Leaving the Station 1.1

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PaperDragon
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Re: Leaving the Station 1.1

Post by PaperDragon »

@Sarah Winters
Sarah is a road block the feral monsters must get by. Three of them push against her to get through the door.

1d6+1: [3]+1 = 4

The Third
1d6: [5] = 5
Paper beats rock.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
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Corwin
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Re: Leaving the Station 1.1

Post by Corwin »

"Alright everybody, that headless cyborg has some kind of device in its hand. I suspect it is responsible for some of this chaos." Corwin speaks through the radio as he hefts "Greasy" Hines over his left shoulder with one arm. With his other hand he brandishes the neural mace and hold his action to strike any that come forward, as well as block access to the two VIPs. "Sir, I think it would be best if you and the lady were to move into the cargo cars behind me."

Fighting 1d4!: [1] = 1 Wild 1d6!: [3] = 3
Forgot the ! on first roll, it doesn't none of these are likely to be hits.
Dice rolls
Fighting 1d4: [3] = 3
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Sarah Winters
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Re: Leaving the Station 1.1

Post by Sarah Winters »

Sarah pushes back,

5 misses Sarah's parry

Two combat checks from previous post used vs. first two. Third combat check:
Fighting 1d12!!+3: [5]+3 = 8
Wild 1d6!!+3: [1]+3 = 4

Damage 1d12!!+1+1d8!!+1d6!!: [2]+1+[1]+[4] = 8

Or if a basic strength check is needed to resist:
Strength check 1d12!!+1: [9]+1 = 10


Bennies:4/3
Credits: 5000
Parry 7 (10/shield)
Toughness: 20 (7)
+1/-1 Arcane Resistance
ISP: 20 (16 remaining)
Sarah Winters
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PaperDragon
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Re: Leaving the Station 1.1

Post by PaperDragon »

The action move us to the final act. The complete culmination of the plot. The Train is going to accelerate to nearly 200 miles an hour, reducing the time to get to Kingsdale dramatically. I’m thinking to try this as a dramatic task. 12 total tasks over 3 rounds, with a wildcard that will be the chance to negate a token.
The goal is to keep the train from crashing, keep the crazy feral contagion from releasing into Kingsdale, and or keep Sir Jespin alive. The task rolls can be made towards any of these goals.
Paper beats rock.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
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PaperDragon
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Re: Leaving the Station 1.1

Post by PaperDragon »

Everyone in the train feels a lurch and then out the window the scenery starts to pass quicker. Quicker. Finally a sense that the train is going faster than it could possible need to.

Everyone hears Gage over the Comms. “The train is accelerating. I assume it’s obvious that if we don’t slow down, a crash at the Kingsdale station will be fatal to all of us.”

A sizzling hole smokes on Sir Jespin’s back but he seems to completely unfazed. He seems to also have a radio. (GM hand wave, he grabbed an ear piece from one of the guards.) “This contagion, or what ever it is, needs to be stopped. Even if we crash, I wouldn’t count on it destroying the contagion.”
Paper beats rock.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
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Ozy “Oz”
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Re: Leaving the Station 1.1

Post by Ozy “Oz” »

PaperDragon wrote: Wed Oct 26, 2022 6:48 pm
Everyone hears Gage over the Comms. “The train is accelerating. I assume it’s obvious that if we don’t slow down, a crash at the Kingsdale station will be fatal to all of us.”

