part 6: Road to Marriage

Post by Cantrell » Tue Oct 22, 2019 2:11 pm

As she waits for an explanation, Cantrell scans the room -- and notices tiny biometric finger scanner, almost invisibly-embedded on the glass of a nearby coffee table.

"And while you're at it, why don't you tell us what you know about that fingerprint scanner in the table there," she says, gesturing toward the low table. "Is it your hand that unlocks it, or Mac's? I sure hope we don't have to remove anyone's appendages to get it open."
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
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); Imp. Level Headed (Draw three 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 an extra Wild Die, don't roll triple 1s)
Adventure Cards:
Current Effects: Adrenal system activated

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Pender Lumkiss
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Re: Part 6: Road to Marriage

Post by Pender Lumkiss » Wed Oct 23, 2019 8:12 pm

Llyboc furrowed his brow at Cantrell’s demand. It was clear the spy master was working through exactly how much to tell and if Libertas would give him that chance.
Cantrell Memory Stirred
The Major was behind a desk. He had a dark grey suit with a simple patch noting Psi Ops. The Major was named Wolfe and Cantrell had been brought into the facility in the dark wearing a black velvety sack the had covered her face. Say for the slightly swinging ceiling lamp she was for all intents and purposes in the dark as she waiting for the major to speak. He set down a set of briefing papers labeled Project Camp Kandar

He had a cigar in his mouth and he spoke around it with ease in a deep rough voice, ”Sgt Nadya Cantrell... Impressive. Your field reports and your commander’s battle field commendations all are top marks and even have the brass at high command talking. But you don’t care about all that pomp and circumstance do you?” The major’s rhetorical remarks drove home and Cantrell knew better to mouth off. She was about to get everything she wanted in the next few moments. You don’t get dragged out of bed, taken 8 hours in a sack, if your request for black ops had not been approved.

The major smiled slightly and tapped his cigar into an ash tray, ”Well looks like you have been approved for project Kandar. Or camp K as well call it. Hush hush business. We need the bravest and most dedicated operative. You passed all the tests we could through at you and then some. You will be in deep cover, Shadow Protocols. Mind wiped and altered. There is little doubt in my mind that you will never recall this conversation.” At this point most folks would ask, do you understand, but the major continued ahead realizing there was only one satisfactory answer, ”Camp K is our special research division headed up by Angriman. You will receive your treatment there as well as cybernetic enhancements. Your team members will also if applicable receive similar mental modifications. Once completed you will eventually be put out into the wild so to speak with an iron clad backstory. From what I understand even outside the coalition the bonds you and your team forge in the process will be undeniable. Odds are you will find each other, perhaps even be drawn together. But you will never know why. You and your team will be activated under only the most dire of circumstances. World's end business. Essentially if the coalition is one hair away from extinction Camp K protocols will be enabled and someone will put you into the theater of engagement.”

He stands and opens the far door. Behind it was another room. Grey and well lit. Four chairs were around a circular metal desk. No window or paintings decorated the sparse cramped room. Major Wolfe waived Cantrell in, as two other gentlemen were ushered into the room from separate doors, ”Cantrell, meet Jude and Libby. Your team.”
Llyboc rubbed his stump of a leg as Cantrell also commented on the biometric finger print hidden on the glass of the nearby coffee table. " Ever observant eh Cantrell?" He paused nearly with his mind made up, " Ok... You have a right. Prosek help me... Give me a moment." He seemed to pause glancing at Libertas and then down as the lifeless body of Mac.
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Re: Part 6: Road to Marriage

Post by Jude Maverick » Thu Oct 24, 2019 10:27 pm

Sault St. Marie/Lakehouse
Night
Round 0

Jude was still staring at his uncle. He remembered his night with Alecto in Gloom. Pieces were starting to fall into place.

“He isn’t real, is he?” Jude asked. “He hasn’t been for a long time.” His voice was thick with grief. “That’s how he survived his head blowing up. It wasn’t some trick. I...I thought Alecto was the only one, but he’s been walking around for fifteen years like that, hasn’t he?”
Mission Objectives
***
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
Danger Sense: -2 to detect ambushes
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
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: 7/7
Adventure Cards
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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Libertas Magicum
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Re: Part 6: Road to Marriage

Post by Libertas Magicum » Fri Oct 25, 2019 12:02 am

Libertas snorts at the way Lyboc keeps eyeing him. "As much as I appreciate your obvious fear of me--seriously, it's quite tasty--you do need to suss out the chain of command, here. The fact is, Cantrell's still the Boss, which means that so long as she says you need to live, you live. I'll even heal you, if she says to do so. On the other hand, if she opts to say you need to beat yourself to death with your own cock, well, I can make that happen, too. So, you know, might want to quit stalling and answer the lady's questions."

