New beginning - Interlude

Adventures of the 3rd SET, The Losers
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Corrigon
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New beginning - Interlude

Post by Corrigon »

OOC Comments
sorry, starts off with a wall of text but there are things for you to do at the end
A few days later, Elia Hammerhand herself strides down a TW Leyline barge, a formidable presence despite her size filled to the brim with vehicles and troops and flanked by a contingent of power armour and TW flying vehicles. Several troops and engineers follow her down, carrying boxes and crates.

Many of the residents gather around to watch the arrival, and are surprised when seeing the leyline barge arrive. When questioned, nobody remembers seeing anybody use the leyline like this before.

Elia Hammerhand and Mayor Lithari, no longer on her crutch, but still limping a bit greet each other, with the mayor introducing the Dwarf to Old Man Duncan before she turns to greet your team.
“Commander Penny Wise, I must commend your team on a job well done here in difficult circumstances. From your report, I am happy to comply with Mr Langdon’s request, considering his assistance and induct him in the Legion and assign him to the 3rd SET. Please ensure that he joins us inside.”

As the team mustered in the hall attached to Mayor Lithari’s home, Elia Hammerhand addressed all of them.

"Mayor Lithari, thank you for inviting us here today. I am glad we were able to help your town in its time of need and that we are able to continue to be of assistance with our alliance. As part of our efforts here, we have engineers and a squad of troops ready to assist and protect Garnet Town. The situation here is that we wish to fortify to protect your people without provoking either the Coalition or the Federation.
From what I have seen, there is substantial uninhabited and prime land in the area for industry, farming and settlement. If I may request with your permission, we still have thousands of refugees to rehouse from the war with Tolkeen. We would like to be able to rehouse some of them in the area, a few here in town, but mostly to settle in the area, with Garnet Town as the hub."


Mayor Lithari nods in agreement
“The Legion has helped us more than we could have hoped. Without them, we would now be dead or servants to a demon. The least we can is help these unfortunate people in return. We don’t have much spare room, less now that the Legion is setting up base here. I can supply a few possible locations, but perhaps some of the residents here might be able to provide better suggestions of locations and possibilities."

“Excellent, we have engineers who can begin assessing and upgrading the infrastructure here in town,” the Dwarf smiles warmly as the two of them hammer out a few details, concerning numbers and a timeline. (ooc, if you have any input you wish to make here, otherwise approximately 700 new residents will be moving into the area within the next few months, with the potential for more later on as the communities grow and become established).

Afterwards, Elia Hammerhand instructs the team to follow her to where the engineers have begun putting up a large military tent near Kidemonas’ sleeping spot.

“If I may have a private word with you all in here.”
Inside, there are a few boxes and an eager young Lieutenant checking off the contents, who salutes as you enter.

“Effective immediately, I am promoting all of you to Chief 1st Class
OOC Comments
(I'll post your pay so far at the weekend)
Whilst many towns and kingdoms have been willing to trade with us, Garnet Town is one of the few places to openly declare its alliance with us and the closest to both the Federation of Magic and the Coalition States. I am anxious not to provoke a war with either faction; a full scale conflict would not be one we could win unless other allies are forced to come to our aid, which might precipitate a conflict to cover the Americas. Obviously, this is not what we wish to achieve.

We believe neither faction desires a war with us at the moment, but both wanted the town for various purposes. The Federation summoning demons is worrying, considering other reports we have received regarding the creation of Murder Wraiths. This requires a deft touch to keep a spark from igniting into a conflagration. That is why I am assigning the 3rd SET to this area on a permanent basis. Your orders are to keep the peace, expand our influence to other settlements nearby and protect the people of the area. You will still be assigned other missions, but primarily you will be based in the area.
This is to be set up as your command centre until something more permanent can be constructed."

OOC Comments
(OOc Penny is officially the governor effectively of the area, though you will all have input into decisions)
"Right now, I have a squad of troops and a contingent of engineers here ready to be assigned to yourselves, but what can you tell me about the area and what will you need to secure it? Funding is tight as we are still building our forces but I will spare what we can to assist, in terms of resources, equipment, manpower and some discretionary funds.
Who are the current players in the area? Do we have any other factions with interests in the area? And what is responsible for the strange occurrences in the area?
Equally, make effort towards finding Specialist Gonzalez, your missing squadmate. As the rest of you reappeared from the incident at the fadetown, the fact that he has not reported in is a worry.
Anything that can be done to ensure that Garnet Town and the new communities can become self-sufficient and contribute towards their own defense."