A sizzling hole smokes on Sir Jespin’s back but he seems to completely unfazed. He seems to also have a radio. (GM hand wave, he grabbed an ear piece from one of the guards.) “This contagion, or what ever it is, needs to be stopped. Even if we crash, I wouldn’t count on it destroying the contagion.”
Leopold contemplates for a moment. "This is Leopold in Car 2. I will stop the train. Eliminate all hostiles in 4. Get all non-hostile civilians to car 4. Seperate Car 4 from 3. All those who desire to help come to Car 3 and 2 to destroy the remaining ferals I am separating the Engine and figuring out a way to stop it. Anyone with open communication to Kingsdale tell them to evacuate the station immediately in case I fail. " Leopold dashes past Sarah and any remaining ferals, and says to Sarah as he runs getting louder as he gets further away "Make sure all the ferals get put down you raven haired vixen." As he opens the door of the car that goes for to the engine, he turn smiles and winks then closes the door. He passes between cars to the Engine side and then turns around to find the panel over the connector.
Notice: d8!: [6] = 6 , d6!: [3] = 3
Athletics to remove panel over connector and disengage connector: d4!: [4!, 2] = 6 , d6!: [1] = 1
If he cannot disconnect the connector he will cast Bolt 1 PPE using Mega Bolt +4PPE, Expert Blaster 3 PPE (8 PPE): d12!: [7] = 7 , d6!: [3] = 3 to Hit, for 4d10!: [1, 5, 2, 3] = 11 Mega Damage to the connector.
Agent Ozy "Oz" Mandius
Bennie: 1/2
Dragon Wounds: 4/4
Human Wounds: 3/3
PPE: 30/30
ISP: 20/20
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Corwin
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Re: Leaving the Station 1.1

Post by Corwin »

Hmmm, couldn't be that bad an idea to get the attackers out of this car. "OK Leopold...uh, I'm herding the attackers forward from the dining car into 3!"

Corwin runs forward, brandishing his neural mace and
OK so I'm attempting a push from p. 104 of SWADE here. No idea how well this will work against a crowd, but I am Size 3, heavy, and have magnetic boots I can engage. This is a strength test, opposed by strength (in most cases) or athletics if they so desire. Also if my run made 2" then the below gains an additional +2
Strength d12!+5: [11]+5 = 16
attackers and ferals alike to the front of the dining car, hopefully into the adjacent car 3. He'll do his best to avoid the the quick flex in his herding action.
Whew!
I seem to be accumulating mistaken dice rolls where I left out the ! and one is dated from days ago, so I'm putting it here to burn it off, sorry I'll get that hang of this. Notice 1d6!: [6!, 5] = 11 Strength d12+5: [8]+5 = 13
Please just ignore unless a notice is relevant while I'm herding!
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John Carter
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Re: Leaving the Station 1.1

Post by John Carter »

Unseen, John sidesteps around a crawling reanimated corpse and makes his way to the door to where Sir Jaspin is standing.

"Sir Jaspin, I've got a way to get you, Director Hart and Secretary Hines to safety," he says softly, just loud enough for the cyber-knight and those immediately next to him to hear. "When I say go, grab Hines and take him and Hart through the door to the cargo car. Ignore the fact that it will still be closed. It won't stop you."

John normally only used his mutant ability of intangibility on himself and his personal possessions but he could use it to affect other people or objects. It took supreme effort and concentration to do so, so he didn't do so regularly, but desperate times call for desperate measures. He dislikes the fact that he'll have to use his power in such an overt manner but takes comfort in the fact that thanks to being invisible it won't be associated with him.

"Go," John says to Sir Jaspin and Carina immediately after rendering both himself and the door intangible. Visibly the door looks it hasn't changed at all but once Sir Jespin tries to move through it'll be apparent that's not the case.
OOC Comments
Spends a Benny to use the Power Stunt Push to increase John's Intangibility by five Super Power Points. Those five points will be applied to eliminate the Requires Activation Limitation (-1) (He'll still have to make a Focus roll to Affect Others or Objects) and add Affect Others (+2) and Affect Objects (+2). Those Modifiers will be part of John's Intangibility power for 3 rounds.