He blinks a bit at the revelation of the table reader. "I am going to say no one touches that, especially Lyboc, until we're reasonably certain what it does."
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)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    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.
    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.

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Cantrell
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Re: Part 6: Road to Marriage

Post by Cantrell » Sun Oct 27, 2019 3:06 pm

Cantrell's vision swims and she only half-hears the threatening jokes -- or joke-like threats -- Libertas is making. Camp Kandar, Llyboc, her service in the Coalition, leaving for the Tomorrow Legion ... it always getting mixed up, some of it memory, some of it dream. She was no longer certain which was which.

"Look, Llyboc ... just spill it, already. Then we can start trying to fit the pieces together, instead of trying to reassemble a puzzle with only half the board. There's still a lot you aren't telling us ... or things we may not know we already know."
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
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); Imp. Level Headed (Draw three 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 an extra Wild Die, don't roll triple 1s)
Adventure Cards:
Current Effects: Adrenal system activated

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Pender Lumkiss
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Re: Part 6: Road to Marriage

Post by Pender Lumkiss » Fri Nov 01, 2019 11:13 am

Llyboc drew on a cigar and awkwardly (best he can on one leg) bent down next to the fallen body of Uncle Mac. He tugged on the right ear and the top part of the Maverick's head released revealing intricate wires and a series of blinking lights. He glanced at Libertas briefly and started to explain...
Memory Stirred, Libertas
The room was sterile. Metallic walls and shiney metal floors. Six stalls Six Metallic walls from floor to ceiling shined bright in the white over head lights. The walls were almost like mirrors and Libertas could see his younger self staring back at him. There was something on the table a series of parts, circuits, prosthetic limbs. He was not alone, a human woman with red hair was working near him soldering some electronic panels. One day as was prone to happen his hearing stumbled into an alternate time stream and a conversation that had happened hours ago, days, or perhaps never...
Hearing time dilation
The voice of Commander Angriman was talking about a future project to another named Terrence Llyboc, “Terrance... Oh sorry Llyboc, are you sure you want Libby?”

A moment passed, papers rustled. A stern voice responded, “Yes. Absolutely. The team I am putting together will need his technical skills. Seems he has a way with blending machine and magic, no?”

Angriman responded almost gleefully, “Oh yes... Yes... His mind is devious, unique, and suited to this kimd of shadow work. If we had not found him after that terrible mess with the sharks I can only wonder what would have happened.”

Llyboc answered confirming what Angriman had said, “Yes, the Republicans can use him. I see his parents are protecting something as well. Have security protocols been engaged to confiscate this time table?”

Angriman reaponded with a twinge of sadness, “We determined to keep the knife and table separate. They cannot function without one an other: Valiant Blade Protocol. After project Kandar is complete we will reintroduce the knife into Libby’s safe keeping.”

Llyboc chuckled, “Yes we need to move up the time table on Project Camp Kandar. I located two others for the team. With the war on the horizon with Tolkeen we set up the facility north of Salt Saint Marie. Captain Giest has been maintaining the facility for five years. with its repurpose, we need it scrubbed of all personnel. It is a shame to loose such a brilliant tactical mind. But Deep Shadow Protocols have been enabled. We are allocating the appropriate resources to Terminate all personnel on site.”

Angriman seemed to agree wholeheartedly, “Good. I’ll have Libertas transferred in two weeks. If war does breakout it will be easier to modify memories if the camp is a real prisner of war camp with sanctioned experimentation.”

Llyboc firm as ever reaponded, “I will ask Director Maverick... One thing, are you sure Libby is human?”

Angriman’s voice smiled, “Close enough. I will tell you, I would not want to be in the same room with when he finds out what we did. Paying that shark Viggo to take his father’s life was risky.”