OOC Comments
Ooc
Things you are currently aware of unless you have further thoughts
Large forests
River
Quarry (with strange TW scanner/alarm)
Nexus (Minor with two leylines feeding it).
Farmhouse (with inhabitant)
Open plains
I am reassigning Specialist White Hoof as Security Chief for Garnet Town
OOC Comments
(ooc this opens up the possibility for him to rejoin the squad if we have space)
Lieutenant Nunez here will act as your attache

Mayor Lithari has indicated that the town is employing Strickland separately to our alliance for now. Offer him every assistance, but would it be more prudent if you can convince him to join the Legion? What is your assessment of that?

I have passed the information regarding the book to Erin Tarn. We have a team investigating rumours that has it powerful magical artifacts may have been smuggled out of Tolkeen before the Coalition destroyed the city and they are not too far from here. They should check in with you within the next two weeks.

I have some sad news to relate; the 2nd SET has been murdered by a group that were supposedly allies; The Black Company! The majority were killed by Coalition Forces after some treachery out by the Great Lakes, but their 8th SOG team are the ones who murdered the 2nd SET
She hands over a dossier of files of whom are believed to be surviving members of the Black Company.

OOC Comments
Alecto – Human Mercenary warrior
Gargamel – Phlebus Battle Mage
Thrudh – Grackletooth Operator
Iron Tic – Titan Juicer
Hans – Dwarf Techno Wizard
Esha – Human Mercenary

“Currently, there is a bounty of 1 million credits out of their heads. If you find them and circumstances are favourable, engage and capture them. Otherwise, report their location. We have an SET assigned to their capture."



OOC Comments
Basically, here you will be making a persuasion roll to gain greater initial resources for the Town(s)
Each individual element you can add as potential issues to overcome, resources to use, will add +1 or +2 per relevant point to the score, but that depends on the detail of the idea.
Use a relevant skill to that element – examples include leyline nexus – knowledge arcana
Military – knowledge battle – or fighting or shooting at -2

Potential things to consider - Military, training, economic trade, magic, potential problems, communication between settlements, investigations needed, businesses, health

A success and each raise beyond that success provides an extra point to spend on extra resources as you convince Elia what you require. Yes, you can extra effort this roll, but only one benny can be spent. There is no limit to your roll. Example - 1 success and two raises would provide 3 points to spend on the table below.

1 – Squad of 10 troops – rifles – basic line infantry
2 - Powered armoured troops or mechanised squad or Juicers
1 – Upgrade existing squad to power armour (not Glitter Boys) or mechanised squad (i.e. with vehicles – armed ATVs)
1 – Operator/quartermaster – Repair D8 – allows equipment upgrades
1 – Body/Cyber Doc – Healing D8, Allows cybernetic enhancements
3 – Additional Engineering squad – these allow for upgrades to the town and surrounding area, including industries and infrastructure
1 – Magic User – If TW, can assist with some projects using the Leyline and Nexus – allows magic upgrades if TW. Other types can be available if requested
Other options might be available depending on what you request, such as specialist squads

Lump sum of 100k of credits is available as an expense account
GM bennies 6/8
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Freya Kay
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Re: New beginning - Interlude

Post by Freya Kay »

Freya claps contentedly.
"I love the idea to stand here and help this town grow!"
She starts pouring ideas as to how to improve the town.
"First, if we do a good work here, it will serve as an example for all the other communities, helping us convince them of the value of allying with us. We should make this a blueprint for future development projects! We need to keep documentation, record challenges, and opportunities. Find the best way of doing things, so we can replicate them in other places. We need to integrate with the town. Buy stuff from them. Not a military camp next to them, as if we were invaders, but live here as if part of the town."
Persuasion: 7
OOC Comments
Roll (+1 and another +2 if using her voice with TW Communications Band):[dice]1[/dice]
Wild Die: [dice]0[/dice]
As for ideas, she seems to have several.
"We might help set one or several boarding houses, with us as the first customers, making this a hub of sorts for travel and commerce in the area."
Knowledge (Common): 9
OOC Comments
Roll: [dice]2[/dice]
Wild Die: [dice]3[/dice]
"And, of course, the nexus and ley lines close by can provide us with a clean and renewable power source for industry, defense and anything we can think of!"
Knowledge (Arcana): 8
OOC Comments
Roll: [dice]4[/dice]
Wild Die: [dice]5[/dice]
Extra Effort to reroll:
Roll: [dice]6[/dice]
Wild Die: [dice]7[/dice]
"One of those industries, and helping us with the construction of new houses for the refugees, can be the quarry near by. We can set up a quarry project right away!"
Knowledge (Engineering): 8
OOC Comments
Roll: [dice]8[/dice]
Wild Die: [dice]9[/dice]
"And, of course, we should set up a school for all the children here! That is maybe the biggest impact installation we can make in the town!"
Knowledge (Science): 3
OOC Comments
Roll: [dice]10[/dice]
Wild Die: [dice]11[/dice]
Will need help for you guys in that last one!
BTW: Can we directly build stuff? Freya in particular can do things by herself, without needing "teams" to work for her.
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4
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Langdon Steed
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Re: New beginning - Interlude

Post by Langdon Steed »

Persuasion 9
Persuasion w/CommBand: [dice]0[/dice]
WILD dye: [dice]1[/dice]
"It seems to me there are more than a few things this town needs to be a more valuable addition to the TL."