John's attempt to turn the door to the Cargo Car intangible.
Focus roll 1d8!: [8!, 7] = 15
Focus Wild Die roll 1d6!: [6!, 4] = 10
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Bennies: 3/3 Wounds: 0/3 Fatigue: 0/3 Conviction: 0

Jack-Of-All-Trades Skill: Driving d4
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Sarah Winters
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Re: Leaving the Station 1.1

Post by Sarah Winters »

Sarah holds the doorway.


dramatic task is fighting dramatically
Perform 1d4!!: [1] = 1
Wild 1d6!!: [2] = 2

benny spent for reroll of perform yes you read that correctly and I forgot the -2 anyway because stupid
Perform 1d4!!-2: [2]-2 = 0
Wild 1d6!!-2: [8!!]-2 = 6

Fighting 1d12!!+3: [9]+3 = 12
Wild 1d6!!+3: [1]+3 = 4


Bennies:4/3
Credits: 5000
Parry 7 (10/shield)
Toughness: 20 (7)
+1/-1 Arcane Resistance
ISP: 20 (16 remaining)
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PaperDragon
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Re: Leaving the Station 1.1

Post by PaperDragon »

7 success towards Dramatic Task.

Leopold jerks loose the connector with a zat of electrical energy.
1d6!!: [5] = 5

Some sort of clamps engage and red lights activate. Some sort if emergence clamping system activates.
Total reduced to 6.

Corwin throws Hines over his shoulder and pulls Carina threw the door. His laugh follows him through the door. “Well this is new.”

The headless man crosses his arms. “That was easier than I thought. I should have just asked for help.”

Human 1 unleashes a burst of laser fire are the door as Sir Jespin phases through. He moves towards the door.
Shoot 1 1d8!!: [7] = 7 , Shooting 2 1d8!!: [3] = 3 , Shooting 3 1d8!!: [2] = 2 , Wild 1d6!!: [3] = 3 . Damage 3d6: [5, 2, 5] = 12


The Glitter Boy easily moves the feral people as they don’t dodge. The Cyborg seems to be effected and attempts to shove back
1d12!!+4: [4]+4 = 8


GANG UP! The Feral swarm everywhere and attempt to grapple everyone in range.

Swarming Sarah.
1d6+3: [1]+3 = 4 1d6+3: [4]+3 = 7 1d6+3: [5]+3 = 8

Swarming Leopold.
1d6+3: [1]+3 = 4 1d6+3: [3]+3 = 6 1d6+3: [4]+3 = 7

Swarm Klaus
1d4-1: [1]-1 = 0

Swarm John Carter.
1d4-1: [3]-1 = 2
,
1d6+2: [6]+2 = 8 , 1d6+2: [4]+2 = 6

Swarm Sir Jespin
1d3-1: [2]-1 = 1
,
1d6: [3] = 3
. The Feral Misses but finds it’s arm still in the door when it goes solid, cutting it off at the bicep.
Paper beats rock.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
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Sarah Winters
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Re: Leaving the Station 1.1

Post by Sarah Winters »

Sarah tries to ungrapple (de-grapple? pre-grapple?).


(powers are innate)
FA Boost Athletics Psionics 1d10!!: [5] = 5 1 ISP
Wild 1d6!!: [5] = 5

Athletics 1d10!!: [13!!] = 13
Wild 1d6!!: [5] = 5


Bennies:4/3
Credits: 5000
Parry 7 (10/shield)
Toughness: 20 (7)
+1/-1 Arcane Resistance
ISP: 20 (16 remaining)
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Ozy “Oz”
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Re: Leaving the Station 1.1

Post by Ozy “Oz” »

He resorts to plan B. Calling for Arcane energy he will blasé the connnector in hopes the Mega Damage will sever the connection to the rest of the train. As he unleashes the bolt he screams, “Work damn it!!!!” This has to work!

