Part 3.3 SoD: Xenith Base Under Duress

Adventures of the 13th SET
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Pender Lumkiss
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Part 3.3 SoD: Xenith Base Under Duress

Post by Pender Lumkiss »

Cheerleaders saved now its time to save the world! With the poisoned members of the dinning hall saved the dragon muck oozes out over the balcony. Nici, George, Mikey, the Altara triplets all breathe a ragged sigh of reflief cleary exaughsted from the poison despite having the antidote injected into them. Mikey is just about to get up when the cave shakes violently causing the big boss to tumble on the ill mouthed still dibilitated becky 6.

Akaidia looks at her wrist communicator and swears, ” Whoever Sharp was working for really did a number on Whykin. Our sensors in the mountain range just picked up some kind of rift forming near the waters edge...” Her voice trails off and her beautiful eyes grow wide, ” Three gigantic creatures just game through it as well as dozens of smaller entities...” The cavern shakes again, ” There is some kind of dimentional sheering effect comimg from the device Sharp used to phase out Whykin... Oh god, the poison he released into the city. Didn’t he say hours? We got to...”

The cave shakes again unleashing ever stalagtight down upon the vehicles and power armor at the cave floor. Loud explotions and cries for help echo acceoss the cavern floor. Amazingly the 13th RA and two vehicles are untouched, but the black market glitter boy 7s are scrapped as well as their own RAs. Akaidia looks to the legendary heroes, ” I’ll watch out for these guys, you have my word.”

From the balcony Seth roars, ” Nice try Jude, yes Lucretia... Blast I’ll find you when this is over. The dragon has changed its mind. Its heading deeper into cave. I’ll not let him get away!” Using unnatural speed he runs down the side of the cavern wall leaping off of it the last few meters and disappears on the cavern floor amongst the general mayhem, carnage, and black marketeers caught between fire and munitions.
Where is Cantrell
The bottom of the exploded elevator shaft is an exciting place to be when the cave starts rocking. Luckly the shaft and bottom doors are made to withstand a nuclear blast. Cantrell does not see any sign of Llyboc but does see a match book with a scripted F lying on the ground. The incredibly heavy doors arc with electricity and are thrown open. A creature with dark electrified armor looks at her and yet does not look at her. Its weird, almost as if the humanoid is there yet not, blurry and in a state of flux. But his words are defening, ”This is the time I deem for our race. Gigantic Rage monsters unleashed, a city in peril, and dimentional forces threatening to rip a hole in space and time... When the fate of this world hangs in the balance let us see if my Jitters has what it takes to best me... I am Savatar the god of speed, where is Jitters? Why are you here my sumptuous mortal?”
34D32A69-0A4E-4948-9A10-FA407A28AFE3.jpeg
Danger sense
make that notice -2 and you saw this coming. Include the eye roll in your post and you get a benny.
Jitters Special: You can sense the time to race your father grows near rapidly so. No need to make agility roll vs bumps and bruises.

Step 1: Agility -2 vs a level of fatigue as you get jostled around.
Step 2: Ok folks so what do you do next? Make a post reacting to the situation. Tell us what do you do next?

13th is 100ft from the cavern floor. The elevator is broken and a shaft going down 100ft. There is a dragon oozing covered balcony that over looks the 13ths vehicles and general destruction the crashing stalactites wrought.

Players can assume they get their gear, go to the bathroom and wash their hands. Lets get to what happens next.
Next GM post will react to your reactions.
Field Team Six Bennies
3/6
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Jude Maverick
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Jude Maverick »

Notice 3
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Common Knowledge 10
Notice [dice]2[/dice]
Wild [dice]3[/dice]
***
Agility 7
-2 difficulty
Agility [dice]6[/dice]
Wild [dice]7[/dice]
Jude grabbed the railing as the entire cavern shook. “Shit!” he cursed as he nearly went over the edge, staring down at the hundred foot drop.

That drop didn’t seem to faze Sir Merihk as he went dashing off after the dragon. “Sir! Be careful!” Jude called. Crap. They should back him up or something, but it sounded like they had something even bigger to deal with.

Jude hurried back into the dining room.

“I’m good, just weak,” Nici assured him when he came over to fuss over her. “Go. Save the city. Lyboc is an ass, to sacrifice a city full of humans like that. Save them.”

Jude nodded. “Love you, sis.”

Nici stuck her tongue out. “Ew!” Then she grinned and hugged him, smearing him with dragon goo.

Jude went over to Carrol and Becky 6. “You ladies okay?” he asked, kneeling between them. “In your right minds again?” He found some clean piece of tablecloth to wipe the dragon guts off their faces. “Can you take care of things here? Big Mikey and my sister? Then maybe we can finish this dinner, just the three of us.” He flashed them a handsome grin and helped them up, if they were able to move again.

Jude headed to the equipment closet. Remarkably, his gear was fairly clean. It had been stacked at the bottom of the pile, and so was protected from much of the splatter. He wiped off the bit of gunk that was on it, found a change of clothes in his pack, and suited up.

“If we’re getting out of here, we’re going to need a way down,” Jude told the others. “I have sixty feet of rope. Can I borrow someone else’s so we can work out a line to the cavern floor?”

***
Conditions
Jude Maverick Character Sheet
Current Toughness: 8 + Battle Hardened clothes
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
Battle Hardened: +2 Soak
Brave: +2 Fear
Command: +1 to troops recovering from being Shaken.
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
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 38 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 8/6
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
  • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


Mission Objectives
Investigate disappearance of Whykin. Question Hyperion corps about disappearance of Whykin. Save Whykin from poison.
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 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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Jitters
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Jitters »

Notice 9
[dice]0[/dice]
Wild Die [dice]1[/dice]
Wild Die [dice]2[/dice] Ace!
Wild Die Ace [dice]15[/dice]
+2 From IF
Common Knowledge 4
[dice]3[/dice]
Wild Die [dice]4[/dice]
Wild Die [dice]5[/dice]
-1 From Race
Smarts 10
[dice]6[/dice]
Wild Die [dice]7[/dice]
Wild Die [dice]8[/dice] Ace!
Wild Die Ace [dice]16[/dice]
-1 From Race
Agility 9
[dice]9[/dice]
Wild Die [dice]10[/dice]
Wild Die [dice]11[/dice]
-2 From Scene
Agility to jump down the elevator shaft 6
[dice]12[/dice]
Wild Die [dice]13[/dice] Ace!
Wild Die Ace [dice]17[/dice]
Wild Die [dice]14[/dice]
-4 for Difficulty
As soon as the three Altaran's have been administered medication, Jitters rushes into the vault and quickly dons the rest of his gear, regardless of whether it is messy from dragon guts or not, thinking to himself I've heard tales of guys who would never for one minute think of getting out of their armor, even to use the bathroom or to get laid, for fear of shit like this happening. But not me. I'm just too fast for that shit! As he gets armored up, the vault starts shaking and rumbling as his heart beat quickens, his soul telling him that something of monumentous importance is going to happen very, very soon. Once armored up, Jitters channels some of the suit's own energy into it and activates it's turbo mode (Speed power), then runs full tilt from the vault into the elevator shaft, leaving a trail of blue white electricity in his wake, and starts bouncing off the sides of the shaft, kicking off at the right time to break his fall, making pinball noises as he goes down and throwing off sparks of lighting for effect, lighting up the shaft with pulses of blue white light. When he hits the bottom of the shaft, he explodes out at breakneck speeds charging after Ross, but upon seeing the vision of his father he turns and comes to stop after sliding 100' and says "Dad?"
Last edited by Jitters on Thu Aug 02, 2018 6:30 pm, edited 1 time in total.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

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

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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Libertas Magicum
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Libertas Magicum »

Fatigue, Danger Sense 1, Swift Flight 10
Agility Bumps & Bruises [dice]4[/dice]
Wild Agility [dice]5[/dice]
Fail = Fatigue -1

IGNORE THESE ROLLS. Should have been the Notice rolls below. Danger Sense [dice]6[/dice]
Wild Notice [dice]7[/dice]


Notice [dice]0[/dice]
Wild Notice [dice]1[/dice]
-1 Fatigue = 3 Notice
-2 for Danger Sense = 1, Fail

Techno-Wizardry (Swift Flight) [dice]2[/dice]
Wild TW [dice]3[/dice]
Final 10 w/Fatigue--Still a raise

Base Cost: 9 PPE
Two extra targets: +2 PPE
Boosted Speed: +2/target = +6
17 PPE total

1 PPE Left, +10 in the Staff.

Final Flight Pace is your Pace+2, then *8; for base Pace 6", that's a flight speed of 64".
In addition, all of three of us (but not Jitters or Cantrell) gain -1 to be hit by ranged attacks and +1 die-type to agility rolls going forward.
Libertas blinks as Jitters goes diving down the elevator shaft, then turns to Jude. "Uh... Okay, Jitters is... well, I'm not sure exactly when he joined us, but it must've been after the bridge. But you do remember that whole bit where you caught the baby, right? How about the rest of us take the easy way down?" He pulls out the Beetle Box and presses the scarab button, causing a trio of yellow beetles, crackling with electrical power to pop out, fluttering around onto his, Max's and Jude's backs, as gossamer wings smelling of ozone spread out behind each of them. "Let's do this!" Matching deed to word, he soars out the window, heading down after the dragon. As they zoom overhead, he shouts down to Cantrell and Jitters. "Hey, slowpokes! Catch up!"
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 3.3 SoD: Xenith Base Under Duress

Post by Jude Maverick »

Notice 10
Notice [dice]0[/dice]
Ace [dice]4[/dice]
Wild [dice]1[/dice]
Ace [dice]5[/dice]
Common Knowledge 10
Notice [dice]2[/dice]
Wild [dice]3[/dice]
***

Jude stood there with a coil of rope in his hand and stared at Libertas. “Hey, I’m easy with easy,” he said with a smile, securing the rope back on his pack. He shrugged into the beetle wings. I am getting way too used to his shit, Jude thought as he followed Libertas off the balcony.

“Whoa! Straight! Go straight!” Jude yelled at the wings until he got the hang of them.

***
Conditions
Jude Maverick Character Sheet
Current Toughness: 8 + Battle Hardened clothes
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
Battle Hardened: +2 Soak
Brave: +2 Fear
Command: +1 to troops recovering from being Shaken.
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
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 38 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 8/6
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
  • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


Mission Objectives
Investigate disappearance of Whykin. Question Hyperion corps about disappearance of Whykin. Save Whykin from poison.
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 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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Maximilian
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Maximilian »

Agility
Agility -2 to roll with the shake
[dice]0[/dice]

Ace with prior
[dice]2[/dice]

WD Agility
[dice]1[/dice]
Max watches Merikh plunge off the balcony going after the dragon. "Meri...nevermind." He sprints back to get his gear. You'll have to kiss me first to get me out of this armor again. As he runs back to the dragon muck room, he watches, dumbfounded, as Jitters goes plummeting down the elevator shaft. "That seems...excessive."
He grins as he sprouts wings. "Thanks, Lib! Let's go whack that last flying lizard and get outta here!" But before he takes the plunge after Lib and Jude, he stops short. "Hey, Mikey? I'm gonna go clear out that gecko that just took off outta here...mind if I borrow this?" He picks up the automag rocket launcher. "Call me crazy, but I think it might come in handy." He turns and proceeds to take a flying leap off the balcony and out towards the dragon.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Cantrell
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Joined: Thu Mar 02, 2017 10:57 pm

Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Cantrell »

Agility 9, Notice 9 for Danger Sense
Agility at -2[dice]0[/dice]
Wild [dice]1[/dice] = Ace! [dice]2[/dice]

Notice -2 for Danger Sense, -2 for TD [dice]3[/dice]
Wild [dice]4[/dice]
Cantrell feels like she's been kicked in the head and is just coming to as she drops to the ground in the rubble-filled elevator shaft. Something still feels like it's leaking static into her brain, but at the same time every sense is tingling -- she's got a feeling the other shoe is about to drop, even if she can't remember what the first shoe was ...

There's no sign of Llyboc or his remains, other than a match book with a scripted F lying on the ground. Cantrell bends down to scoop it up ... and in the same swift motion has her Wilk's battle rifle drawn and pointed at the doors when a creature in electrified armor rips them from their hinges and starts blithering about Jitters, rage monsters and space and time.

"Why are you here my sumptuous mortal?” the big weirdo bellows.

"To put holes in piles of timey-wimey bullshit like yo ..." Cantrell starts, but she's interrupted by Jitters' abrupt arrival.

"Dad?

Oh, hells, daddy issues are worse than timey-wimey bullshit, she thinks, although all that comes out is an exasperated sigh and an eye roll that's hidden by her helmet.

<<Oh, whatever. You guys hug it out or fight over your mother or whatever you're gonna do. Everybody else, get your asses to the Zone Ranger and Nadine. There are apparently some big ass monsters outside that need killing. Lib, gonna need you to drive Silver while Jitters works out his shit with Daddy. It's more battle-ready than that kite of yours, anyway. Alright boys, chop-chop. Last one there gets to scrub dragon guts out of Nadine's intake valves.>>
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Pender Lumkiss
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Pender Lumkiss »


+1 benny for the cool rp
It all goes to hell... The large red dragon darts down a deep dark large hidey hole with the cyber knight Merik following closely, however a quick shot could end the threat here and now. More stalagtites fall from the cave ceiling dystroying storage bins, ignititng explosives, and maiming many blackmarketeers. The mighty falling jagged rocks would have dystroyed more vehicles but those were dystroyed a mer six seconds ago. The Heroic flyers pass over their vehicles on their way to gank the dragon. Those three vehicles still look in pristine condition but for how much longer is the question...

An explosion near the cave exit rocks the cave as well. A gigantic heavy metallic gate malfunctions and starts to drop into place. Once in place it will effectivly trap everyone inside and leaving the people of Whykin and the surrounding country side to their own fate. The good thing is that the heroes still have time to reach their vehicles and get out before the gate drops, the bad thing is that that means the dragon, Craig Sharp (Ross Sharp’s youngest brother), will have its fate decided by a cyber knight, the really bad thing is that the approach to get out is being battered by a series of falling stalagtites each about as big as Nadine’s leg and razor sharp to boot.