Llyboc’s voice faded away, “Its a good thing he will never find out right.”
“Agent Macenzie died many years ago, but his brain survived and we blended it into a robotic body. The three of you are our fail safe. Project Camp Kandar. Your minds were altered and washed. Not completly washed just altered to remove the clandestine parts. Your histories are your own. We simply had a behinds the scene hand in shaping your direction. You three were never supposed to be activated unless the coalition, and yes humanity was facing an extermination threat. You have seen those creatures? Some extra dimensional beings bent on infiltrating and destroying the coalition from within. Maybe even usurping the power our leaders weld. This wedding is the most highly attended event since... Josephene was brought back. You remember the parade right?” As he finished his eyes looked from “agent” to agent wondering which one would off him. His hearts money was on Libertas.

Llyboc’s eyes were tired, tired of secrets, tired of lies. He was at the end and simply said, “I am sorry for the pain we caused.”

Lady Viggo expertly took Poppy who had recovered some into the nearby kitchen giving the team and their truth some space.
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Cantrell
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Re: Part 6: Road to Marriage

Post by Cantrell » Fri Nov 01, 2019 11:48 am

The pain in Cantrell's head peaked, then seemed to recede as memories started to trickle back in. She remembered volunteering for the "special assignment," remembered signing her life away with a thumbprint, basically agreeing to let the Coalition whatever it wanted, up to and including killing her. But had it actually been the Coalition calling the shots ... ?

"Wait, Llyboc. Camp K. Pulling Libertas onto the team, with his magic ... this wasn't exclusively a Coalition program, was it? Who are the Republicans?"
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
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); Imp. Level Headed (Draw three 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 an extra Wild Die, don't roll triple 1s)
Adventure Cards:
Current Effects: Adrenal system activated

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Re: Part 6: Road to Marriage

Post by Libertas Magicum » Tue Nov 05, 2019 8:02 pm

Libertas steps back as if physically struck by the memories. He just stands, as all the pieces come together... and then raises the staff with his tail, pulsing green-black-purple energy from the tip, the copper wiring flaring out. He starts to move forward, and is only brought to a stop by a quick-acting Cantrell putting a restraining arm against his chest with an order to "Stand down".

He stands there, just for a moment, staring at her as if wondering if he could move her aside. THen he takes a long, shuddering breath and steps back, with a sharp nod. "Fine. But when this is over, he's mine. And since I'm being forced to think it through...." His gaze, filled with malevolence, glare out through the thick goggle glass. "I don't think I'll actually kill him." His tone certainly suggests that Lyboc might ultimately have preferred it if Cantrell hadn't stopped Libertas, who now turns his back on the proceedings.
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)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    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.
    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.

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Jude Maverick
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Re: Part 6: Road to Marriage

Post by Jude Maverick » Thu Nov 07, 2019 11:45 pm

Sault St. Marie/Lakehouse
Night
Round 0

Jude was still staring at his uncle’s open head. He thought he might vomit. He looked up. “What are Republicans?” he asked. “I think I’m missing something.” He looked between Libertas and Cantrell as they threatened Lyboc.

“You did what to our memories? What parade? What extradimensional threat to the Coalition?”
Mission Objectives
***
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
Danger Sense: -2 to detect ambushes
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
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: 7/7
Adventure Cards
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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Pender Lumkiss
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Re: Part 6: Road to Marriage

Post by Pender Lumkiss » Fri Nov 08, 2019 6:14 pm

Llyboc grabbed his leg stump unconsciously as he thought about how to explain a sordid history of a secret sect within the coalition. After a moment he began softly explaining as he drew out a cigair and lit it. Even Poppy and Lady Viggo eased back into the room to hear this ” There is a small group of people within the coalition governemnt that beleive magic has a place within our society and if used judiciously can aid our people. Afterall in this world should we not use every resource possible? Before my time long ago, at the birth of our great nation as a whole we had a descion to make... Magic or no magic, and what place did it have? Our side were the Republicans they lost... In someways they lost bloody. As time wore on the coalition was besieged by super natural threats namely the federation of magic and Nostro Dunscon. A great purge happened within the coalition to root out all magical and supernatural elements. Most of the expatriate Republicans magic or no magic in their veins lost their lives. The rest like myself went underground. We are not many but we have enough clout to help shape the CS from the shadows. Some of our leaders are part of the CS founding families.” He frowned slightly, “Some of our leaders ended up mad... Like that women that nearly destroyed the world...”