Bolt 1 PPE using Mega Bolt +4PPE, Expert Blaster 3 PPE (8 PPE): d12!: [7] = 7 , d6!: [5] = 5 to Hit, for 4d10!: [7, 8, 8, 5] = 28 Mega Damage to the connector.
Agent Ozy "Oz" Mandius
Bennie: 1/2
Dragon Wounds: 4/4
Human Wounds: 3/3
PPE: 30/30
ISP: 20/20
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Klaus von Leibnitz
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Re: Leaving the Station 1.1

Post by Klaus von Leibnitz »

As Corwin starts corralling hostiles Klaus points out those not on the naughty list and he then tries to direct the noncombatants to the safety of the rear rest room. As he ushers the man with the laptop to the secure room he catches a look at what the man was doing. Muttering a few choice curses in German, he sweeps up his own computer and follows into the restroom. Looking at his heat map of radio signatures he notices with alarm that whatever this cheezburger was, it was suddenly transmitting from a lot of places all at once.

"I think some kind of virus is affecting either the train or possibly the civilians. Let us see what stopping it does, ja?" He transmitted to the collected group fighting the attackers.
Hacking to stop Cheezburger, 8/ 10 if an opposed roll
Modifiers: Cyber +2, Field comp +2 if roll is opposed. Net +2/4
Hacking d10!!+2: [2]+2 = 4
Hacking Wild d6!!+2: [2]+2 = 4
Bennie to reroll
Hacking Reroll d10!!+2: [6]+2 = 8
Hacking Wild Reroll d6!!+2: [5]+2 = 7
While the blizzard of transmissions is at first confusing, Klaus quickly turns it to an advantage. Multiple transmitters means multiple receptors and he uses that to dump fragments of self repairing viruses of his own into the cheezy mass of code. It can stop on or two or ten itterations but 50, 100? it doesn't take long for some of the fragment to reassemble enough to wedge him open a back door into the code.
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John Carter
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Re: Leaving the Station 1.1

Post by John Carter »

John is mildly surprised when he sees two members of the Feral swarm charging toward him. His power of invisibility doesn't render him absolutely imperceptible visually. He does leave a slight distortion in the air, like the alien hunter in those old Pre-Shattering movies, that one might be able to spot if one knew exactly when and where to look. Or if one got incredibly lucky, which is what John supposes happened with the Ferals.

John's surprise is not accompanied with concern. While the door to the Cargo Car and he might have become intangible simultaneously he did not bother to join it in its return to solidity. He strides through the pair, ignoring them entirely as he heads towards the cyborg, robot or whatever. According to the Glitter boy the thing has some sort of device in his hand that could be the cause of the current shit storm.

Making it to the headless figure, John
Notice roll 1d8!: [2] = 2 Notice Wild Die roll 1d6!: [4] = 4
. If he sees it the mutant attempts to
Focus roll 1d8!: [7] = 7 Focus Wild Die roll 1d6!: [2] = 2 BTW, this is the 2nd round Push Power Stunt is in effect.
. Intangible to the cyborg at least. Since John's in the same phase state it would be totally solid to him, making it really easy for him to snatch it away.
OOC Comments
If John does turn the device intangible it will stop functioning until it becomes tangible again.
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Corwin
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Re: Leaving the Station 1.1

Post by Corwin »

Corwin feels committed to the
d12!+5-2: [12!, 1]+5-2 = 16 Wild 1d6!+5-2: [5]+5-2 = 8
MAP of -2 due to shoving and tapping
now! He has to keep pressing this crowd away from the innocents.

He will use the neural mace to give any crazies that try to make it past him the old
Fighting 1d4!+2-2: [4!, 1]+2-2 = 5 Wild 1d6!+2-2: [5]+2-2 = 5 Touch attack is +2 and MAP is -2 so cancel out
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Re: Leaving the Station 1.1

Post by PaperDragon »

Tropes of Zombie movies dictate being bitten is the cause of becoming one of the walking dead, or in this case a 28 Days Later style feral monster. This trope even exists in Rifts Earth were lore and ancient pop culture merge into Myth. The passengers cram into defendable locations such as the bathroom or another car (the Hover engine for example.), getting the chance to take a breath and figure out how to survive. This moment if respite becomes panic as people realize the black goop is everywhere. From the tiniest droplet from blood splatter or large quantities essentially projectile vomited from the people turned into feral monsters.