A general alarm is sounded in the cavern base, ”CODE BLACK, REPEAT CODE BLACK. ALL PERSONAL MOVE INTO THE AUX BUNKERS.” Near one such Aux bunker off to the side of the huge cavern a cybered centaur is leading a few black market doctors and gathering nearby folks that are on fire, missing limbs, burned from exploded vehicles or dagger like rocks pelting them. Sadly there are about 5 more black marketeers that they will never be able to reach because burning, exploding and destroyed GB 7 suits have these pour black souls trapped with no way out.
Jude
Nici’s voice, weak as it is from her ordeal with the poison gets on the comms, ” Jude... We are heading into that Black Vault. Ksshhhh... Mikey says if the damag... Ksshhhh Boy’s reactors go critical or the base collapses... Ksshhhh... save in there. Radio’s on the fritzz...Kssshhhh, Thank Max... Kshhh...Love you... Jude.”
Max
Code black is no good. The base integrety is failing and there may or may not be some kind of nuclear meltdown. There is only once code worse, double black.
Libertas
Libertas sees below him, an intact GB 7 suit on one side and on the completly otherside two red headed kids with freckles and if they were smiling would probably light the room up with joy. Both the kids and GB 7 are in danger from being smashed into a billions peices.
knock, knock... Tail here, Libertas... Something dark has approached Libertas... I can feel its aura, the God of Speed: Savatar. The earth I come from... There is a place called Central City and a hero the Flash. Poor Flash had his back broken by the monster. If he is here... Nothing good will come from it.
Cantrell and Jitters
The electric armor flashes and sizzles. The creature with in nods and laughs, ”Indeed it is I son! I have come to you in this time and this place to answer your child hood question: are you faster!?” The being points to the slowly closing huge gate that will soon seal all those inside the base. ”There is our egress. A device is along the river that is almost imperceptible. Coincidentally it is also the doom of the city it shrouds...” The creature pauses and holds up his hand..
The 13th comms activate and a dark ominous voice echoes in your ears, ” As I was telling my son, we will race to find the device shrouding the city of Whykin. You must make your way out of the base before it is too late. Then out of these mountains and to the river that boarders the disappeared city. A simple matter of skirting past the lumbering monsters and their progeny. An invasion of the water warriors if I am not mistaken. Then all you have to do is find the nearly undetectable device and shut it down. Fail and I take Jitters speed and beat me, well you would literally have to be a legend to beat Savatar.”
Jitters and Cantrell
The armored figure laughs mercilessly and disapears with a blue flash. ” Go!” Cantrell’s armor has timey wimey written on it with a sharpie.
Max
Getting quickly out of the mountain range and back to Whykin is going to be hard... The road out is in fact purposfully much more difficult than the road in. Razor sharp switch backs, visibility zero, and unexpected drop offs that would make any robot pilot uneasy.
You also know of a good spot to regroup just outside the base if you need it.

Step 1 decide if you are getting out or staying. You can do other actions such as helping folks that need it, or taking a parting shot at Craig sharp, but making the agility roll or piloting roll is also an action (see step 2)

Step 2 get out by narrating such an action either Piloting or driving (if driving a vehicle, anyone getting in a vehicle can make a notice check for the driver as a complimentary skill) or Agility if on foot. All those “escape” rolls at a -4 for general difficulty. Please include any other MAP. Fail results in a wound ( including all passengers), critfail results in 1d3 wounds ( including all passengers). These wounds are from increadably large razar sharp rocks pelting the way out.
Field Team Six Bennies
3/6
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Jitters
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Jitters »

Notice 7
[dice]0[/dice]
Wild Die [dice]1[/dice]
Wild Die [dice]2[/dice]
+2 Bonus from IF
Common Knowledge 6
[dice]3[/dice]
Wild Die [dice]4[/dice] Ace!
Wild Die Ace [dice]12[/dice]
Wild Die [dice]5[/dice]
-1 Penalty from Race
Smarts 4
[dice]6[/dice]
Wild Die [dice]7[/dice]
Wild Die [dice]8[/dice]
-1 Penalty from Race
Step One: Getting the hell out of Dodge

Step Two:
Agility 4
[dice]9[/dice]
Wild Die [dice]10[/dice]
Wild Die [dice]11[/dice]
-4 Penalty from Scene

-1 Benny for Extra Effort w/ Elan [dice]13[/dice]
Two Agility Tricks to try and Trip Savitar 11 and 19
Agility Trick 1: [dice]14[/dice] Ace!
Agility Ace [dice]20[/dice]
Wild Die [dice]15[/dice]
Wild Die [dice]16[/dice]

Agility Trick 2: [dice]17[/dice] Ace!
Agility Ace [dice]21[/dice]
Wild Die [dice]18[/dice]
Wild Die [dice]19[/dice]
-4 Penalty from Scene
Jitters hears the words of his presumed father, and let's no other thoughts invade his mind, and he focuses himself on the task at hand, beating Savitar and saving Whykin. He channels some of the ambient magical energy infused in his armor to make it go faster, sparks of electricity dancing all over him, becoming brighter and more frequent when his armor's ability is activated. Seconds feel like minutes as his senses speed up to accommodate his new speed. He leans forward, drops down so all of his weight is resting on his leading leg, and he pushes with all of his might, propelling him forward at great speeds almost too fast for the human eye to comprehend, if it weren't for the trail of bright blue electricity that he left behind him. Savitar started hurling boulders into Jitters path, but he narrowly dodged them, so as Savitar was about to overtake him in the race, Jitters hand and tail both twitched toward the presumed God of Speed, trying to get him to trip over the vibro-sword in Jitters hand and chain-long sword held by his tail.
Last edited by Jitters on Mon Aug 13, 2018 7:01 pm, edited 3 times in total.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

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

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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Libertas Magicum
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Libertas Magicum »

critfail rescue, goggles destroyed, drive success, +4 Angst
+1 Benny (3/2)
Fatigue: -1 to all actions.
Action Sequence:
Free Action: 1 PPE from Staff to charge Comm Band. (Staff 9, Personal 1 Remaining)
Action: Persuade kids to get in Zone Ranger
Tail Action: Drive Zone Ranger out of cave

Persuasion (Fatigue -1, Unskilled -2, Comm Band +3)
Persuade [dice]0[/dice]
Wild Persuade [dice]1[/dice]
CritFail: Technical Difficulties for Comm Band: [dice]5[/dice]: Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.
Epic Fail: Goggles destroyed. Bad Eyes Hindrance in effect. +1 Bennie (4/2), +5 PPE from Lady V.

Drive (Fatigue -1, Handling +1, Machine Maestro +4, Scene Mod -4)
Drive [dice]2[/dice]
Wild Drive [dice]3[/dice]
Ace [dice]4[/dice]
-2 from Bad Eyes = 6 total, success
.
As they swoop towards the vehicles and Max informs them that it's time to get the hell out, Lib replies, "Okay, you haul the Flyer out of here, will you? Cantrell needs me behind the wheel."

Heading towards Silver, Lib sees the Glitterboy, and starts to bank towards it, with a half-formed mad notion of summoning a bot to pilot it out of there--and then he sees the two kids. You wouldn't actually abandon-- What? No, of course not! I just didn't see them. I'm not a monster.

With that, he banks towards the kids, shouting to them as he pumps PPE into his Comm Band. "Hurry up! Get in the--" Then the Communication Band fries, sending out a wave of hostility, even as the band on Lib's goggles melts, falling off. The kids, struck by the magical negative social wave, scream in terror--Lib may not think himself a monster, but to the kids, a man with a tail, a pair of lightning wings, and a smoking head, apparently fits the bill close enough. They panic, fleeing... and that's when the rock falls and...

Libertas, I'm so, so-- Shutupshutupshutup! Blinded as much by the tears as by his non-functioning goggles, he manages to stumble into the Zone Ranger, and, when Cantrell gives the order, he somehow manages to get it out of the cave. As soon as he clears the rubble, he pulls over with a screeching halt, tumbles out and vomits Big Mikey's lovely lobster meal all over the side of the path.

Libertas... we cannot tarry. The city... He actually lashes back at the tail with one hand. I know... I just... Let me help. He feels a bit of energy flow from the tail into his frame. It's not much, but... yes, it will help.

He gets back into the Ranger. His voice is raw and rough, his breathing still a bit hitchy. "Okay, let's go fight some river monsters and save a city." Somehow, he keeps from veering too far to either side.
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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Maximilian
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Maximilian »

Max saves the day!
Shooting - attempting to blast the wreckage out of the way of the black marketeers (result = 9 due to MAP)
[dice]0[/dice]

WD Shooting
[dice]1[/dice]

Piloting to escape
[dice]2[/dice]

WD Piloting
[dice]3[/dice]

Benny to reroll Piloting with Elan (adding bonus from Ace, -2 from MAP, total of -2 mod
[dice]4[/dice]

WD Piloting
[dice]5[/dice]

2nd Benny to reroll Piloting
[dice]6[/dice]

Ace with prior
[dice]8[/dice]

WD Benny Piloting
[dice]7[/dice]

Ace WD with prior
[dice]9[/dice]
Max curses under his breath. "Code black?! This is worse than I thought." Clicking his comms, he makes his announcement to the crew. "13th, we gotta move and NOW. Code black is bad news for everyone in here. How are we...nuts. Lib, I'm grabbing your flyer! Can you drive the rest of everyone out of here?"
Nadine hefts the TW craft and begins making for the exit, dodging falling stalactites and other assorted rubble. Then her sensors blare in Max's ear. Five trapped...ARGH! I can't make it! Heh. Maybe I don't have to. Nadine, on the move, targets a missile at the ring of slagged GB 7s. Clicking off an expertly aimed projectile, Max fires and forgets. The missile impacts at the outer edge of the encircled PA suits, blasting a hole in the ring of fire. He shouts over the loudspeaker. "You're all clear to the bunker! I fetched you and didn't even have to walk over there! Who's a GOOD BOY, baby?!"
Max spurs Nadine to a run, escaping just as the gate falls. "13th, regroup just around the corner here. Let's straighten out our path down and get moving!"
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Pender Lumkiss
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Pender Lumkiss »

Savitar snears and recovers at Jitters trick, ” Nice one son! But you got to do better than that to save the people of Dweomer!” He zooms off with a limp!



Cantrell
Its like the ever loving gods are watching out for you. Right on the way to the zone you see a doc with some cybernetics trying save some poor saps life. His name badge says Oswald, he reminds you of this techno wizard you used to hunt: Hans.
Craig Sharp: Toughness: 35 (16), large +2 to hit
[dice]0[/dice] wild [dice]1[/dice] 1 wc benny for ef with elan [dice]2[/dice]
Trick vs Jitters, fail! Fail twice!
Agility Trick with KI 1: [dice]3[/dice] Wild [dice]4[/dice] WC Benny to Reroll: [dice]7[/dice] Wild [dice]11[/dice]

Agility Trick With KI 2: [dice]5[/dice] Wild [dice]6[/dice]
Unshake [dice]12[/dice] wild [dice]13[/dice]
Oops rolls
wrong wild die for the benny reroll...[dice]8[/dice] Ace [dice]9[/dice] Ace [dice]10[/dice]
Field Team Six Bennies
3/6
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Cantrell
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Cantrell »

Rolls
Casting greater smite on her grenade launcher with the Red Gauntlet (action), then shooting an AP grenade up the dragon's ass (action, so -2 MAP, and called shot=small target at -4 to ignore armor). Then grabbing the cyber-doc and hopping in the Zone Ranger (not an action)

Casting greater smite Spirit -2
Spirit [dice]0[/dice]
Wild [dice]1[/dice]
Spend a Benny for Extra Effort + Elan[dice]4[/dice] = Success with a Raise

Shooting (1d12+6, -2 -4)
Shooting [dice]2[/dice] = Hit with a Raise
Wild [dice]3[/dice]
Damage: 3d8 + 1d6 (slays monsters) + 1d6 (raise) + 4 called shot + 8 greater smite with a raise
[dice]5[/dice] + [dice]6[/dice] + 12 = 24, AP 8
Benny to reroll damage: [dice]7[/dice] + [dice]8[/dice] + 12 = 26, AP 8
Benny to reroll damage: [dice]9[/dice] + [dice]10[/dice] + 12 = Aces! [dice]11[/dice] + [dice]12[/dice] + 34 = 44, AP 8 = 4 Wounds
EDITED: Remove the +4 damage, ignores armor instead. 40 damage = 5 Wounds.

"Fucking tweakers," Cantrell mutters as Jitters and his stability-challenged dad disappear, and the general level of chaos escalates from FUBAR to four alarm goatfuck bananas.

The buzzing in her ears hasn't stopped, either, or the blunt, railroad-tie spikes of pain that keep pounding through her brain.

Her patience is officially in the negatives.

<<Move damnit, move!>> she calls as she makes for the Zone Ranger ... then spots Merikh following another of the damn dragons down a side passage.

"Merikh, get to one of the damn bunkers!" she yells, as she channels her will into the glowing orb in her Red Gauntlet, and from there into the bunker-busting grenades in her rifle. Aiming for the dragon's mouth, she raises her rifle, steadies and fires, watching the glowing projectile arc into its maw before exploding, shredding flesh and scales from the inside out. [5 wounds to the dragon]

Spinning on her heels, she races for the Zone Ranger, but spots Lyssandra leading some of the Black Market staff into a safe room.

"Lyssandra! Glad to see you back on four legs -- find someplace secure so you stay that way," she says, grimacing in apology. "Wish we had more time to catch up ... but duty calls. Stay safe, and when everything settles down I owe you a beer or six. Oh, and ... I blew Butcher into about a million bits. Sorry for that, too."

She's about to dash to the Zone Ranger when she spies a creepy-looking dwarf applying an IRMSS unit to a wounded Black Marketer.

"You work on cyber?" she asks, not waiting for an answer before she grabs the dwarf by the collar and sprints for the Ranger. "Gotta borrow this one for a minute, but I'll bring him back."

Covering the distance in leaps and bounds, she tosses the dwarf into the back of Silver and follows him in just as Libertas stomps on the pedal. No sooner than she gets the door closed, the dwarf lets out a loud sigh of relief ... then begins to unzip a zipper that starts on top of his shaggy head and goes all the way down his fat belly. Shrugging the dwarf body off like a suit -- a super-tech flesh suit, to be precise -- a much smaller, less hairy and far more female figure smiles and reaches out her hand.

"Oh my gosh, I've been stuck in that thing for like a year! What was I thinking, going undercover in the Black Market? Yay, sounds fun, Uncle Zippwidget, maybe we'll find out how they keep ripping off your designs. Sure Rory, you're perfect for the job, it'll be pancakes. I mean, sounds flipping sweet and looks great on a resume! Only they don't tell you that when you agree to pose as a gross dwarf man for like, indefinitely forever, just how much it's going to smell, or the horrific things you'll see. I mean, they just sit around and scratch themselves in front of each other! Franks and beans and everything, and they don't wash their hands! I mean, ewwwww! "

Finally noticing Cantrell's stunned silence, the young gnome woman wipes her hand on her pants and holds it out.

"Oh sorry! Where's my manners -- Rory Zippwidget, pleasure to meetcha! You've got some cyber you want me to take a look at?"
Notice 11
Notice [dice]13[/dice]
Wild [dice]14[/dice]
Suppose I ought to Benny for Extra Effort + Elan [dice]15[/dice]
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Jude Maverick
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Jude Maverick »

Notice 8
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Extra Effort [dice]4[/dice]
Common Knowledge 6
Notice [dice]2[/dice]
Wild [dice]3[/dice]
***

Jude’s comm clicked to life with his sister’s voice, though there was a lot of interference.

“Just get safe, Nic!” Jude told her. “I’ll try and come back if I can, but I will definitely let someone know you’re in here and to come get you. I...love you too.” Damn it! Now I won’t get to explain about Jack!

Jude’s wings give out just as he reaches the ground near the Zone Ranger. “Who the hell is Savatar?” Jude asked as he yanked open the door. That put him face to bum with a rather attractive young gnome woman who was just shedding a dwarf skin.

“Hello, there,” Jude greeted, hopping inside and sitting next to the gnome. “I’m Jude.” He offered her a hand up into a seat and helped strap her in, then flashed her a handsome smile.

***
Conditions
Jude Maverick Character Sheet
Current Toughness: 8 + Battle Hardened clothes
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
Battle Hardened: +2 Soak
Brave: +2 Fear
Command: +1 to troops recovering from being Shaken.
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
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 38 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 10/6
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
  • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


Mission Objectives
Investigate disappearance of Whykin. Question Hyperion corps about disappearance of Whykin. Save Whykin from poison.
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 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 3.3 SoD: Xenith Base Under Duress

Post by Cantrell »

Jude Maverick wrote:That put him face to bum with a rather attractive young gnome woman who was just shedding a dwarf skin.

