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

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Post by Daniel »


Twenty Four hours later your acquired Daxon Fell Corp/Pirate spaceship drops out of hyperspace and moves into orbit over the ice planet known as Amarok IV.

Planet
Planet
Planet
A-IV Zoom In.jpg (43.76 KiB) Viewed 878 times
Gathered on the bridge you can see on the main view screen that the spaceship Victoria Geist used to flee Phase World is docked on the planet.

Docked Ship
Dock
Dock
Scanning the ship there are no signs of life in the ship. Your sensors struggle to pierce the rocky mountain where the dock is, but as a pirate ship designed to infiltrate and loot after a few moments the onboard computers display a solid image of the dock, the base located inside the mountain side and a display of every life form inside the base.

Base
Base
Base
Moments later a transponder signal connects with your ship and a recorded voice can be heard giving coordinates to land at the dock. Your ship monitors do still claim that you are in stealth mode and even though you can hear the coordinates, there is no indication that anyone on the planet can tell that you are here. You are able to plot a course and land the pirate spaceship on the snow covered planet without being detected. The DFC definitely knows their stuff when it come to staying hidden.

Setting down on the snow covered planet it’s only a matter of minutes and the winds blow snow across the ship partly covering it. The exterior haul of the ship flickers and turns white, camouflaging it even more. The ship was landed about a quarter mile (440 yards) from the entrance to the base.

Exiting the ship you each stand in the drifting snow and can hear a whistling. At first you might think it’s the wind. Then you see them. Six snow beasts running amazingly fast across the snow towards you, screaming a high pitched whistle.

Snow Beasts
[attachment=2]Image



Vithen Wraiths (there are six of them)

The intelligent monsters enjoy hunting and eating humanoids, well any living thing really. They are sadistic creatures suffering life on a frozen planet. Known for playing with their food.

Attributes
Agility d10
Smarts d6
Spirit d10
Strength d12+6
Vigor d12

Skills
Athletics d10
Fighting d10
Notice d8
Psionics d10
Stealth d6
Survival d10

Pace: 6; Parry: 7; Toughness: 28 (10)

Hindrances: Bloodthirsty

Edges: Arcane Background (Psionics), Dodge (Imp), Master Psionic

Powers: Bolt, fear, mind link. ISP: 20

Special Abilities:
  • Armor: +10 MDC Armor, +4 Toughness.
  • Bite/Claw: Str+2d8 Mega Damage, AP 16.
  • Expanded Awareness: Detect arcana as an Innate Ability.
  • With a Notice roll they sense supernatural beings.
  • Fear (−3): Cause a Fear test at –3.
  • Fearless: Immune to most Fear effects and Intimidation.
  • Hardy: Does not suffer a Wound from being Shaken twice.
  • Keen Vision: Ignore up to 4 points of Range or Illumination penalties.
  • Size 6 (Large): 1 extra Wound.
  • Slow Regeneration: Make a natural healing roll daily, or weekly to recover Injuries once all Wounds are healed.






FEAR CHECK
First roll a Fear Check as a wave of fear ripples out from the snow beasts. Fear Check is at a -3. (see snow beast special abilities).

Then:

QUICK COMBAT
Fighting, Shooting, arcane etc. type of skills.

Modifiers:
-2 to all rolls as you are in deep snow and movement is difficult. If you are not in full environmental armor you are at an addditional -2 due to extreme cold. Also any modifications from your above Fear Check roll.

Order (Initiative)
Players can go in whatever order they want.

Note on Magic and Psionics
Magic and Psi work as normal here but, the recovery rate of Power Points is only a third. 1:3 per hour. The amount of Power Points you burn in this Quick Combat is based on what spells you use.

Note on Weapons
Expended rounds is based on your narrative.

Winning Conditions
The group “wins” if there are at least as many total successes (one for each success and raise) as there are player characters. So 6 characters means 12 etc. If you win you kill/stop/whatever the six snow beast. ((This is fluid as I do not know how many active players were have)).

Support rolls don’t count as successes.

Less than 12 (for 6 players) Successes means everyone takes one level of Fatigue and one wound. Plus, GM will post another round of Quick Combat.

Failed rolls results in 1 wound. Critical Failure results in 1d4 wounds.

Note on Zombies and Golems
For this Quick Combat they can assist/support you but are not able to earn successes towards the 12 needed.

I included the stats of the snow beasts and their powers so you can write an interesting post ;)


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

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

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

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

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