He paused letting his words sink in. He glanced at the three members of the 13th, “All three of you in a way Volunteered for the camp K project. I admit, some of you were simply destined or designed to volunteer. You three were humanities last line of defense, capable, and trained to do the impossible. To beleive the impossible and improbably were mere road blocks. And it worked, imagine to my surprise that our kill squads sent after Geist reported you three on the scene? After that I tried to bring you in outside of Whykin, but something happened with the recovery protocols. They only briefly worked on Cantrell and even then it left her confused, and me nearly dead. I do not think your memories of the training will ever come back.”

Llyboc drew on his cigar usimg it to get his thoughts in order. He seemed genuinely sorry when he looked at Jude, “Jude, I forgot you missed the Chitown Crimson win the volley ball championship two years ago. Prosek’s god daughter Josephine Led the team to victory, single handedly if you believe the news feeds. The CS’s luster for prolonged war was waning and the emperor went all out for a celebration. All I meant was, almost all the high command will be in attendance for your sisters wedding. A perfect opportunity for these creatures to take control. Their shapeshifting in nearly perfect imperceptible to our dogboys. And as you discovered they are a bitch to keep down.” He coughed looking at Mac’s body Lying on the ground. He winced and grufly said, “Your uncle died about 8 or so years ago trying to stop a couple of cyber knights from kidnapping and killing the emperor’s son Jason. Well Mac did not completely die, there was enough left of his brain to transfer it... Into this.”

Llyboc seemed tired, and relieved to have survived this far after coming clean. He got up puttimg his cigar out, “If you don’t mind. I might take the downstairs bed just over there.” He pointed to his missing leg. The sun had begun to set and a soft smell wafted in from the kitchen. Poppy came over and set a plate of toast and eggs In cromt of the team.

She grinned sheepishly clutching her side, “Sorry it ain’t much but we need to go shopping in the morning. Common Viggo lets find some place to bunk.” Lasy Viggo nodded and passed by the team brushing her finger tips against Libertas’ own.

He felt a mind enter his own, one that perhaps he had missed, ”Don’t stay up too late Libertas. For what it is worth, when I was in... In your tail, I could feel part of your mind missing... Missing... Not blocked.

All too soon the three heroes were Left alone with “Uncle Mac” just lying awkwardly face down in the ground, its skull semi exposed and filled with an sophisticated Nural network. The smell of tasty food filled the void.

I was thinking now might be a fun time for a group interlude. I imagine your characters are feeling a wide aray of emotions. In the three occ flashbacks I put in a lot of info. Perhaps now would be a good time for you to recap via interlude form some of what you remembered, your complicated feelings toward it. Do you even believe Llyboc? Just some ideas. I am game for anything. Toss in a post and I’ll follow your lead. Like if you guys want to go on some clandestine maneuvers through Ste Marie in the middle of the night we can go that direction. Post what you want to do and I’ll come up with how the world turns and set it up for you.

Or go to sleep and we will pick it up next mornimg.
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
6/7
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Libertas Magicum
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Re: Part 6: Road to Marriage

Post by Libertas Magicum » Fri Nov 08, 2019 7:40 pm

Lib nods to Lady Viggo, comforted by the contact, however brief, then waits until the Survivors are on their own. "So, anyone else find the idea that a couple CyberKnights tried to kidnap Prosek's kid? I mean, that right there puts the rest of it in doubt. Hell, even if he thinks he is telling the truth, there's no guarantee his own brain wasn't scrambled."
OOC Comments
Notice 1d4 = 2: 2
Wild Notice 1d6 = 3: 3
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)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    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.
    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.

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Jude Maverick
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Re: Part 6: Road to Marriage

Post by Jude Maverick » Tue Nov 12, 2019 4:51 am

Sault St. Marie/Lakehouse
Night
Round 0

Jude shook his head. His dad would have never let something like that happen to him. He stood staring down at his uncle.

“This isn’t right,” Jude muttered, kneeling down to shut Mac’s skull, and then trying to sit him up or something so he didn’t look so...robot. Finally, he just pulled the duvet off the couch and threw it over top of his uncle so he didn’t have to look at him.