“Hello, there,” Jude greeted, hopping inside and sitting next to the gnome. “I’m Jude.” He offered her a hand up into a seat and helped strap her in, then flashed her a handsome smile.


"Oh, I know. We met yesterday. In the shower. When you dropped the soap and I offered to exfoliate your feet for you. I mean, I was a dwarf then. But it was... memorable.
Attachments
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Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Pender Lumkiss »

New GM post incoming... in a few days.
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Pender Lumkiss »


All Players get +5 Bennies for awesome RP
Welcome to Fight Race 2999!: Savatar and Water warriors vs the 13th SET Bright dazzling white lights and dreams greet you when you exit Xenith Base. Everyone suddenly gets hit with a force of red and white lightning that soon passes and the horrors that await are truely unveild.
You can choose to go or not depending on what you would like
Upon opening your eyes you realize that you are no longer outside the black market base in the Appalation Mountain range. Instead you are in a grey swirling realm cloudy and with dazzeling lightning. A man in a flashy red suit is there before you. When he speaks his voice is heavily distorted but distincly male, ” Are you the new Legends? No... Servants of Savitar? No... I cannot break through the speed force barrier protecting your realm. If Savitar has come forth, it can only mean he is there to steal someone’s speed. If you are at all heroes of your realm... I know you have no reason to trust me.. But...”. The void type realm crackles and the red suit man turns his head to someone unseen, ”Cisco... Cisco, something is happening we need more time...”

The Red suited man with a lightning bolt in yellow on the front of his suit says his voice distortion still in effect but it sounds concerned. ” Something is coming, and many of you look tired and worn out... I can fix that hold on... Right Cisco the others... Hang on I am calling them forth drawing them from the other time line. Sorry about all this timey wimy bullshit, remember if he gets more speed he will be—“

There is a briallant red flash and you are back just exiting the black market base in the nick of time.

The cool thing is you feel like 24 hours have passed ( regain any abilities dependant on the passage of time). However any powers active are gone, you also feel like you just had an awesome nights sleep.
Max is able to lead the group a bit away to a clearing where you all can get your barings. There are two paths available, the 1st is a trecherous path that leads back to Whykin, filled with switchbacks, dead drops, unstablity the likes which you could only imagine: Yup it is going to be hard. Plus the fog seems to swirl in at the worst times giving the hard to trek path an even greater degree of difficulty and death. The good thing is this path skirts the river that eventually runs to where whykin’s harbor is. So it makes it the perfect path to try and find and disable whatever device is making whykin out of phase and supposedly killing the people. Rory laughs when she sees the path, ” Suicide Gultch is what some of the Glitters call it. It’s so weird the Black Market designed the way in hard to find and the way out a good way to get killed. Tell me we are not going that way...” Her voice trails off when her eyes meet Judes. She looks at Cantrell and then back at Jude, ” Look I appriciate you all getting me out of the dwarven suit, and I would love to make out with both of you, and or operate on... Or both at the same time recreationally...” . She grins mischievously and then her jaw drops in horror, ” But... What are those things!!” She sees as well as everyone else several gigantic huge water creatures that are phasing through the mountains and foothills leaving the land travelled through transformed into ponds, muck, and lakes. Most of them are miles out yet, but three of them in particular phase to about 35” from the 13th leaving a treacherous path of muck in their wake. That is not all, fortunately both Cantrell and Jude saw and give warning about 20 smaller ones approaching from west. About 30” away, they look to be wearing some kind of heavy ice like armor, with jagged gauntlets and holding huge water cannons. They are just coming out of some crevaces and small pools of water near where Max led the party.
Players Fear Check at -2
Fear -2 please.
With a good eye or 50x magnification you can make out a blue blurr limping through that pass inhumanly fast almost half way to whykin and to make matters worse this speedster is purposfully wipping out any safe ledge or peice of road it can find with a sonic boom like wake. A voice booms forth, ” Watch out for those water warriors! They are not evil by your standards, but a scourge that will transform your world into a oceanic paradise! I am your foe, I am Savitar the god of speed. Trip me my dear son? No quarter will be given and your speed will be mine shortly! If you and your pitiful allies beat me to the device... Well you would have to be absolute legends now wouldn’t you!” Yeah this guy is insanely fast, speed of light fast. Best get moving, shooting, and keeping an eye out for the device.

Rory gives those in the Zone a look of WTF is going on? Then looks down the other path with hope in her eyes, ”Just saying that path towards the fed looks nice and cozy. It brings us close to stormspire and or Dweomer. I hear it is very relaxing...” Her voice trails off, ” Who... Who are they?”
The other path and five heroes
Rainbows, sunshin, and lolipops. Loot pinats galore. A path of relaxation that will take you to Dweomer and stormspire. Interesting enough five heroes step out of the path drawn forth by powers untold. If you require backup you got it. Choose any rifts character on the site and bring them forth to help in this fight race. Its probably good to discuss amongst yourselves and choose a character that is yours or you have permission from the user to use. Make a post for them and have them take part in our fun! (Side kicks stay home) and players may spend their own bennies for them. Each player has the option of choosing one hero. This is not mandatory, but given the scope of what you face, it is recommended at least a couple allies join the fight.
Pictures
Helpful Flash
Helpful Flash
Gigantic Rage Water Warrior
Gigantic Rage Water Warrior
Super Trooper Sized Water Warrior
Super Trooper Sized Water Warrior

Player Directions
Step 1: Go or do not go talk to the flash and gain back ppts and feel refreshed and not threatened by fatigue.
Step 2: Make the fear -2 check vs Gigantic Water Warriors
Step 3: Speed Matters and kills on Suicide Gultch, Set your speed and make an agility if on foot, or piloting/driving if in vehicle WITH THE BELOW MODIFIERS. The good thing is you and your passengers can add the number to your dramatic action roll. Failure: no bonus for anyone and all are shaken, roll one more time no modifier and a second failure you take 1d3 wounds from impact or a sudden deadmans drop.
  • It's much easier to maneuver slowly than it is at high speed. Moving over 15” inflicts a –2 penalty. Moving over 30” inflicts a –4 penalty.
Step 4: Select and Action(Shaken characters cannot select an action): Participate in the Dramatic Action or A Tactical Action (Either choice is an action and duration is a “round” so feel free to use any edges or powers as you feel is nessesary), Players may do both or a second of the same pick if they have appropriate extra actions. Just keep in mind MAP, and barring a power like quickness only the Juicers/Crazys quickness allows for a repeat action.
  • Dramatic Action: Skill Type must be of the Technical Veriety (straight out agility or driving/piloting is allowed as well representing running or driving) as your only hope is to find and disable the object before Savitar.
    • 5 Success Needed over 3 rounds. Each round 1d100x1000 people die in the city of whykin. At the end of the 3rd round everyone in the city dies.
    • Scene Penalty: 0 (Normally a -2 but Jitters trip gets you to even)
    • TN: 17 for success, each raise adds +1 success to a max on three total successes.
      • SNAFU (Highly intelegent God like creature is opposing the players)TN for a success is: [dice]0[/dice] Wild [dice]1[/dice] GM for EF [dice]2[/dice] Ace [dice]3[/dice]
    • Technical Challenges call upon a character's various areas of knowledge and study. These are the Challenges that call deeply upon what a character knows and is expert in outside of more applied skills. It's also where those of psionic or mystical nature can really shine with their more esoteric knowledge. The skills required to solve a Technical Challenge are: Academics, Computers, Electronics, Healing, Investigation, Logistics, Notice, Psionics, Repair, Science or Weird Science/TW, and Spellcasting.
  • Tactical Action(1st Round): its time to take out the water warriors before they take you out. Players go first followed by bad guys.
    • (3) Gigantic Water warrior : Pace: 20; Parry: 6; Toughness: 58 (30) MDC, fire or lasers does not regenerate and deals +4 damage. This creature is a wild card with some elemental traits. 35” away. +4 to hit.
    • (20) heavily armored smaller water warriors. 19(10) MDC, all water elemental traits plus heavy weapons like a Super Trooper PA. Small burst 1d4, Medium Burst 1d6, LArge burst 1d8, Fire does +4 damage.
    • Savatar himself: He is just way to far away to attack directly, but trick attempt(or test of wills)s are allowed and instead of parry they reduce the scene penalty toi the dramatic action.
GM note
Rules for the dramatic task are a combo from Vehicular rules and the plans and operations from freedom squadron.
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Jude Maverick
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Jude Maverick »

Notice 9
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]6[/dice]
Common Knowledge 5
Notice [dice]2[/dice]
Wild [dice]3[/dice]
***

Jude blinked at the attractive gnome. “That was you?” he asked with surprise. He grinned. “Well, I’m glad I left an impression on such a lovely creature.” He took the gnome’s hand and kissed the back of it. “You all cozy?” He checked to make sure she was strapped in securely.

Jude secured himself as well, just as they passed from the base and through a curtain of red lightning. Jude gasped, and then found himself in a swirling grey world in front of a man in red spandex with a yellow lightning bolt on his chest.

“Who’s Savitar?” Jude asked, trying to make out the distorted words the man was saying. Then there was the red lightning again, and Jude was suddenly back in the Mountaineer as they shot out of Xenith base, and it felt like he’d had a great night’s sleep.

“Okay, wow. What was that?”

Jude smiled at Rory, looking between the gnome and Cantrell. “Will definitely keep that mutual making out in mind after we survive this,” he promised both. “Though I’m good with all my body parts just as they are.”

Jude looked to see what had Rory so rattled and saw the large water monsters.
Fear 8
-2 difficulty, +2 Brave
Spirit [dice]4[/dice]
Wild [dice]5[/dice]
“Okay,” Jude said, resting a hand reassuringly on Rory’s. “Nothing to worry about. We got this,” he told the gnome. “We’re the 13th. Some of us went to hell and came back. We’ve already saved one town. Saving a city is just another challenge. I mean, these are just giant bits of water. No problem.”

”Watch out for those water warriors! They are not evil by your standards, but a scourge that will transform your world into a oceanic paradise! I am your foe. I am Savitar, the god of speed. Trip me, my dear son? No quarter will be given, and your speed will be mine shortly! If you and your pitiful allies beat me to the device... Well, you would have to be absolute legends now wouldn’t you!” a voice boomed out as a blur of blue swept past.

“Aaaand that would be our cue,” Jude said.

Jude grabbed up the microphone. “Savitar? Never heard of you. But you’ve obviously heard of us, the 13th. So you know what we can do. You call yourself the god of speed? We’ll see how fast you are once Cantrell shoots out your kneecaps. She can shoot the balls off a butterfly at five hundred yards. I’ve seen it. That butterfly is singing soprano to this day. So you better run. Run far away, god of speed. Because the Thirteenth is coming for you, you geriatric bastard, and hell is coming with us!”
Test of Wills Intimidation 20
Intimidation [dice]7[/dice]
Wild [dice]8[/dice]
Ace [dice]9[/dice]
Extra Effort Elan [dice]10[/dice]
Ace [dice]11[/dice]
Jude plugged in his music player to the PA and started up a song. “Let’s go, Goggles. Let’s save this city.”

https://www.youtube.com/embed/v2AC41dglnM
OOC Comments
I’ll offer Heather Todd or Sierra MacKenzie for one of the “other heroes”. Heather has Psionics and lots of smarty skills like K. Arcana and Investigation to help with the Dramatic Task. Sierra is a burster, so she would put the heat on the water monsters in the Tactical Challenge.
***
Conditions
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
Battle Hardened: +2 Soak
Brave: +2 Fear
Command: +1 to troops recovering from being Shaken.
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
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 13/6
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
  • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


Mission Objectives
Investigate disappearance of Whykin. Question Hyperion corps about disappearance of Whykin. Save Whykin from poison.
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 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 3.3 SoD: Xenith Base Under Duress

Post by Libertas Magicum »

Fear success; Driving suck ass; follow-up driving barely passable; Exemplar (TW) Raise Tactical; TW 25 Dramatic, Notice 6
+5 Bennies (7/2)
Go to Flash--eliminate Fatigue, 25/25 PPE, Staff at 10/10 PPE
Spend 1 PPE (free action) to re-activate armor

Notice Sensors, Bad Vision [dice]23[/dice] Ace [dice]25[/dice]
Wild Notice [dice]24[/dice]

Fear Check [dice]0[/dice]
Wild Spirit [dice]1[/dice]
Extra Effort [dice]2[/dice]
Bennies: 6/2

Driving:
Bad Eyes: -2. Machine Maestro: +2. Speed (50"): -4 Handling: +1
Total Modifier: -3
Driving [dice]3[/dice]
Wild Driving [dice]4[/dice]
Extra Effort Bennie [dice]5[/dice]
Spend Bennie to Unshake
Bennies: 4/2

Second Driving Roll (No Speed Modifier)
Driving [dice]6[/dice]
Wild Driving [dice]7[/dice]
Extra Effort Bennie [dice]8[/dice]
No Damage, at least.
Bennies: 3/2

Tactical Action (Tail)
Use Exemplar to Boost Techno-Wizardry Skill
Exemplar Techno-Wizard (Self) [dice]9[/dice]
Wild TW [dice]10[/dice]
Raise: +8 to Techno-Wizardry, now 1d12+13 (because we have a TN 17, that's why!)
8 PPE spent from pool. 16/25 left.

Resist Something [dice]11[/dice]
Wild Spirit [dice]12[/dice]
Wrong Dice!

Resist Something [dice]13[/dice]
Wild Spirit [dice]14[/dice]
No corruption, thus far.

Dramatic Action:
Using hot/cold rod attached to ZR Sensor System to home in on the arcane signal of the device
Techno-Wizardry [dice]15[/dice]
Wild TW [dice]16[/dice]
Benny to Reroll so no Backlash (sigh); Bennies: 2/2
TW [dice]17[/dice]
Wild TW [dice]18[/dice]
Ace Wild TW Running Total [dice]19[/dice]
Extra Effort Bennie [dice]20[/dice]
Bennies: 1/2

25 on Dramatic Action = 2 Raises, 3 successes towards total.
Appropriate text to come.

.
Libertas guns the engine of the Ranger. It occurs to his passengers a moment later that having a nearly blind man take hairpin turns through a mountain pass at top speed isn't necessarily the greatest idea. Of course, part of the difficulty might come from the fact that he's ALSO assembling an add-on to the sensor-panel, hooking a bar to them that he can feel every few moments. After letting the tail trigger his right-hand Gauntlet, causing a massive surge of white-light to infuse him, he finishes the assembly of his detector.

"There, it should lock into the arcane signature of the device. Just need it to get warmer, warmer--no, not colder, you nun-fondling ass-scratcher!" He jams the wheel hard to the left, spinning the Zone Ranger around 180 degrees, causing it to spin OFF the trail--and down onto the next switchback. The suspension on the Ranger holds, though, and he guns it again, shaking off the effect of being bounced off SIlver's ceiling with, if not aplomb, at least determination--and another healthy round of expletives juxtaposing the notions of carnal activities, Emperor Prosek's left testicle and a no doubt very confused and alarmed flamingo. "Got it! We're hot, now!" He actually has to take his hand away from the bar at this point, only touching it briefly to ensure it remains at the high temperature.