A new panic spreads.

Random person. “It’s all over me and it burns.”
Other Random person. “Oh gods. Dude it’s eating your clothes.”

@Sarah Winters
The band of normals behind Sarah jostle and argue.
Bully 1. “You magic scum, what did you do? Come on, we need to take control of the pilot compartment before these demon whores get us killed.”
Scrawny 2. He bends over like he was just gut punched. “Your an idiot. We are going yo Kingsdale. Why would we hurt our friends and families?”
Baldy 3. “Dude he’s got that black goop on him.” Points at Scrawny 2 and buddies up to Bully 1.
Scrawny 2 huff. “Dumb asses it’s on you too.”
Baldy looks on his body and sees some. “Gah, get it off.” He tries to wipe it and yelps. “Ah. It burns.”


@Leopold
The clamps brake under the arcane damage. Once free car 3 begins to slowly separate from Car two and function under its own power. An emergency landing system kicks on to safely land the hover car.
The feral people wrestling with Leopold are a marginal threat but the accumulated goop is starting to eat away at his clothes.

@John Carter
The feral people stumble through him and it is unclear if he was just in the way of their real target or if they can somehow sense him. The change targets and walk away from the door And the headless man.
The device in John’s hand is a cylinder with a button. The button is not depressed.

@Corwin
The shoving match goes poorly for the feral people but the Cowborg (Cowboy Hat Borg) seems to be joining them in fighting you. A vibro-short sword extends and he slashes at the GB.
Fighting: 1d10!: [6] = 6 ,Wild: 1d6!: [6!, 2] = 8 , Damage: AP 8, 1d12+1d8+2: [11]+[7]+2 = 20

Like eveyone in close proximity the black goop practically pours of tge minsters and starts to stick to the GB armor wherever it falls.

@Klaus von Leibnitz
A new dynamic occurs as Klaus’s virus races through the various connections. Noticeably a Feral will simply attack the closest target of opportunity, which which is usually another feral. Rather then the Feral being focused in the non-feral it is becoming a free for all.
One or two feral completely stop and fall to the ground like puppets.

Hacking: 1d10!: [2] = 2 ,Wild: 1d8!: [3] = 3


!!!Everywhere Feral’s Collapse or attack each other!!!
What ever coordination or sense that caused them to react towards none feral first has vanished.

!!!But!!! Everywhere the black goop fell, it seems to be eating and growing.

Threshold to defeat the spread of the feral met. Contagion achieved. Ferals are acting randomly and any normal person can avoid getting attacked.
The Train is a hit/miss. The majority of the train is now safe but the hover engine is still racing to Kingsdale. With potentially nee problems brewing.
Sir Jespin is…in another room so like Schrodinger’s cat, everything must be A-OK!

The Low Down.

Sarah finds herself with a mini-mob planning to smash thier way into the pilots cabin.

Leopold finds himself standing on the remains of the walkway from Car 2 - Car 3. The “villian” is petty. The door to Car 2 slams closed on Leopold. A feral literally explodes as it’s body is cut in half by the closing door. Another feral falls off the back if the train.
Athletics check to not fall of the train, at 100+ miles per hour.
Actions are -1 as he has to keep from falling off.
Lastly the goop on him starts eating his cloths.

CAR 3, 4(Dining), and cargo cars suddenly lurch and begin to slow.

John Carter holds a button. Does he push the button?

Corwin is being attacked by a crazed cyborg. (I should have multi-attacked but forgot so next attack, if he gets one, be prepared for the fury.)

Klaus finds the signal begin to calm as the “thing” that was broadcasting “Cheeseburger” is cut off. (Right about the same moment the cat lurches and starts to slow)

Finale Time!