“Even if Llyboc is bat shit crazy, we saw those...things,” Jude said. “We saw what they could do. If the dogboys can’t pick them up… How else would the Coalition security detail notice?” he asked.

Jude pulled out the maps they had of the city and surveyed them, studying the location of their house and where the wedding was located. “I’m betting the groom, at least, is one of them,” he muttered.
Mission Objectives
***
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
Danger Sense: -2 to detect ambushes
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
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: 7/7
Adventure Cards
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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Libertas Magicum
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Re: Part 6: Road to Marriage

Post by Libertas Magicum » Tue Nov 12, 2019 11:12 pm

Libertas nods. "Oh, I agree with you there, @Jude Maverick. I'm just saying that just because we know he's telling the truth about the demons, doesn't mean he's playing it straight anyplace else." Lib pauses, considering. "Wait. That thing you said, just now.... Oh, that could work, maybe.... Like you said, Jude, the problem is that the Dogboys can't detect these things. What if suddenly, they could? Like, right at the start of the ceremony, when everyone's around and there's guards all over the place and everything? Suddenly, the demons stand out to the Dogboys, or even to the naked eye?"

He looks to Cantrell. "Boss? What do you think? Is there going to be enough CS firepower present that if they suddenly spot a bunch of high-priority targets, they'll be able to take them down without nuking the whole wedding? This could be a plan--I either shut down or do a full reveal on the demons, Jude does a Pied Piper to get the civilians clear and you get to step up and start issuing orders to the soldiers at the moment when chaos reigns, meaning they will most likely respond to your authority, just because that's how military works."
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)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    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.
    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.

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Jude Maverick
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Re: Part 6: Road to Marriage

Post by Jude Maverick » Thu Nov 14, 2019 2:48 am

Sault St. Marie/Lakehouse
Night
Round 0

Jude considered Libertas’ plan. “We do have those Navy uniforms we took from the lake patrol,” he pointed out. “Can definitely dress in those. That would give us a bit more authority. How will you make these demons appear, though?” Jude wondered.
Mission Objectives
***
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
Danger Sense: -2 to detect ambushes
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
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: 7/7
Adventure Cards
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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Pender Lumkiss
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Re: Part 6: Road to Marriage

Post by Pender Lumkiss » Thu Nov 14, 2019 8:22 am

1d6+1 = 6: 5 1-4 varying degree of unfortunates, 5-6 degrees of success.

Not only do you have three naval officer uniforms, one of them is Captain Rank!
13th GM bennies GM Bennies
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Vampire Kingdoms GM Bennies
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Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Cantrell
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Re: Part 6: Road to Marriage

Post by Cantrell » Thu Nov 14, 2019 11:56 am

Libertas Magicum wrote:
Tue Nov 12, 2019 11:12 pm
"Boss? What do you think? Is there going to be enough CS firepower present that if they suddenly spot a bunch of high-priority targets, they'll be able to take them down without nuking the whole wedding?"
Cantrell slowly nods as Libertas explains his plan.

"You don't make it into the Emperor's palace guard without being a verified badass. And paranoid, too. After all the kidnappings and stories about the Federation the last few years, they're primed to suspect everyone is a magical spy or changeling. Most wouldn't blink if you told them their mother was a shapeshifter -- they'd just double-tap, then ask if their father and siblings had been cleared."

She considered the uniforms Jude had scrounged up -- they'd be handy, too, but the thought of going into battle without her armor made her itchy.

"Lib, any way you could cobble together something that would summon our gear to us when we need it? We may need to blend in and infiltrate, but I don't relish the idea of fighting these fuckers with nothing but a pair of captain's bars for protection."
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4
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); Imp. Level Headed (Draw three 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 an extra Wild Die, don't roll triple 1s)
Adventure Cards:
Current Effects: Adrenal system activated

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Jude Maverick
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Re: Part 6: Road to Marriage

Post by Jude Maverick » Tue Nov 19, 2019 3:34 am

Sault St. Marie/Lakehouse
Night
Round 0

“Would it be easier to forge credentials?” Jude asked. “Can Lyboc get us those? Hired security? Either way, we’ll probably have to ditch any magical gear,” he admitted, looking down at his magical armor. “Can we get some Deadboy armor?”
Mission Objectives
***
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
Danger Sense: -2 to detect ambushes
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
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: 7/7
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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