"It's gotta be in the area someplace near here!"

**********************
OOC Comments
+4 ISP to the cost in order to get +2 on the roll, to balance the -2 MAP for deploying the anchors at the same time.
Psionics (Telepathy/Telemechanics) [dice]21[/dice]
Wild Psionics [dice]22[/dice]
Meanwhile, on the path, a large glittering figure turns its head to the near-angelic form next to it. "You think you can amp up my gun with one'a them prayers, sir? I think if you make the shots hot enough, I might be able to boil away one of the big guys."

While the Lyn-Srial complies with the request, Nomel Sagia deploys his Glitterboy's anchoring posts and activates his telepathic communion with the armor. He becomes one with the machine, treating its systems as if they were part of his own body.
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 3.3 SoD: Xenith Base Under Duress

Post by Cantrell »

Made Fear and Unshake rolls, failed to help Dramatic Task, no damage on shooting
Drawn into Flash realm, recovered

Fear (+2 Brave, -2 scene)
Spirit [dice]0[/dice] = Success
Wild [dice]1[/dice]

Unshake:
Spirit [dice]2[/dice] = Success
Wild [dice]3[/dice]

Preliminary idea (would result in -4 MAP to all actions): Use Kn: Computers to boost the Zone Ranger's responsiveness/proximity detection sensors ... would be 1d12-4 ... not good odds; then use Red Gauntlet to cast Exalted Smite on the railguns (1d12-4) and go to town with the shooting (1d12+7, due to size of targets and various boosts, 1d12+3 if going for headshots). Not sure if it's worth it to try the Dramatic task, but why not ...

Kn: Computers for Dramatic Task (-4 MAP) [dice]4[/dice]
Wild [dice]5[/dice]
Benny to Reroll
Kn: Computers [dice]6[/dice]
Wild [dice]7[/dice]
Benny to Reroll
Kn: Computers [dice]8[/dice]
Wild [dice]9[/dice] = Ace! [dice]10[/dice]=Ace! [dice]11[/dice] = Still a failure, giving up.

Tactical Actions (-4 MAP)
Activating Red Gauntlet to cast Exalted Smite on the Railgun Turret
Spirit [dice]12[/dice]
Wild [dice]13[/dice]
Benny for Extra Effort + Elan [dice]14[/dice] = Success, +4 damage

Full auto firing the Railgun at the Big Water Guys with Exalted Smite and making Called Shot-Headshots at -4 for +4 damage
Shooting [dice]15[/dice] = Benny for Extra Effort + Elan [dice]19[/dice] = Hit with a raise
Shooting [dice]16[/dice] = Benny for Extra Effort + Elan [dice]20[/dice] = Hit with a raise
Shooting [dice]17[/dice] = Hit with a Raise
Wild [dice]18[/dice]

Damage 1 [dice]21[/dice]+[dice]24[/dice]
Damage 2 [dice]22[/dice]+[dice]25[/dice]
Damage 3 [dice]23[/dice]+[dice]26[/dice] = Ace! [dice]27[/dice] = 38, AP 14, still not enough to tough it.
Red and yellow explodes behind Cantrell's eyes and she's hit again by a searing lance of pain in the soft part of her brain. Maybe I should have let the gnome girl crack me open, she thinks, then realizes the gnome girl's gone, along with the Zone Ranger. Instead, there's some guy in red tights with a lightning bolt painted on his chest, jabbering about speed and Savitar and timey-wimey bullshit. Before Cantrell can fire up the Red Gauntlet to blast him, she feels better, then finds herself sitting in the Zone Ranger again.

Only this time there are a bunch of giant water-warriors, who look like they can't quite decide exactly what to fuck up next, although Cantrell and her squad are high on the list. When it rains, it pours.

"Hold tight there, Rory. Gonna have to hold off on the surgery for a moment, but I want to see what those hands can do later."

Hauling herself into the railgun turret, Cantrell first plugs into the Zone Ranger's computer system, letting the hacking software installed on her cranial chip do what it can to boost the Ranger's handling and sensor system, though she's not sure it does any good helping Libertas and the others locate Savitar's device. Swinging the turret around, she gives it a good juicing with the arcane energy of the Red Gauntlet, then lets rip, drilling the closest giant with three on-the-mark bursts to the head.

The shots don't even leave a mark.

<<Well that's not right. Someone must have mis-calibrated something>> she says.

Penitent was in the middle of a dream -- at least, he was pretty sure it was a dream, because it would have been highly inappropriate for him to be in Audrey's tent, fraternizing like that, that many times, in those configurations ...

Then suddenly Audrey's tent and all the other fun stuff was gone, and he was standing on a mountain with a bunch of strangers and some water monsters.

Work dreams, again? I really must start meditating before bed, he thinks. Command is really stressing me out.

Never one to waste a good fight, he saluted the angel and silver robot next to him and tsked at the flaming naked woman, then spoke a holy word that granted a righteous frenzy. A second word set his tattoos alight and caused a set of fiery wings to sprout from his back. In no time, he was barreling toward the nearest giant water-warrior, ensorcelling his weapons en route, before carving into it with flaming blades.

The blows don't even leave a mark.

That can't be right. My dream-self has seriously misjudged the sort of thing that constitutes a suitable challenge.

Penitent's rolls
First cast Exalted Quickness (-4 MAP), then cast Fly (-2 MAP), then Exalted Smite-Fire AP on blades (free action, auto-raise, -2 MAP), armor and weapons all charged as free actions, PPE spent to gain +2 AP via Battle-Caster, then three attacks with Frenzy + 2Fisted + Ambi (-2 MAP, -2 Frenzy); Second round of actions is just attacks (-2 Frenzy, no MAP)

Ex. Quickness
Faith [dice]28[/dice] = Benny for Extra Effort + Elan [dice]34[/dice] = Success
Wild [dice]29[/dice]

Fly
Faith [dice]30[/dice]
Wild [dice]31[/dice] = Benny for Extra Effort + Elan [dice]35[/dice] = Ace! [dice]37[/dice] = Success with a Raise

Ex. Smite-Fire
Faith [dice]32[/dice] = Benny for Extra Effort + Elan [dice]36[/dice] = Success, +4 damage (fire, +2 AP)
Wild [dice]33[/dice]

Attack 1 (Durendal) (-4 in penalties, +4 in bonuses cancel out)
Fighting [dice]38[/dice] = Hit with a Raise
Wild [dice]39[/dice]

Attack 2 (Fury's Fang) (-4 in penalties, +5 in bonuses)
Fighting [dice]40[/dice] = Miss
Wild [dice]41[/dice]

Attack 3 (Fury's Fang) (-4 in penalties, +5 in bonuses)
Fighting [dice]42[/dice] = Hit with a Raise
Wild [dice]43[/dice]

Round 2 attacks (no MAP, -2 Frenzy, going with Called Shots for -4 to hit, +4 damage)

Attack 1 (Durendal) (-6 in penalties, +4 in bonuses)
Fighting [dice]44[/dice] = Hit
Wild [dice]45[/dice]

Attack 2 (Fury's Fang) (-4 in penalties, +5 in bonuses)
Fighting [dice]46[/dice] = Hit
Wild [dice]47[/dice]

Attack 3 (Fury's Fang) (-4 in penalties, +5 in bonuses)
Fighting [dice]48[/dice] = Miss
Wild [dice]49[/dice]

Damage rolls in separate post due to limit
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
User avatar
Jude Maverick
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Posts: 668
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Jude Maverick »

Xenith Base, outside Whykin
Afternoon
Jude’s Shaken roll 8
Spirit [dice]0[/dice]
Wild [dice]1[/dice]
“Whoa, watch where you’re going, Goggles!” Jude exclaimed as he was tossed around the cabin of the Zone Ranger. “Wait, just where are your goggles? Are you fucking driving blind! Holy shit! Ow!” Jude rubbed his head, dazed, after knocking it on the roof, but he shook it off.

***

Down lower on the trail, the redheaded girl blinked and looked around. “Now where the hell am I?” Sierra asked. “And who the fuck are you people?” She looked at the big glitter boy talking to an...angel? “Hey, are you Jareb’s friend? What’s going on here?”

Then Sierra looked and saw the giant monsters of water and ice. “Oh, baby! That doesn’t look good. And they’re going right for that Mountaineer. Is that a Legion logo on the hood?”

With burst of flame, wings of fire burst from the redhead’s back. As she launched into the air, flames exploded around her body, distorting her form. Her long coat blew in the heated air as she flew toward the monsters.

“Let’s see how you like fire.”
Sierra Fly 13
-2 MAP
Psionics [dice]2[/dice]
Wild [dice]3[/dice]
Ace [dice]4[/dice]
Ace [dice]5[/dice]
***
Conditions
Sierra: Parry: 5; Toughness: 13 (6 MDC); ISP: 24/30; -1 to hit at range, Fly 6
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
Battle Hardened: +2 Soak
Brave: +2 Fear
Command: +1 to troops recovering from being Shaken.
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
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 13/6
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
  • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


Mission Objectives
Investigate disappearance of Whykin. Question Hyperion corps about disappearance of Whykin. Save Whykin from poison.
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 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.
User avatar
Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Jitters »

Notice 10
[dice]0[/dice] Ace!
Notice Ace [dice]15[/dice]
Wild Die [dice]1[/dice]
Wild Die [dice]2[/dice]
Modifiers:
+2 from IF
Common Knowledge 1
[dice]3[/dice]
Wild Die [dice]4[/dice]
Wild Die [dice]5[/dice]
Modifiers:
-1 Penalty from Race
Smarts 8
[dice]6[/dice]
Wild Die [dice]7[/dice] Ace!
Wild Die Ace [dice]16[/dice]
Wild Die [dice]8[/dice]
Modifiers:
-1 Penalty from Race
Fear Check 8
[dice]9[/dice]
Wild Die [dice]10[/dice]
Wild Die [dice]11[/dice]
Modifiers:
-2 Penalty from Scene
-1 Benny for Extra Effort [dice]28[/dice]

Fright Table [dice]17[/dice]
Minor Phobia
No Longer Needed
Dramatic Action Agility 23
[dice]12[/dice]
Wild Die [dice]13[/dice]
Wild Die [dice]14[/dice]
Modifiers:
None

-1 Benny for Re-Roll
Agility [dice]18[/dice]
Wild Die [dice]19[/dice]
Wild Die [dice]20[/dice] Ace!
Wild Die Ace [dice]21[/dice]
Modifiers:
+2 for Elan

-1 Benny for Re-Roll
Agility [dice]22[/dice]
Wild Die [dice]23[/dice]
Wild Die [dice]24[/dice]
Modifiers:
+2 for Elan

-1 Benny for Re-Roll
Agility [dice]25[/dice]
Wild Die [dice]26[/dice]
Wild Die [dice]27[/dice]
Modifiers:
+2 for Elan
+12 for Fate's Chosen
Tactical Action 3 Fighting rolls vs. the smaller Water Warrior Fighting 9 Damage 15 AP 2 Fighting 7 Damage 20 AP 2 Fighting 10 Damage 11 AP 4
Tail Fighting [dice]29[/dice]
Tail Fighting Frenzy [dice]30[/dice]
Wild Die [dice]31[/dice]
Wild Die [dice]32[/dice]

Strength Attack 1 [dice]36[/dice]
Weapon Damage 1 [dice]37[/dice]

Strength Attack 2 [dice]38[/dice]
Weapon Damage 2 [dice]39[/dice]

Right Arm Fighting [dice]33[/dice]
Wild Die [dice]34[/dice]
Wild Die [dice]35[/dice]

Strength Arm Attack [dice]40[/dice]
Weapon Damage [dice]41[/dice]
Jitters moved his legs as fast as he could move them, but even with the aid of his armor's speed enhancing power, his speed was simply no match for Savitar who was traveling at near lightspeed levels, leaving trails of lighting all around him as he zips all over the countryside gloating his speed over Jitters. As Jitters zooms past three of the smaller Water Warriors, he lashes out at them, only seeming to make any sort of affect on one of them. He keys his radio and says "Ratchet Jaw, this is Twitch, come in. Can you give me any help locating this item, wait a minute, I think I see it now, HOT DIGGITY DOG!"

Bane
Spellcasting Banish the Horde
[dice]42[/dice]
Wild Die [dice]43[/dice]
Banethro stepped through the portal that suddenly appeared in Master Hub's lab, fully understanding the dangers of doing so. Seeing the unnatural creatures nearby, Bane starts casting a supercharged banishment spell aimed to take out [dice]44[/dice] of them.
Last edited by Jitters on Sat Aug 25, 2018 5:01 pm, edited 4 times in total.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

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

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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Maximilian
Silver Patron
Silver Patron
Posts: 548
Joined: Wed Mar 08, 2017 2:37 pm

Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Maximilian »

Fear
Spirit vs Fear -2
[dice]0[/dice]

WD Spirit
[dice]1[/dice]

Benny reroll with Elan
[dice]2[/dice]

WD reroll
[dice]3[/dice]
Piloting for Maneuvering
Piloting at top speed, -4, +2 for Ace
[dice]4[/dice]

WD Piloting
[dice]5[/dice]

Benny reroll Piloting with Elan
[dice]6[/dice]

WD Piloting reroll
[dice]7[/dice]
Dramatic and Tactical Tasks
Piloting to find the device, with Ace +2
[dice]8[/dice]

WD Piloting
[dice]9[/dice]

Shooting medium missiles at small water warriors (MBT)
[dice]10[/dice]

MBT: [dice]20[/dice] targets

Damage AP 15
[dice]21[/dice]

WD Shooting
[dice]11[/dice]

2nd weapon with Combat Ace - medium missiles at small water warriors
[dice]12[/dice]

Benny EE with Elan and prior
[dice]19[/dice]

MBT: [dice]22[/dice]
Damage AP 15
[dice]23[/dice]

WD Shooting 2
[dice]13[/dice]
Zakkael's actions
Greater Smite on GB
[dice]14[/dice]

Benny EE with Elan
[dice]18[/dice]

WD GS
[dice]15[/dice]

Spear of Judgment (Onslaught, 6d6 Soul Blast bolt) adding Marksman - attacking large water warrior (+4 to hit, -2 for range)
[dice]16[/dice]

Hit with raise vs Toughness 33
[dice]24[/dice]

2 ace plus prior
[dice]25[/dice]

1 ace plus prior
[dice]26[/dice]

Benny to reroll damage because 10d6 averaging a 3 sucks
[dice]27[/dice]

Benny to reroll damage again because 7d6 averaging a 2 sucks even worse
[dice]28[/dice]

3 Ace plus prior
[dice]29[/dice]

WD Onslaught
[dice]17[/dice]
Max Notice
Notice with RA sensors
[dice]30[/dice]

Ace notice with prior
[dice]32[/dice]

WD Notice
[dice]31[/dice]
Max blacks out for a second, seeing images of a red-suited man talking about Savitar stealing speed. Before he can catch up to the familiar feelings of timey wimey bullshit, he's conscious again, guiding his friends to the clearing. The realization of what's happening in Whykin hits, and before he can ask, Libertas has hit the gas and is careening barely under control down the path. Heh. Points for gusto. Max, however, decides to show the rest of them what Nadine can do. "Nice jump, Lib! Almost as pristine a landing as...THIS!" Max points Nadine straight down the hill, ignoring switchbacks, precarious paths, and the other pitfalls that might arise. He launches the Titan off the cliff, firing her booster jets a moment before impact and softening the landing. With little pause, the Titan spurs forward off the next cliff, hitting the following path with a similar firing of the jump jets. Max manages to come from behind and pass the Zone Ranger to the bottom of the path.
Nothing escapes the notice of the sensor suite on the Titan. Red flashes on the indicator screen show a target-rich environment. Savitar might be out of range, but these things are practically point blank range. Nadine lunges forward, Max doing his best to get towards where the device killing Whykin is placed. In the meantime, he takes full advantage of his robot's capabilities. He launches a missile salvo at the clusters of lesser water warriors, blasting into a large group of them. "WOOHOO! Atta girl, Nadine! Show 'em who runs this show! It ain't that cat-lover Savitar, that's for sure!"
His face falls noticeably as the realization strikes him. His weapons have had no effect.
"I'm getting too old for this shit."