Who’s left?

Headless Guy mysteriously does little.

Human 1 - Man with the Mega-City hair cut jumps into the elevator that will take him to the roof of the car.

The werejaguar and Crow also escape to the roof.

The computer guy is Amand and works for Kerx86, a Kingsdale company that makes computer components and manages the cities digital network.

The Cowborg (cowboy hat cyborg) is going midevil on the Glitter Boy.

Red leaps over the bar and chases Human 1. She is spending this round trying to get to him.

Everyone quickly notices the goop starts to eat and grow. Tiny splatter begins to become Dime sized rather quickly. That’s obviously something that will need to be dealt with.
Paper beats rock.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
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Corwin
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Re: Leaving the Station 1.1

Post by Corwin »

I hope Leez and the others are safe, thinks Corwin to himself as he grunts and
Grapple 1d8!: [5] = 5 Wild 1d6!: [1] = 1
Spend a benny (with Elan for +2), this seems important! Grapple 1d8!+2: [4]+2 = 6 Wild 1d6!+2: [2]+2 = 4
This is an opposed Athletics roll, my best target is 6, if successful then Cowborg is Entangled (can't move and Distracted)
Cowborg in his arms and begins walking backwards towards the Elevator.
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Sarah Winters
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Re: Leaving the Station 1.1

Post by Sarah Winters »

Sarah allows the door to close again and locks it.

Stepping in to address the bullies, she speaks.

Remove the affected clothing...NOW, or be pitched out the nearest window along with it! (she points) That door stays locked or you get the same. Unless you want to die of course.

She strides toward the pilot compartment, intending to slow the train or perhaps disable it. To Bully 1 You're with me. Anyone know anything about driving a train or electronics?

I do.

Oh, yeah, right.


Persuasion 1d4!!: [7!!] = 7
Wild 1d6!!: [1] = 1

Last edited by Sarah Winters on Sun Nov 06, 2022 1:52 pm, edited 1 time in total.

Bennies:4/3
Credits: 5000
Parry 7 (10/shield)
Toughness: 20 (7)
+1/-1 Arcane Resistance
ISP: 20 (16 remaining)
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Klaus von Leibnitz
Posts: 16
Joined: Mon Sep 26, 2022 1:24 am

Re: Leaving the Station 1.1

Post by Klaus von Leibnitz »

Hacking to turn the goop on itself, 8/10 if opposed
Modifiers: +2 cyber, +2 if opposed.
Hacking d10!!+2: [6]+2 = 8
Hacking Wild d6!!+2: [1]+2 = 3
At first he thinks he has the problem licked, but on hearing the civilians sequestered with him begin to panic about the goop burning he realizes there's still work to do so he digs back into the code. He finds the goop has entered a state of accelerated reproduction. Rooting around in its materials processing code he moves the goop from a prohibited target for the devour mode to the preferred one. Then he begins removing organic materials from the list. After that he introduces some unstable variables into the rebuild process ensuring the subsequent generations of the stuff become successively less and less viable.

Giving an update to the defenders over the defacto comms channel, Klaus keeps an eye on his computer to track the nanites progress toweards self annihilation, hes sheathes his Wilks and draws an uzi from the folds of his long coat, swapping out a clip of standard rounds for one with ramjets. "There, the goo Should be going inert shortly. I have some civilians safe in the rear of dinning car restroom, are the diplos safe?"
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PaperDragon
Posts: 186
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Re: Leaving the Station 1.1

Post by PaperDragon »

@Klaus von Leibnitz

The goop becomes inert and stops replicating. Klaus finds the goop takes the commands and stops doing anything. It actually seems rather dumb and requiring a constant input of commands like it has to be controlled. Replication seems to be the only automatic function.
Paper beats rock.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
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PaperDragon
Posts: 186
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Re: Leaving the Station 1.1