Zakkael bows his head. Yes, my chief. I will walk the path you direct me to. Robed in glory and power, the would-be angel scans the scene. His divinely blessed eyes immediately identify those who should not be here; more than a score of water warriors seeking to inundate the world Zakkael's Light sword never to flood again. "Those creatures cannot, and will not, overturn the promise of the Light!" He points to the Glitter Boy suit. "You, there, it shall be as you say! Let fire and brimstone rain down upon their heads as in the days of old, when the justice of the Most High smote Sodom and Gomorrah into ruin. Dry up their water! Let us return them to where they belong!" With that, he touches the Staff of Justice to the boom gun of the Glitter Boy, and a raging red glow soaks into the fearsome weapon.
"And as for you, bloated creature, I shall show you the might of the Spear of Judgment. BEGONE!" The lyn-srial points in the direction of one of the larger of the monsters, and an iridescent shaft of brilliant light streaks towards the beast, slamming into - and through - its core.
The would-be angel shouts to the 13th. "Courage, my friends! This task of yours has been noted and blessed by the Light of Heaven. You shall prevail, for the good of the earth! Praise be unto the Light, who has delivered your enemies into your hands!"

Max hears the shout of the angelic-looking newcomer. I don't know who that guy is, but even if he's a little crazy, I love what he brings to the table!
Adventure Card
Max is playing Karma Thief, taking a benny from Savitar.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger
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Cantrell
Posts: 425
Joined: Thu Mar 02, 2017 10:57 pm

Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Cantrell »

Just rolling damage since I hit the limit on previous post
DAMAGE: Round 1 (2 hits with raises)
[dice]0[/dice]+[dice]1[/dice]+[dice]2[/dice]+8 = 30 damage, AP 8 = nothing
[dice]3[/dice]+[dice]4[/dice]+[dice]5[/dice]+8 = 28 damage, AP 8 = nothing

DAMAGE: Round 2 (2 hits with called shot damage)
[dice]6[/dice]+[dice]7[/dice]+[dice]8[/dice]+12 = Ace! [dice]12[/dice] = 38 damage, AP 8 = nothing
[dice]9[/dice]+[dice]10[/dice]+[dice]11[/dice]+12 = 27 damage, AP 8 = nothing
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Pender Lumkiss
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Pender Lumkiss »

The gigantic water creature struck by the soulful bolt by Zeakal cries out in pain. The ground shakess as his roar echoes accross the mountains and foothills. The smaller ones encased in a hard icy armor pay no heed to the missile barrage.

Zavitar’s voice thunders forth, ”Yes! Yes! Heroes do what you can against the Water Warriors! They are a galactic plague with no language or communication reacting only on instinct and the desire to dystroy. They are evil incarnate! Use your weapons against them before they dystroy you!”
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Pender Lumkiss »

Notice Rolls
Max, Libertas, and Jitters please add in a notice roll.
[dice]0[/dice] [dice]1[/dice]
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Pender Lumkiss »

Pender Lumkiss wrote:Fight Race: Device Found, CS joins the fray.


Despite Savitar’s speed advantage the heroes led by Libertas and Jitters find the device just before Savitar does. There it sits close to the edge of what would normally be the Whykin Harbor and near the thatch roof fishing village of King Fish. Only about 150 d-bees live in the village and they are all at the waters edge having been driven from their home by another quickly approaching group of smaller water warriors. The device seems to be reverberating half in this phase of existance and half outside. It is about the size of microwave with different tubes and vials extending from it connecting it to some kind of coolant tank with Hyperion Corp written on its side. A large red button with the words off is on one side.
A general wide band burst transmission calling for help from the town comes over the comms, ” Help, this is King Fish village... Whykin has disapeared for more than 24 hours, We... We are under attack from some kind of 10 foot tall water elementals. Ugghhh... Anyone out there this is Agent Mace... I have 150 civilians from King Fish that are need of evacuation.”

Savitar’s voice booms distorted as he runs arround you creating a bit of a whirlwind,” Arrrghhh, damn you heroes you are just as persistant as the flash... Like him now you get to choose between impossible options! I—I—”. He seems to want to say more but faulters against Jude’s words...

The initial water warriors the heroes encountered and attacked kept pace (despite several of them disapearing back to the DC universe) phasing through solid rock, staying about 20” behind them. Thanks to Max’s and Libertas’ keen eye the group sees a few odd things. First, two of the smaller sized water warriors go to the Giganic one that got hurt by an angel’s might. They make some kind of cooing noise and tendrils of water go from them to the large one where the soulful blast did its damage filling in the gaps left by the damage. Second, several of the small ones stop at the damp patches of the earth as they follow the heroes and draw tiny water droplets to them carefully cradling them in their arms making cooing noises. Other than that these warriors do not attack and are in prime position to get attacked by both the heroes and their summoned allies.

Savitar yells, ”Now is your chance, kill them heroes... Kill evil incarnate! Or perhaps... They will do it...”

Rory inside the Zone ranger taps Libertas, ”Goggles is it? Looks like your screen there says something large is coming from the east... A few large things, one is the air and several on the ground... uhh wait, are those long range missiles??”
The cute gnome could not be more right. From the east the remenants of Llybocs heavily armored forces approach. 3 UR-1’s and a deathshead transport high above them come barrelling in with their weapons hot. Long range missiles streak overhead. Thanks to Jitters uncanny gaze he is able to point out the CS special forces that are painting “targets” with laser scopes. Most interestingly, the heroes are not included, but all the water creatures and the town of King Fish are aptly being targeted as well as several large ones that would normally be considered to be in the middle of Whykin proper.

Over the radio a calmn steady voice of Commander Desmond comes through in your headsets, ” I am Commander Desmond of the coalition we are about to engage hostile water demons with all due prejudice. This is a general alert to all in the area. If you are outside King Fish move away. These water warriors have tainted and allied with the D-bee scum. Plasma missiles and cannons are locked, in six seconds this will be all over... In one fell swoop the might of the CS will vindicate our besieged ally of Whykin and wipe out those that would seek to do us harm. We will return Whykin from whatever hell hole demons and D-bees have put them into... Mark my words!”

Agent Mace’s voice comes over the general chanel, ” Commander Desmond... I have 150 people in King Fish. They did not bring these water elementals forth... I repeat they did not...”

Commander Desmond cuts him off with impudence, ” They elected to not sign the treaty of Whykin... I can not offer them protection. Agent Mace, they are not people and it is their fault our world has been besiged by these types of creatures... It is time for King Fish to no longer exist.” It seems like the CS means business with long range plasma missiles in the air and plasma cannons glowing on the death’s head transport. What is certain this mud ridden area will shortly be turned into a raging inferno! That is unless an awesome group of heroes does the amazing once again!
Jitters
Fast as light itself Savitar blurs arround the group almost in a mocking fashion. To only you his voice whispers, ”My son, stay out of this and join me... There is a crest yonder... Meet me there and taken your place in the pantheon of great speedsters! Together we can be unstoppable!” The green hill crest is near at the edge of your maximum movement... A blur of blue light would indicate Savitar awaits you there. You have a pretty good feeling he is lying and trying to draw you away from helping your allies at the very least and kill you at the very most. Let me know if you are interested in this special extreme option.

Player Directions: Make a Skill roll at -2 to participate and narate what your character does if anything to resolve the situation. At least 18 successes (-2 from Jude) are needed for whykin to be returned to normal, the water warriors defeated, and the village or villagers of King Fish saved from CS missiles. Note: every scene that Whykin is out of phase people trapped in the city are dying from poison. Also note if the city is brought back this turn it might get hit with plasma lo9ng range missiles unless something awesome happens. Players can make two rolls, one for their character and one for their ally ( this will be the last “round” the ally is available). Go big and go wild based on your roll.
OOC Comments
[dice]41100:0[/dice] Wild [dice]41100:2[/dice]Ace [dice]41100:3[/dice]EF[dice]41100:1[/dice]
  • +1 benny for any player that does some kind of cool team up with any of the extra allies brought in the turn before.
Recap:
TN is 4 with a -2 dramatic task scene penalty. 18 successes are needed for a good outcome. 23 successes will be something cool, 28 successes will be something awesome. Choose any skill you deem appropriate for your character to use. Narate based on the results of your roll.
Results:
  • Crit Failure: Subtract 1 success and take 1d3 wounds.
  • Failure: 1 wound
  • Every Success and Raise add +1 success.
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Libertas Magicum
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Libertas Magicum »

Nomel Shooting 14, Libertas Techno-Wizardry 20; 8 Successes total
Libertas (Base TW d12+5, +8 for Exemplar, -2 for Scene, -2 for Bad Eyes):
Techno-Wizardry [dice]0[/dice]
Wild TW [dice]1[/dice]

Nomel (Base Shooting d8, +4 for Telemechanics, -2 for Scene):
Shooting [dice]2[/dice]
Wild Shooting [dice]3[/dice] ACE [dice]4[/dice]
Extra Effort Benny [dice]5[/dice]
Libertas Bennies: 0/2
The Fennodi in his shining shell listens to the radio traffic, and tracks the missiles as they come in. He frowns, darkly. "Afraid I've got a new target, here, folks--the big water guys, if they are the problem, will have to wait." And with that, he raises the enhanced Boom Gun up, and, making sure his temporary allies are far enough away, he lets loose a broadside against the Death's Head Transport. "Might not take 'em down, but I bet it'll do enough to make 'em think twice about stickin' around for a second shot."

*******************

Libertas ignores the approaching missiles and CS heavy armor units with a blend of contempt for them, confidence in his teammates, and, of course, guilt for his part in making the machine in front of him.

"If we go back I'm gonna ask Mikey if they found Lyboc's corpse, I'm raising him from the dead just for the right to kill him a second time, that sick bastard....." Not now, Libertas; you need to focus on the task at hand, not on petty vengeance dreams. Yeah, you're right.

Setting aside that happy fantasy for another time, he gets to work. Using the Staff, he begins operations on the device trapping and poisoning the town. The trickiest part is figuring out how to cope with the phasing issues. He finally realizes he has to lock himself into sync with the device, flickering in and out of existence in time with the machine.

Once that is done, the actual sabotage becomes the easy part; he begins locking down one piece after another, constantly back-checking himself. Why not just smash it? Sequence matters here. Smashing the whole thing would just release the gas in a more concentrated form--probably also poison the water, and I'm not sure what effect that might have on those elementals. And if I don't disable the phasing device before taking down the shield, the dimensional oscillations could go critical, expanding outward, or even worse, opening a new Rift right here to Heaven-knows-where. And that could dump the gas in there, too.

The tail does help him, as he's able at times to hold an extra valve in place, while working on the whole monstrosity.
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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Maximilian
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Maximilian »

Max +2 successes
Shooting -2
[dice]0[/dice]

WD Shooting
[dice]1[/dice]

Benny reroll with Elan
[dice]4[/dice]

WD reroll
[dice]5[/dice]

2nd Benny reroll
[dice]6[/dice]

WD
[dice]7[/dice]
Max listens to the exchange between the CS and Kingfish. He growls into the comms. "Slaughtering innocents? You CS bastards would! Well, I'm a crack shot and Nadine's got enough railgun rounds to last days. Keep launching those missiles, you whelps! I'll knock 'em all outta the air!"
And that's what Max proceeds to do. He fires off volley after volley of railgun rounds and laser blasts, timed precisely to intercept the CS artillery. "YEAH baby! Nadine's a regular Durasteel Wall! Bring the noise, you skullfaced catbangers!"
Zakkael +1 success
Faith -1 (-2 scene, +1 staff)
[dice]2[/dice]

WD Faith
[dice]3[/dice]
Zakkael's response is much more righteous, less explicit, but still filled with fury. "These worshipers of death would doom an entire village for being near an enemy?" He glows with raging glory. "The Hand of the Seraphim will show them the error of their ways!" With that, the almost-angel takes flight, reaching forth with his mind, redirecting several CS missiles towards their original targets. He looks back towards the water elementals and utters a prayer of bolstering, giving Bane extra punch in his efforts to banish the aquatic creatures to where they belong. "Light of Heaven, pour your blessing on this, your child, as he seeks to drive wickedness back to its home, and evil servants back to their master, with their purpose unfulfilled. May his strength be amplified by the might of the Angel of Vengeance!"
The prayers of the Lyn-Srial are answered immediately. Bane glows with a heavenly light, his command of the arcane bolstered mightily.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Jitters
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Jitters »

Notice 15
[dice]0[/dice]
Wild Die [dice]1[/dice]
Wild Die [dice]2[/dice] Ace!
Wild Die Ace [dice]17[/dice] Double Ace!
Wild Die Ace [dice]25[/dice]
+2 Bonus from IF
Common Knowledge1
[dice]3[/dice]
Wild Die [dice]4[/dice]
Wild Die [dice]5[/dice]
-1 Penalty from Race
Smarts 8
[dice]6[/dice]
Wild Die [dice]7[/dice] Ace!
Wild Die Ace [dice]18[/dice]
Wild Die [dice]8[/dice]
-1 Penalty from Race
Fighting 10
[dice]9[/dice]
Wild Die [dice]10[/dice]
Wild Die [dice]11[/dice]
+2 Bonus from Expert/Professional
-2 Penalty from Dramatic Scene Task

-1 Benny for Re-Roll
Fighting [dice]19[/dice]
Wild Die [dice]20[/dice] Ace!
Wild Die Ace [dice]26[/dice]
Wild Die [dice]21[/dice]
+2 Bonus from Expert/Professional
+2 Bonus from Elan
-2 Penalty from Dramatic Scene Task

Extra Effort Adventure Card [dice]30[/dice]
Split the Seconds Fighting 14
[dice]12[/dice]
Wild Die [dice]13[/dice] Ace!
Wild Die Ace [dice]22[/dice]
Wild Die [dice]14[/dice]
+2 Bonus from Expert/Professional
-2 Penalty from Dramatic Scene Task

-1Benny Extra Effort [dice]29[/dice]

Spellcasting Banish 13 versus 1 of the 3 Giant Water Warriors
[dice]15[/dice]
Wild Die [dice]16[/dice]

-1 Benny to Re-Roll
Spellcasting [dice]23[/dice] Backlash!
Wild Die [dice]24[/dice] Ace!
Wild Die Ace [dice]27[/dice] Double Ace
Wild Die Ace [dice]28[/dice]
Upon finding the device and directing the more technically inclined people to deal with the device, Jitters sees that it's still a target rich environment, and that is exactly the type of environment he enjoys the most. Tilting into his run at full speed, all three blades whip back and forth furiously as Jitters slices and dices any of the "small" (in relation to the big ones) water warriors that try to come with in fifty feet of the young mage who looks quite a bit like a Star Wars villain as he slung spell after spell at the larger water warriors, his spells causing their link to this world to fade quickly. He finally banished one of the giant water warriors, but it was able to reflect a portion of the spell back upon the mage who also didn't belong, and so his connection to this world slipped away as his body turned to dust and his spirit returned to it's rightful place in time and space.
Last edited by Jitters on Thu Aug 30, 2018 5:33 pm, edited 2 times in total.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

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

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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Cantrell
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Cantrell »

Cantrell 3 successes, Penitent 2 successes
Cantrell - Shooting is 1d12+6, -2 scene penalty
Shooting [dice]0[/dice]
Wild [dice]1[/dice]

Penitent - Fighting is 1d12+2, -2 scene penalty
Fighting [dice]2[/dice]
Wild [dice]3[/dice] = Ace! [dice]4[/dice]
Having emptied multiple rounds into the extra-dimensional water assholes without success, Cantrell is relieved when the radio chatter and appearance of the leftover Coalition forces provide a new target.

Shooting missiles out of the sky? Piece of cake, she thinks, her fingers wrapping around the railgun's trigger just like they used to wrap around the controls in the VR training sim in Chi-Town. The Coalition's most prominent enemies may have been magical, but CS troops regularly tangled with bandits and minor warlords with a taste for conventional weapons, and popping enemy missiles before they could hit their targets was SOP for any heavy weapons operator.

The staccato chatter of the railgun becomes a continuous vibration as she tracks from one target to the next, plasma warheads erupting high in the sky, long before they can do damage to Whykin-that-was or cause any other civilian casualties. Once the missiles are taken care of, she turns her attention to the Death's Head, pumping round after round into areas where she knows the armor is weaker or where she can disable critical weapon systems.

Back at Ground Zero, surrounded by alien water warriors, Penitent takes stock of the predicament. Even bolstered by holy might, his blows had failed to affect the water giants. Something was not right ... if they were evil, he'd have rent them limb from limb, then exterminated their ancestors and descendants. If they were somehow immune to such justice, it could only mean they weren't meant to be killed. Seeing the smaller ones cooing to summoned puddle-babies, his sense of rightness was strengthened.

Death may not be your reward, but this place is not your own, he thinks, before noticing the strange angel and a demonic-looking (but not demonic smelling) man join their efforts to banish the water things back to their own world. Bellowing loudly and swinging his swords in impressive but not life-threatening arcs, he begins herding the innocent beings toward the magic-users, so they can be banished more efficiently.
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Jude Maverick
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Location: Chicago suburbs

Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Jude Maverick »

Xenith Base, outside Whykin
Afternoon
Round 2

Jude watched the water elementals with a frown. “Guys, I’m not so certain these things are evil,” he said. “I mean, are we going to listen to the douchebag who calls himself the God of Speed?”

They still needed to do something about the elementals threatening King Fish though. And of course the Coalition had to show up.

Jude grabbed the radio again. “Sierra, this is Jude!”

“Hey, babe. Miss me? Now where the hell is my city?”

“No time for that now, but nice to see you again, love. We’re working on getting Whykin back. Right now, I need for you to get down to the river. You need to kick up as much smoke and steam as you can. Boil that water, burn buildings, anything you have to. You need to scramble this LIDAR markers so the missiles have nothing to lock on to. Without a laser painted target, they’ll just fly right on past,” Jude instructed.

“Gotcha, Mav. One giant steam bath coming up!” Sierra said.

Jude watched as Sierra dove toward the water. She flashed out a couple blasts of fire at buildings near the shore and stoked up smoke, then started boiling the water of the river until the entirety of King Fish was obscured.

Jude next turned his attention to the Coalition. “Commander Desmond, this is Maverick,” he spoke. “We have Colonel Lybok in custody, and Lieutenant Maverick is safe. You saw Lybok’s treason first hand when he tried to kill your flying ace. It is his machinations that have led to Whykin’s fate. He made deals with dragons,” Jude said. “We are trying to save the city! The village of King Fish has nothing to do with its disappearance. If you do not stand down, you will be responsible for more deaths in the city than you know. Let us deactivate the device and save the city! If you help us, you will be the hero!”
Jude’s Persuasion 22; 5 successes
-2 scene difficulty
Persuasion [dice]0[/dice]
Wild [dice]1[/dice]
Extra Effort [dice]4[/dice]
Forgot Elan +2
Sierra’s Psionics 21; 5 successes
-2 scene difficulty
Psionics [dice]2[/dice]
Ace [dice]5[/dice]
Wild [dice]3[/dice]
Extra Effort [dice]6[/dice]
+1 Benny for the Jude/Sierra team up.

***
Conditions
Sierra: Parry: 5; Toughness: 13 (6 MDC); ISP: 24/30; -1 to hit at range, Fly 6
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
Battle Hardened: +2 Soak
Brave: +2 Fear
Command: +1 to troops recovering from being Shaken.
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
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 13/6
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
  • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


Mission Objectives
Investigate disappearance of Whykin. Question Hyperion corps about disappearance of Whykin. Save Whykin from poison.
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 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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Joined: Thu Mar 09, 2017 9:00 pm

Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Pender Lumkiss »

Situation... Legendary Whykin comes back and Libertas is confronted with a mechanical horror of his own design. Water elementals are banished, missiles are shot down or smoked out. Allies unasked for disappear, and the CS retreats back to the city of Whykin for a sitrep. Savitar himself vanishes with a shocked look when a red blurr swirls arround him, Jitters... I will be back! You will give me your speed!! Damn you!! Damn you Legends!”
Whykin By Erin Tarin
It later comes out that in one of Erin Tarins books that a group of heroes either called the 13 SET of the tomorrow legion or the german rock band Dries Marbles Left saved the entire city from a grizzly death from poison gass. It turns out the heroes stopped whatever was threatening the city just in time, so few people died it was reported as 0.
The CS commander comes over the comms, ” Jude Maverick eh? Best not kill the brother of Nicole. I am looking forward to the wedding. Do you think your sister would like a set of plates from the Josephine collection?” The commander laughs, ” Although... We just picked up the remnants of the field team from Gloom. I could not help but notice the groom was not umong them. I am sure they will have an interesting debrief. Catch you later Commander Maverick.” Any response is met with silience.

The City of Whykin itself never issued thanks to the 13th and instead trumpets sound for the presumed heroes of the hour: The CS. The king of Whykin himself would later declared this day to be Desmond’s Day forever more. However, the folks at Kings Fish Village knew the truth. Agent Mace came forward from the crowd of D-bees and humans gathered at the small village. His worn face is screwed into a leathered smile. One eye is cybered and he has a mini rail gun gripped in a cybered hand. His clothes are a blue shirt and black pants, both tattered and ripped. Only his long leather coat seems untouched by the horrors of the departed water warriors. ” That was sure close... Buzz on the comms is that those CS fools saved everyone.” He taps a metal part on his head, ”Commander Desmond is welcomed with open arms.”. Mace sighs sarcastically.

A little bright eyed girl with four arms cries out pulling on Agent Mace’s coat, ” Mace, that ain’t true at all... These... These heroes they saved us all!!”

Agent Mace glances at her and the rest of the folks nodding their heads, ” Thats right... They did save us all... Bigger than life they are and if you want to remember them you tell anyone who asks you what happened this day... You tell them you had the pleasure to meet god damn legends... You tell anyone who will listen exactly what you saw.”
Several villiagers big and small step forward almost immadiately sharing what they saw.
Player Direction: Roll and provide a flashback to the water warrior scene.

Happy Birthday! Roll once on any of the three below tables. Then make up a villager who saw you develop, use, or grow into this new legendary ability! Tell the story of how it happened during the scene with the water warriors and CS ( Its almost like a flashback to the last couple posts... And a cool moment told by the villager that expresses how your character used this new ability). If you already have a legendary ability and roll it a second time please reroll.
Legendary Tables, choose a table and roll once
Legendary Tables
Generally a Player would get 1 roll on any of the 3 below tables. Basically I was looking for some way to reward the players with something more than items, or other HJ (F and G) rolls that fit the theme of rifts.

The legendary jouney: roll 1d12
This table represents what it takes and feels like to be a true legend on rifts earth. You are a larger than life character that has stories sung in bars, and parents tell their children bed time stories about how you held back a demon horde with nothing but a crow bar and some chewing gum.
  • 1)Weapon of Legend: The sword makes the man, or weapon rather. Folks will talk about your weapon long after you are dead and gone. Add two major and 2 minor modifications off the tw list or any 4 HJ gear related table to a weapon of your choice that can be used by your character. The character gets a +1 bonus to hit with it.
    2)Bad Ass Family: You mark the first in a great line of heroes. You represent sheer awesomeness and it caries down your bloodline. You and your descendants gain +2 ability pts to spend at character creation(Players can spend it now going beyond attribute limitations).
    3)The myth is true: Legends that live are impressive to be sure, just standing in ones presence can send even the most stout hearted into knee jerking I am not worthy mantra. As an action the character can reveal themselves as a true hero and legend of greatness. This works just like a fear check at -2 using the fright table but more for awe. If they already have fear as a natural ability increase the modifier by 2.
    4) Berserk Button: Your ability to hulk out makes it onto the nightly bard's tale across all the lands. You are a thing of beauty when the rage inside takes control. You gain the Beserk edge and as a free action when first beserking you can use the growth power once and it lasts until the end of your berserk. Use spirit as the casting roll. If you already have the beserk edge increase damage to +4. Your growth is locked in on a success at a 1d6+2.
    5) Arm and a Leg: Few are as hardy as yourself. Your ability to shrug off damage is truly impressive. +1 toughness and Once per session ignore the damage from one attack.
    6) After the end: When the end is neigh for your hero you just keep on ticking. Even when there is nothing left your spirit wills you onward. The amount of wounds it takes to incapacitate your character is equal to your spirit die type. However if at the end of the scene your character has not received immidate healing and he has over 3 wounds he perishes as his physical body can no longer maintain his legendary spirit.
    7) Cursed with awesome: Fate most of the time makes sure you come through in a big way. You can reroll a 1 on the wild die( unless it is a crit fail). Once per session you can declare an awesome moment and before rolling decide to add your wild die to your trait roll.
    8) A fate worse than death: Legends say when you try to take out your hero you best not miss because your hero can give as good as he can get. Missing your hero with an attack is worse because he has the ability redirect it right back at you! Chose, throwing, shooting, your arcane background skill, or fighting. Your receive the benefits of the counter attack edge appropriate to the skill chosen and a range that is appropriate for the one being used against you. If you already have counter attack and you choose fighting a second time gain one more use of the edge per round.
    9) There is no kill like overkill: Indeed the legends of your ferocity in combat will be told long after your blade becomes too heavy to lift and your rail-gun rusts over. Raise damage is increased by +1d6. Once per session declare an overkill moment and for each raise achieved add another +1d6 damage.
    10) World of Badass: Folks to this day still talk about what made you a badass. Your wild die is always a d8.
    11) You know what to do: Your even keel and decision making is the stuff lesser mortals dream about. 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).
    12) Things you were not meant to know: You know what? You know and have seen all that lurks in the dark. You can look the deep dark abyss right in its oily face and laugh as you tear its heart out. You gain +4 vs fear checks and on a successful save act as though you are under the effects of an adrenaline surge.
Mythic Rifter: roll 1d12
Rifts Earth is chalk full of the truely awesome. Your character is the embodyment of what makes rifts special and unique. Erin Tarin herself probably is working on a book describing your exploits and how you fit into the grand scheme of the post post apocalypse.
  • 1) Apocalypse Now: The next apocolypse is always riding on your shoulders. It is always a specter of doom that smiles wide making your enemies unlucky in all kinds of bad ways. You receive +1 benny per session and enemy agents in direct confrontation with you crit fail on 1 or 2, even extras!
    2) Mega Damage: You hit harder than anyone that has come before and anyone that will come after. It is a forgone conclusion your weapon of choice will be long preserved even after you are dead. Old grannies tell how you shreded a CS transport with your bare hands or wilks laser pistol. Choose a weapon of choice, something you would apply the trademark weapon edge too, and increase its Damage by 4 and ap value by 4. Once per session you can ignore the armor of a target and the weapon becomes a MD weapon for that action.
    3) Atonement: Righting wrongs is as natural as drinking coffee with milk. Your character has a special knack for sussing out when, where, and who is doing these wrong things. It is also said when you come accross evil dooers your vengece is mighty indeed. Your wild die for notice, tracking, investigation, and streewise is always a die type higher and if you ever spend a benny on those 4 skills you get a +2 bonus added to your total. Once per session double your damage against an evil doer you know that needs to have a wrong righted.
    4) Badass Clothing: The clothing makes the man, or hero. Folks might not remember your face or even name after you are long gone. They will however cherish your favorite hat, long coat, loin cloth, or pair of shoes. Chose an article of clothing that speaks to your character and give it a combination of a total of 4 upgrades. Choose from either allowable TW modifications or cybernetic upgrades. You can ignore strain.
    5) Big damn hero: Those out in the country remember you big as life, they say the feats you did were taller than the tallest tales arround. Spend a benny and add +2 to the result. For each benny spent this way you add an aditional +2. This stacks with Elan and applies to damage. Example: Your hero wants to spend 3 bennies for extra effort: roll 1d6+6 and add it to the result, if you had elan in the above senario, roll 1d6+8!. You also gain +1 benny each session.
    6)Can't get away: You are known far and wide as a hero that is ruthless in their pursuit for justice. Any time you shake an opponent that opponent actually takes wound. This will take most extras out of play and make wild cards think twice about what ever you got up your sleeve.
    7) Chainsaw of Good: Maybe you are a force for good, or have angels watching your back. Folks talk about your righteous fervor like they talk about a force of nature. Your attacks are treated as if celestial silver, and if they do a shaken or better roll a 6d, on a 6 your foe is vanquished by the almighty light of the celestials. If they already are celestial silver add +4 damage.
    8) Crapsack world: The world is a bad place, pretty much everything is out to get you. Legends tell tale of your exploits that even buck the universal constant. However, most folks also talk about the nasty run of bad luck that got you killed. You always roll an extra wild die and keep the highest roll. Ever crit fail on 1,1,1? Just make a new character because your luck ran out.
    9) He who fights monsters: Monsters know of you, and are afraid of their own shadows when they hear you are around. +1d6 damage vs supernatural evil and you are always considered to have the drop on them the first round of combat. You also gain a +1 bonus to resist their powers and are more difficult for them to hit by that bonus.
    10) Ye Mighty and despair: Mounds of gear? No problem. Folks for miles can remember you hauling piles of equipment without breaking a sweat. They also probably remember you wielding two giant sized vibro blades or a vehicular weapon with ease. Shit folks even claim your mighty feats of strength could make lesser men tremble in droves. Treat your strength as 4 die types higher for encumbrance and treat your size as two steps higher for wielding vehicular weapons. You can also make a test of wills at a whole group of targets in a cone template laid down in front of you.
    11) 24 hour armor: Legends tell of an individual who walks Rift earth with skin tough as plate mail. Calculate your toughness by the full value of vigor instead of half.
    12) when planets align: Fate truly smiles on your hero. Bards across Rifts earth tell tale of a mighty individual whose luck is unparalleled. When the going gets good it gets real good. Any time dice ace for your hero add +4 to the result per ace.
Saboteur, Architect, Commando, Agent: roll a d12
There is skilled, and then there are craftsmen. You don't always take the glory and in fact sometimes working from the shadows is your nom de plume. Through countless hours and will uncounted for your abilities would give any legendary hero a run for their money. Then after the race those would be legends would be found garroted 200 feet before the finish line.
  • 1) Adaptation: You always have a knack for having the right tool to solve the right problem. You can analyze any situation, adapt, and then over come. Gain +4 to the attribute of your choice. You can spend a benny to use an edge until the end of your turn regardless of any requirement except for rank. Multiple bennies can be spent.
    2) The quiet one: Stealth is your virtue and silence is your fortitude. Smoke grenades are your favorite weapon. On a successful stealth roll (an action) gain the invisibility power for 3 rounds with out paying ppts. Once per session you can activate the mega version of this power.
    3) Blackmail: Who doesn't owe you money? Everywhere you go and most people you meet owe your character in some way. +2 on all connection rolls, I know a guy edge( or one more use to it, intimidation can be used in place of persuasion), and and you can use persuasion as a test of wills as you gently remind folk just how much they owe you.
    4) Code Name: Spy masters, secret agents, universal soldiers and super heroes often only go by a special designation and your character is no different. You turn the impossible into merely the improbable. You can ignore 2 pts of multi action penalty and once per session declare your code name moment where you are able to ignore all penalties for 1 turn.
    5) The Faceless: When you walk into a bar no one knows your name. Most folks have trouble even remembering your name let alone you were involved in anything important. You are almost impossible to find in a city with only a handful of people. You always get the drop at the beginning of combat and any attempt to find you using streetwise is at a -8.
    6) Fatal Flaw: You spend countless hours analyzing enemy tactics and are a master of understanding the subtle Nuances of the high tech world. If someone needs to make sure a hi tech competitor goes down in a blazing inferno they know to call you first. As an action and makes a smarts roll, any piece of hi-tech within your Smarts range suffers a technical difficult. This might be due to careful planning or skillful luck. You can also spend a benny to extend this range to the long range of a weapon readied. You also reduce an enemies tokens in a mass battle by 2.
    7) It's Personal: It always is personal. Through sheer force of will you trudge on wards even through a hail of railgun fire. Even when there is no hope, you are always reminded of how much succeeding means you. You can add half your spirit die type to your toughness and once per session roll your spirit die type and add it to any roll.
    8) Interrogation Technique: You are legend among black market enforcers. Word on the street no one has ever been able to with hold information from you, and those that try never get the chance to see their brains splatter. Use either intimidation or persuasion as the skill for mind reading without paying ppts. Once per session gain the mega version of this power. Additionally when you grapple a foe you can choose to do an immediate test of wills on them(free action). The raise effect of this special test of wills, is replaced by a wound instead.
    9) Houdini: Handcuffs, electromagnetic bindings, a room with no way out? Not a problem for your character. He is a master escape artist. Using agility as the skill roll you can go intangible for 3 rounds to get out of a jam, as you find it ridiculous easy to escape being bound or held captive. Once per session you can even switch places with your captor.
    10) Pretty Little headshots: whats better than one head shot? Two or even three of those suckers. You are the #1 speed dial option for those that need decapitations ordered. Head-shots or Vitals are only a -2 location penalty and add +4 damage per raise obtained when going for the head.
    11) Right behind me: You are known in certain circles for being able to get the drop when no one expects it. You also have a knack for popping up in places unexpected. On the first round of combat that your character goes she can choose any spot on the map to start. With a successful stealth roll she also has the drop(first round only).
    12) Stray Shots Strike Nothing: You have been known to stand in a crowded area and open full auto at a whole mess of bad guys. When the blood spray settles only the bad guys were hit, and hit hard. Innocent bystanders are never hit by your full auto attacks and whats more, every successful hit adds the rate of fire to its damage.
Field Team Six Bennies
3/6
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Jitters
Posts: 171
Joined: Sun Dec 17, 2017 9:52 pm

Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Jitters »

Smarts 6
[dice]2[/dice]
Wild Die [dice]3[/dice]
Wild Die [dice]4[/dice] Ace!
Wild Die Ace [dice]5[/dice]
-1 Penalty from Race
-2 Penalty from Hindrances
OOC Comments
Table 1 or 3 [dice]0[/dice]
Option #[dice]1[/dice]

8) Interrogation Technique: You are legend among black market enforcers. Word on the street no one has ever been able to with hold information from you, and those that try never get the chance to see their brains splatter. Use either intimidation or persuasion as the skill for mind reading without paying ppts. Once per session gain the mega version of this power. Additionally when you grapple a foe you can choose to do an immediate test of wills on them(free action). The raise effect of this special test of wills, is replaced by a wound instead.
Pender Lumkiss wrote:The City of Whykin itself never issued thanks to the 13th and instead trumpets sound for the presumed heroes of the hour: The CS. The king of Whykin himself would later declared this day to be Desmond’s Day forever more. However, the folks at Kings Fish Village knew the truth. Agent Mace came forward from the crowd of D-bees and humans gathered at the small village. His worn face is screwed into a leathered smile. One eye is cybered and he has a mini rail gun gripped in a cybered hand. His clothes are a blue shirt and black pants, both tattered and ripped. Only his long leather coat seems untouched by the horrors of the departed water warriors. ” That was sure close... Buzz on the comms is that those CS fools saved everyone.” He taps a metal part on his head, ”Commander Desmond is welcomed with open arms.”. Mace sighs sarcastically.

A little bright eyed girl with four arms cries out pulling on Agent Mace’s coat, ” Mace, that ain’t true at all... These... These heroes they saved us all!!”

Agent Mace glances at her and the rest of the folks nodding their heads, ” Thats right... They did save us all... Bigger than life they are and if you want to remember them you tell anyone who asks you what happened this day... You tell them you had the pleasure to meet god damn legends... You tell anyone who will listen exactly what you saw.”
Several villiagers big and small step forward almost immadiately sharing what they saw.
Jitters take a knee next to the little girl and says to her "At the end of the day, all the really matters is that you are safe." He then walks over to Libertas and asks "Any ideas who built this thing? Couldn't be the CS, given their hatred of all things magical. Who else, do you think, would have a beef like this against Whykin. Kingsdale doesn't exactly like them, I know, considering they came to blows not to long ago and Whykin was trying to assert their way of life onto Kingsdale, but I still couldn't see them being behind it. They are known to being scrappy and resourceful, but not willing to slaughter an entire town filled with innocents. As a matter of fact, a lot of the mercenaries that make up the Kingsdale Defense Force would just walk off if they found out that Kingsdale had perpetrated such an act. No, what we're looking for is a enemy who designed this who isn't afraid of magic and is known to be more than willing to kill off hundreds of thousands of innocents. I'm talking about the True Federation of Magic. But it's not enough to believe that they were involved, we need to know what member states were directly involved as the True Federation as a whole is more likely to feign innocence to the actions of a rogue state, without ever attempting to actually 'discover' who had perpetrated this attack. We need some answers, and we need to find out where those answers may be. I'm about to get to it, you want to join?"

Jitters walks about the rougher parts of Whykin without a care in the world, bouncing along on his tail (like Tigger in Winnie the Pooh). He talks to people (even when they don't want to talk), gripping them by their throats and climbing buildings and threatening to drop them like an engine block or turning them into a humanoid pretzel, or both. He finally learns the name of someone who might have more information, Two Finger Tommy.
Last edited by Jitters on Sat Sep 01, 2018 7:39 pm, edited 4 times in total.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

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

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.
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Libertas Magicum
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Libertas Magicum »

3/8
SACA: [dice]0[/dice] 8) Interrogation Technique: You are legend among black market enforcers. Word on the street no one has ever been able to with hold information from you, and those that try never get the chance to see their brains splatter. Use either intimidation or persuasion as the skill for telepathy without paying ppts. Once per session gain the mega version of this power. Additionally when you grapple a foe you can choose to do an immediate test of wills on them(free action). The raise effect of this special test of wills, is replaced by a wound instead.
Alicia Whistler sat in the kitchen, trying not to scowl. She knew that anger was wrong, here, but there wasn't a lot to be un-angry about. She'd just gone through the entire apartment, locating the few unopened bottles of cheap hooch the government stores provided to residents of Chi-Town, along with all the ones that were half-empty, or had a few fingers' worth at the bottom of the bottle. The open ones were poured down the sink; the sealed ones, at a neighbor's house--she could trade them, later, for something useful for the girls. After they had a discussion.

Her husband woke a few hours later. She could hear him stumbling around, muttering, and finally, he came in and saw them all sitting there. "What's this? Where's my whiskey?"

She looked at him levelly. "Not another drink, not another drop, Alex Whistler. Not until you've truly come back to us."

He looked confused, disoriented for a bit. His eyes fell on the girls, Lisette, almost old enough to take the placement tests, and little Belle, in pigtails and a pink dress, and he tried to shake off his rising petulance. "What do you... I AM home!"

"No. You know full well what I mean. Six months is long enough to spend at the bottom of a bottle, without even telling us why. You haven't even explained those scars on your throat. You're carrying a burden, Alex, and it's breaking you. We're your family--and family shares the load."

(Retired) Lance Corporal Alex Whistler looked at his wife in shock. This wasn't the timid woman he'd left behind when he first got assigned as Lyboc's attache and sent to Tolkeen. This was a woman who'd spent a year running a household on her own, raising two girls, and then keeping him from poisoning himself in the half-year since his return. She was different, stronger, and.... She has no idea... no, of course she doesn't, how could she? You got passed-out drunk that first night, and haven't spent five hours straight sober since. What must the girls think of me... He rubbed his face, the scratchy, unshorn stubble rasping audibly. "Okay. Okay, you're right. But I'm going to need something to get--"

Her tone softened immediately. "Coffee's in the pot. Extra strong." He smiled at that. He wondered what sort of saint he'd been in a past life, to have her in this one. He poured the coffee into the largest mug he could, sat down, took a deep drink, patted Belle on the head gently, like he used to before he left, and gave Lisette a melancholy smile, and started to speak.

"Okay, I know you've heard some of the rumors about Tolkeen. That's where it started, really. Some parts of the CS... we just went insane, for a little while. The camps..." He shook his head. "The camps were everything you've heard, but worse. Pet project of a 'rogue element' in the high command. Near the end of the war, as we were making the final push, Lyboc found out about them, and we went on an unannounced investigative tour. I won't tell you everything I saw there. As bad as it was I managed to keep my head clear. But... well, my job was Lyboc's attache. I had to take notes on everything for him. And the prisoners... they got to know me, better than I thought, apparently. You have to understand--we barely could see them as people, even the human captives--they wre so wretched and... hollow."

He took a ragged breath. "So, there I was, in the camps, and we got to one, under the command of Colonel Angriman. Never a better name for a person--he was always pissed about something. But he got maddest when Lyboc confiscated some of his files, saying he was going to take them back to High Command for 'proper research'. There was a man--a prisoner, looked human, at least then--in Angriman's offices, but I barely even registered his presence."

"So, you know about the end of the war. We won, and won ugly, and tried to bury everything about the camps and the horrors of the battles and all that. And then Lyboc declared I was going to serve another tour of duty with him, and, well, I didn't have a whole lot of choice, you know that."

Alicia frowned, but nodded. If he'd refused a direct order of service, they would've revoked his pension, at the least, and maybe even his--and her the girls'--citizen status. They were too old to have to start over. She'd hated it when he told her he was being immediately rotated back to field duty, but she'd understood.

"So, it turns out, sometime during all that, Lyboc decided to become a 'rogue element', himself. He got obsessed with finding new ways to destroy the D-Bees without direct military action, you see--he didn't want another Tolkeen. So, he used some of the files he confiscated from Angriman and... Hell, I still don't know how it all worked. Made a deal with some gangsters, a family named Sharp. But I know he was trying to wipe out an entire city with some device--some magical device, for Prosek's sake--that he'd gotten the plans for from the camp. The idea was that if you could eliminate the population without giving them a way to fight back, you could win without ever actually taking enemy fire."

"And then, when trouble broke out, he radioed me and sent me to watch the device. He told me the access code to be able to tweak it, but also told me in no uncertain terms what he'd do if I failed him." Alicia looked about to ask, but when he flicked his eyes to Belle and Lisette, she understood, again, and fell silent. Lisette might have caught it, at least a bit, but Belle was blissfully unaware, which was a blessing.

"So I had to run out there as fast as I could--but by the time I got there, another person was already there. He was obviously trying to dismantle the machine...." He chuckled, darkly. "You know how you sometimes have to correct my language in front of the girls', Love? Well, this guy... this guy was on a whole different level of cursing. I literally stopped dead in my tracks, just stunned by it. But he heard me, and looked around... And then he hissed, almost like a snake. 'Whistler!' He knew my name!"

"I was so stunned, I took a moment too long to try to run. He jumped forward, and grabbed me--not just with his arms, but his tail, too, right around my throat. And then he popped the faceplate on his armor, so I could see him." Alex shuddered. "It was him--the prisoner from Angriman's camp. Apparently, he'd designed the infernal machine, under Angriman's orders, or something--I never got the full details there. But he was enraged that it'd been built, let alone used."

"His eyes... they were unfocused, I don't think he could see very well. There were even marks on his face, like he usually wore glasses or something. But he dragged me over to the machine, and spoke... His voice. It'd changed, somehow, sounding like grinding rocks, but... I swear, I didn't imagine it--he spoke with the same accent we had in my old home in the Upper Penninsula. It was like I was getting grilled for intel by a former neighbor."

"Still, I refused to talk. Lyboc... you don't cross Lyboc, if you want to see another sunrise." Again the flicker of the eyes, and it very cleear that it was not only his own life he'd been worried about. "And he just snarled at me again, and somehow... I felt him IN my mind. Ripping the numbers right to the surface, where he could read them plain as day. He punched the numbers in, and then he had a moment while the machine itself was powering down some sort of automated defenses that had been bothering him. And during that moment, he turned his full attention on me."

He took a long, deep breath. "He brought up that damned tail--weird, he looked human except for that thing, and I would SWEAR he didn't have it when he was at the camp--maybe Angriman had cut it off and it grew back, like a lizard's. Who knows, with D-bees? Anyway, he wrapped it tight around my throat again, looked me in the eyes, and said to me, 'You cogs in the Coalition war machine... you are nothing but murderers for hire. Removing one of you won't make a damn bit of difference to anyone.' And then he stopped, and he seemed to lose focus for a minute. I honestly thought he was having some sort of psychotic break, but then he muttered out loud, 'Him? What could he possibly have that's worth sparing him for?' I didn't know what else to do, so, gripping as hard as I could to loosen the tail, I managed to choke out--'Belle. Lisette.'"

Alex's eyes were full of tears, by this point. "I thought I was never going to see any of you again. And he looked at me, and loosened the grip just enough to let me draw another breath, and asked me who you were. I told him, 'My daughters'."

"I'd hit him a few times when we first grappled, but his armor was too thick for my punches to do anything. But when I said that, it was like I'd given him an uppercut straight from the boxing vids. He swayed for a moment, then took a deep, ragged breath, released his grip again and said, 'Breathe. Take a breath.' I was so desperate for air, it wasn't like I couldn't do what he said, even if I'd wanted to resist his orders. Then he said, 'That breath is a debt. A debt you owe to Libertas Magicorum. That breath, and every one you take after it, is a debt you can never repay. Go home, soldier-man, go home to your family, and know that every breath you ever take, you take because of me. Remember to thank me, once in awhile.' And then he let me go, and I ran, ran like the hounds of hell were on my heels, and I never looked back."