Post by PaperDragon »

@Sarah Winters
The pilot’s are pulling panels from the wall and manage tp hot wire the controls to make an emergency stop.
Paper beats rock.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
User avatar
PaperDragon
Posts: 186
Joined: Fri Aug 05, 2022 12:51 pm

Re: Leaving the Station 1.1

Post by PaperDragon »

I feel like things could just drag out. The main goal is achieved so it makes sense to try and move out of combat. The next step is debrief with the Kingsdale senate.
Paper beats rock.
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
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Sarah Winters
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Posts: 56
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Re: Leaving the Station 1.1

Post by Sarah Winters »

Sarah opens the cab door of the locomotive and speaks.

I just want to tell you both, good luck, we're all counting on you.

Sarah closes the door, waits 2 minutes, the repeats the pattern until credits roll.
PaperDragon wrote: Mon Nov 07, 2022 5:02 pm @Sarah Winters
The pilot’s are pulling panels from the wall and manage tp hot wire the controls to make an emergency stop.

Bennies:4/3
Credits: 5000
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Toughness: 20 (7)
+1/-1 Arcane Resistance
ISP: 20 (16 remaining)
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Klaus von Leibnitz
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Re: Leaving the Station 1.1

Post by Klaus von Leibnitz »

With the goo settled Klaus bids the civilians to stay there and slips out the door to check on the dignitaries. Looking through the maglocked door he can see that one of the attackers did get through and unfortunately Hines was struck down and there was a lot of blood. The Cyberknight knelt over the human with some kind of glow leads the quickflex to surmise Sir Jespin is probably healing the man. The assassin also lay dead and while he couldn't see her, Klaus thought he heard his employer weeping.

When he knocks on the window the knight looks up. "We're fine for now. I jammed the roof access. Go help the others."

"Hines is down, status unknown. Jespin appears to be healing him.." He gives a quick sit rep over the com then he heads back into the dining car. He finds Tax recovered helping "Sparkles" to contain the cowborg. "Ah, gut you decided to do some verk today." He verbally pokes at his friend as he crosses to the bar.

She growls as she tries to telekinetically hold aa wriggling cyborg while @Corwin tries to stun it. "Yeah, you go to powder your nose or something. Some help would be nice."

Nonchalantly Klaus peruses the bottled water choices, settling on an expensive brand bottled in specialty glass made to eliminate cross contamination from bottle to substance. Screwing off the cap he casually sips some. 'I had to pee. Und save the train from nano goo... you got this." After taking another drink he then pours the rest down the sink and uses a laminated menu to scoop and funnel nano goo into the bottle.

About the time he's done the borg lies subdued. "See, I knew you could do it." He holds up the bottle, "Und now possibly ve get big bonus."
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Corwin
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Re: Leaving the Station 1.1

Post by Corwin »

"Shame about Hines, either way," Corwin states nonchalantly into the radio. Then flipping open his helmet: "Thanks for the help... Tax...leia... and you as well, Von... ah, Klaus. Yes, you must be from NGR or thereabouts. I've come across that accent before."

"So you managed to shut down that goo, eh? Aaannnd... now you're keeping some of it. Probably a good idea as I'd like to know who would open a box like that just to kill a few dignitaries. Seems a bit heavy handed, no?"

Corwin finished wrapping some heavy cable around the headless borg. "For good measure! I'm also curious about a borg that functions so well without his head. Most I've seen still have a human brain... and guts..." Corwin appears to ponder as he stares
Notice d6!: [4] = 4 Wild d6!: [5] = 5
Screw it, final benny! Notice d6!+2: [5]+2 = 7 Wild d6!+2: [2]+2 = 4
BTW I hve electronics at d6 as well, in case that was the more appropriate skill, would be the same 7 total.
of the now bound cowborg. "This is alot of tech even for Crows."

"Hmmm, I may have squeezed him a bit too hard."
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