"I guess he and his associates managed to stop Lyboc. High Command says Lyboc is dead, but I never saw the body. That story they put out about how the CS troops saved Whykin--you NEVER contradict that to anyone else, okay? Far as you're concerned, that's what happened. But... yeah, I don't think so. But when I got back, I made my report. I guess they decided I was telling the truth about being a clueless stooge, because they released me, with my discharge, and told me to keep my mouth shut."

The kitchen was silent, dead silent, for several long moments, and then little Belle got down from her chair, walked over to her daddy, and hugged him tightly. "Thank you, Lib'tas." That was all it took; the four of them hugged, and cried, and he kissed his wife. They later traded the whiskey for other, more useful goods in Chi-Town's unofficial grey market, and went on with their lives. But every once in awhile, Alicia would hear Alex say, under his breath, "Thank you, Libertas."
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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Maximilian
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Maximilian »

Mythic Rifter
[dice]0[/dice] - Crapsack World - roll extra wild die, keep the best result
I'd swear I missed.
"All in a day's work, kid." The dog boy reaches down and scratches the little human child behind the ears. The child looks up with wonder at Maximilian and his shining machine, Nadine. The nonchalant answer to how he managed to blast that missile out of the sky doesn't seem to faze the kid. This dog boy stomps on water elementals and spits miracles as sure as he has ever chased a stick. The boy offers the greatest treasure and reward anyone could give a hero like Max.
"Thank you, mister doggy. You saved me."
Max smiles at little Gabriel Freeman. "That's what heroes do." But in the back of his mind, the thought won't leave. I know I missed that last one. How...
At a later point, Max checks the combat log in Nadine. I was tapped out. Emptied the drum. I saw that last shot miss, like it was slow motion.
His search through the ammunition logs showed an extra railgun round was somehow crammed into the drum at their last refill. Drum won't hold that many. But, sure enough, the railgun fired a last burst, with the third and final slug - the one that shouldn't be - impacting on the warhead of the plasma missile that was streaking towards a modest family home in King Fish. He couldn't even have aimed it better. It was the prettiest shot he fired of all those that brought down those missiles.
A little extra luck? I'll take it. That sweet kid won't argue about it, either.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Jude Maverick
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Jude Maverick »

Legendary Journey Table 11
[dice]0[/dice] - You know what to do: Your even keel and decision making is the stuff lesser mortals dream about. 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).
Xenith Base, outside Whykin
Afternoon
Round 2

Jude’s blood chilled a bit when the CS commander responded. No, Jack did not survive Gloom. And Jude hadn’t had a chance to tell Nici yet. And now he wasn’t sure he would be able to.

The village of King Fish welcomed the 13th with open arms.

“Oh, Mr. Maverick!” exclaimed a pretty raven-haired villager. “Thank you so much! I wouldn’t be alive if it wasn’t for you! The way you pulled me out of the way of that water monster! You were so fast! So quick-thinking! What made you think of using that cement mix against it?” She gestured to the now concrete statue of the monster in the middle of town.

Jude grinned. “I guess I’m just legendary, Raven”

“In more ways than one, or so the girls say!” Raven said, batting her lashes.

“Well, I don’t like to stroke my own ego…”

“However can I repay you, Jude?” Raven hugged him tightly, pressing her lush curves against Jude.

He wrapped his arms around her and hugged her back. “I’m sure you’ll think of something,” Jude said against her ear. Damn, it was good to be legendary.

***
Conditions
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
Command: +1 to troops recovering from being Shaken.
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
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 13/6
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
  • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


Mission Objectives
Investigate disappearance of Whykin. Question Hyperion corps about disappearance of Whykin. Save Whykin from poison.
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 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 3.3 SoD: Xenith Base Under Duress

Post by Pender Lumkiss »


Here is the POST where a ton of info was revealed about the Whykin disapearance. I pulled out Ross Sharp’s last and final monologue.
Ross’ Villian Monologue
Ross Sharp pauses like every good villian and looks down at the remaining heroes who seem to have been poisoned as well. His pompous voice carries enough to make it through the rapidly closing heavy door that will soon trap Cantrell and Libertas.” If you are wondering if you will die by some horribly concocted ill conceived plan of shark lasers, you are sadly mistaken. All of you have been introduced to a simple but extremely lethal odorless and tasteless poison. Ahh well I suppose there is no harm in telling you now...” He pulls out a device that is black with a blue button in it. ” Since you asked, and as I will be taking some choice pieces of your gear sadly not including that knife Libertas had. I suppose that will have to wait... This pad controls what has happened to Whykin. Born out of a little espionage from StormSpire, a little ingenuity from my friends at Hyperion Corp, a recipe from one of the Family’s head bakers Angriman. Oh and lets not forget the ingenous little TW blueprint from my dear Llyboc containing the perfect dispersal system. Its really beautiful... Imagine a poison released into the populace of a city while at the same time making the city phase out from existance so that they cannot escape its boarders.” Ross Laughs and then frowns slightly, ” Of course it needs a tremendous amount of water, so Whykin was an excellent test. Once activated it can only be shut off at the source along the river. They only have hours left to live.” Ross’ face distorts briefly to that of a dragon snout and then snaps back to his normal sharp eyed face. ” With this move my place at the Family’s table beside Malek is all but secured...”
Jitters little side adventure
Tommy, or Two fingers as he is often known tells you this desperately trying to get away, ”All I know is it was that Protoplasmic Slurmph Warf Master... Uhh Norman, thats his name... Thats all I know... All I...” Tommy raises his hands knowing full well someone who knows how to get the most info from him has him cornered, ” Ok... Ok... Norman and some guys from Hyperion with some 3M muscle came to the warf’s edge over by those King Fish folks, they were building something. Last I heard they all took off with a couple of shifters for the Fed... Either Stormspire or Dweomer... Maybe even Magestar. Definitely one of those cities north east of the City of Brass.” Tommy’s eyes roll back into his head as he collapses under the duress of the interrogation.
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Cantrell »

Legendary roll: Crapsack World
Mythic Rifter [dice]0[/dice] = 8) Crapsack world: The world is a bad place, pretty much everything is out to get you. Legends tell tale of your exploits that even buck the universal constant. However, most folks also talk about the nasty run of bad luck that got you killed. You always roll an extra wild die and keep the highest roll. Ever crit fail on 1,1,1? Just make a new character because your luck ran out.
An old man with sun-darkened skin steps forward, holding a battered green and white cap in hands gnarled by arthritis.

"You ever been around a herding dog? Like a real herding dog, not some 'bot or D-bee mutt they use to corral the dinos and other stock. A real herder, why, he's got a way of just rubbing up against your leg, or putting a nose in back of your knee, and it gets to be you think he's just looking for attention, can't help but be underfoot. You don't even know he's moving you, but before you know, he's got you over to his empty food bowl, or where there's a foal that's in trouble or a gate that needs mending. Half the time you'd think you'd done it out of your own idea, but if you see it done to someone else, you recognize the beauty in the thing."

"That's how that Legion lady with the rifle was. I mean, she was direct as hell with them missiles that the Deadboys was lobbing, shooting them down one after the other. But after that, she turned her attention to those weird water things. You could tell she was thinking about what to do with 'em, seeing as they was dangerous-looking but not taking any direct acts of violence. Well, after that demon-headed fella started waving his swords around, you could see she took to his idea, and started herding them things back toward the other demon-headed fella, that was banishing them water weirds away with his magic. It was real subtle, the way she worked, just a shot here and a shot here, looking sort of like she missed, on account of the lack of damage, but each one moving them water things a step or three closer to that spellslinger. Like she was choreographing the whole thing with that laser, pushing a little button here, pulling a string there, getting them things to dance just exactly how she wanted. Threading a needle, so to speak, without the needle knowing what was happening."

The old man grimaces, then squints for effect.

"I ran with Julian the First, in the JAL, a few years back. I got out, but it wrecked me all the same -- damn near look 80, and I won't see 40 for another three years. But I seen enough for six lifetimes running with the JAL. Done enough, too. In my day, I was quite the sharpshooter, enough so they didn't call me by name, Cyrus, as much as they called me the Fly Swatter, on account of me once putting a laser through a bug splattered on a Sky Cycle's windscreen. But I never done anything like what that lady did with that rifle, not on my best day with a mint JA-11 and a head full of juice. Magic, almost, or the luck of the universe. Or maybe just a couple of lifetimes of practice, I don't know. But it sure as shit wasn't them Deadboy dumbasses that won that battle, that's fer sure."
Nadya Cantrell
Tribe of One#5119
Quick Stats
Champion of Temporal Stability (Intelligent Construct)
Bennies: 2/3 +2 bonus
Attributes: Agility d12, Smarts d8, Spirit d12, Strength d8 (d12+1 in armor), Vigor d12
Pace: 8 (1d8); Parry: 8 (9 with blade); Toughness: 16 (8) or 30 (18) MDC in armor
Hindrances: Coalition Exile (m) (-1 Persuasion, +1 Intimidate/Taunt if D-bees or magic users know her past), Heroic (M), Loyal (m), Vow (M): Oppose Timey-Wimey Bullshit in All Its Forms; Wanted (M): Pretty much everyone;

Common Knowledge d6, Notice d8+4, Intimidation d8+2, Persuasion d8+2

Edges and Abilities of Note:
  • Advanced Senses (Ignores 4 pts of Range penalties; ignores Illumination penalties; has thermal, infrared, radiation, motion, radar, sonar, 360-degree awareness, etc.)
  • Automated Repair Unit (Vigor roll once a day to heal a Wound; +4 vs. Bleeding Out)
  • Brave (+2 vs Fear, -2 on Fear Table)
  • Construct (+2 vs Shaken; ignore 1 pt of Wound penalties; doesn't breathe; immune to Disease and Poison; no "Golden Hour," heals with lower Occult/Spellcasting)
  • Danger Sense (Notice +2 to sense ambushes)
  • Dodge (-2 to be hit at range)
  • Elan (+2 on rerolls)
  • Iron Jaw (+2 to Soak and vs. Knockout)
  • Imp. Level Headed (Draw three cards for initiative)
  • Malfunctions (suffers Technical Difficulties)

PPE: 10/15
Current Effects: GBT (Athletics) +1d and free reroll, BT (Stealth) +1d; Doubled Pace and ignore Running penalty
Wounds:
Fatigue:
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Pender Lumkiss
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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Pender Lumkiss »

Whykin seems to be barring entrence to anyone coming or going. It seems with the treaty firmly in place the CS self-proclaimed heroes are locking it down. Patrols scour the area giving rise to increased stability. A platoon of soldiers and a squad of Samas shore up the defenses at Whykin. All told it seems in the wake of it phasing out the CS has been welcomed warmly and taken over making getting into the city very hard.

Agent Mace bids the Heroes a farewell as do the rest of King Fish Village. Agent Mace nods grimly, ”I cannot thank you enough for helping us out. Word is on the comms CS have locked down the city. I am not too sure where you are headed now but I know a good place to get a meal and relax. The sun is starting to set, and we have heard rumors of a death cult that roams these parts in the dark.” He shudders and a few of the nearby D-bees nod. Mace continues, ” I know of a place a few hours away, the Witchwell inn... Its ran by a nice lady Jesse and its on a leyline. Looks like your Zone could use a top off before you get to where you want to go, even if it is back to Whykin.” Mace glances towards the city and then briefly points north east towards a distant leyline, ” just head that way and you cannot miss it.”. His eyes glaze over slightly as he remembers the inn fondly, ” Good food, good drink, good dance, and a real safe place out in the wild. Its weird, most folks only ever get the chance to head to it once or twice in their life. Always when they need it most, and... Its weird, good things almost always happen on the way there.” He looks out at the great gleaming walls of Whykin, ”Its how I met my wife.”
Radio Communication from Carol Danvers
Carol comes accross the radios, ” Well I’ll be that was impressive guys and gal. Real heroics once again. Just wanted to say thanks and Big Boss Mikey extends his well wishes. He would invite you back but there is a ton to clean up. Plus Gamma Order was just given. Time to relocate. Tell Jude his sister is safe, she left just before me to hook up with the units in Whykin. I am heading to Garnet town with Lyssandra. The black market docs fixed her right up. Turns out we need a new black market rep and Mikey is giving me another chance. Oh we dug up that cyber knight Seth. He is taking the low road to the north, he seemed excited by the sheer amount of loot pinatas and asked me to tell you that he’ll see you in the FED. Well... Thanks and so long 13th.”
Everyone is shaken a bit by a soft rumble and just through the cloud cover that surrounds the mountain range a huge winged ship drifts up through it, and heads east.

Rory the gnome doc nods, ” Yeah, looks like the BM is relocating. Hmm this Witchwell place sounds good. Cantrell, I’ll even fix your eyes once there.”

I put up a poll, so feel free to vote and discuss in character. If Witchwell is chosen please post here for the journey. If another location is chosen I’ll take down the Witchwell stuff. :o

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Re: Part 3.3 SoD: Xenith Base Under Duress

Post by Libertas Magicum »

As soon as the battle is over, Libertas goes to the TK Flyer, and gets in, firing it up and heading back the way they came. Over the radio, he contacts Cantrell. "Boss, I gotta take care of just a little unfinished business. Jitters can operate Silver, so you guys should be fine to get started driving. I'll catch up to you on the Ley Line heading to that Witchwell Inn we were told about; I can take a more direct route than you guys, once I pick up what I need. Sorry if it's a little inconvenient, but I swear, it won't take long at all right now."

With that, in probably his most infuriating action yet, he shuts off the radio, and heads straight for the crater left by the departing Black Market 'base' that was really a ship. She is not going to be happy about that, Libertas. What are you--? No, she's not, and it doesn't matter, because I'm doing what needs to be done. If you have any advice on how to do it better, I'll be happy to listen, otherwise, just enjoy the ride, okay?

He lands the plane just outside the hangar bay, still mostly intact. Heh. They took the Glitterboys, I see. Trust Mikey to think of the fine details like that. Gonna be good, later on, when I can cash in that debt. Then he shook his head, and begain walking through the rubble, until he got the specific bits of rubble he was looking for. Oh. You mean-- Yeah. Without another thought, he pulled out the Puzzlebox, and twisted it to summon a whole platoon of clockwork soldiers, putting them to work. "Work together and lift. Carry it over here. Now, again, that one. Now clear the smaller stones, too."

Hours had passed in the interim, and, well, it was pretty unpleasant to face. He scrounged up a couple of abandoned shipping crates, dumped the contents (after making certain they were worthless, of course--though if tehy'd been worth anything, Big Boss Mikey would've taken them), and then filled each with the grisly remains of the children he'd failed to save, or at least, ah, the biggest... bits. The heads, at least, were mostly intact, the real crushing had been lower. That would make it a bit easier, and at least meant he didn't have to worry about--well, things that didn't do thinking about if he didn't need to.

Once the crates were put on the plane, he dismissed the bots, and got back into the air, as promised, meeting up with the rest of the SET, turning the radio back on as he did so. "Hey, I'm back. Did you miss me?"
OOC Comments
Continued in the Witchwell Thread.
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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