Sticking with his cover, Lang first suggests a large casino to draw revenue from surrounding communities and transients. "Every town needs recreational activities....I could help run a Casino."
And I need something to do if I'm going to be holed up in this flea-bitten dump.
Gambling 1
Gambling: [dice]2[/dice]
WILD dye: [dice]3[/dice]
"We'll need to keep the government organized as the settlement grows. A Hall of Records would be useful for that."
Knowledge Politics 4
Knowledge (Politics): [dice]8[/dice]
WILD dye: [dice]9[/dice]
Investigation 5
Investigation: [dice]4[/dice]
WILD dye: [dice]5[/dice]
"Clearly the nexus should be studied and exploited to its fullest extent. A contingent of magic-users would benefit greatly with a team of senior mages teaching at a Techno Wizard Training School."
Knowledge Arcana 17
Knowledge (Arcana): [dice]6[/dice]
ACE: [dice]10[/dice]
ACE: [dice]11[/dice]
WILD dye: [dice]7[/dice]
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Heracles
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Location: 3rd Set "The Losers"

Re: New beginning - Interlude

Post by Heracles »

Heracles, at first, looked a little confused. Then he began to look like he was pondering something, thinking over the change of 'permanent' scenery. He shrugged finally. The town seemed to be treating him better than they had been previously. He wouldn't have wanted to stay in Garnet Town with the way people were reacting to him before they saved everyone. He hoped it would stay that way since it sounded like he'd be around more.

He cleared his throat lightly. "The town needs protection. With yon nexus nearby, and as well with both the Force of the Coalition and Federation of Evil Magic having set their sights upon this town, we may not want to start a war with them at this time, but neither can we appear weak or have this town appear under-defended and ripe for attack. I think more troops, and/or better-armed and -armored troops, would be a good idea. Fortifications are well and good...and much-needed!...but those fortifications will need more than just us to man them." He shrugged again. "Also, the nexus may open rifts in addition to the normal creatures in the area. The area needs to be more thoroughly mapped and patrolled, I think.
OOC Comments
Not sure if each of us are making a Persuasion roll or just rolling to try and gain benefits for the person rolling...

Fighting: 5 total.
Fighting die -2 to total [dice]0[/dice]
Wild die -2 to total [dice]1[/dice]

Survival: 11 total.
Survival die +2 to total [dice]3[/dice]
Wild die +2 to total [dice]4[/dice]
Wild die ace [dice]6[/dice]

Persuasion: 3 total (unless the above add in? I'm tired so not sure, but I have a -2 charisma with non Dog Boys normally).
Persuasion die [dice]5[/dice]
Persuasion die ace [dice]7[/dice]
Wild die [dice]2[/dice]
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Savant
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Re: New beginning - Interlude

Post by Savant »

Savant nods. "My immediate concern is getting the townsmen trained to form a decent militia. They have courage, but lack the skill necessary to even mount a casual defense right now. Fortifications that are essentially unmanned would be of little use--better to focus on their personal arms training for now. Target practice, and close combat training--especially the latter. Equipping them with Vibro-blades and teaching them the basics of their use would make the town a danger to any attacker."
Fighting 7, Persuasion 5ish
Fighting [dice]0[/dice]
Wild Fighting [dice]1[/dice]

Note: Persuasion is modified by how the person in charge of making the decisions feels about Antarans. If they have the 'typical' reaction, then she's at -2. If they are more personally accepting of the Warrior Women, then it's +2.
Persuasion [dice]2[/dice]
Wild Persuasion [dice]3[/dice]
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    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.”
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Penny Wise
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Posts: 191
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Re: New beginning - Interlude

Post by Penny Wise »

Penny, having taken to her new role as Governor, gets to work explaining the various ins and outs of local politics, of the results of her own investigations and reportage, and efforts to persuade allies such as Strickland and consolidate soft power.

She frowns, as she takes the list of members of the Black Company in hand, committing their names to memory. "We'll keep an eye out. Everyone be careful out there."
OOC Comments
Base Persuasion: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Ace Die: [dice]6[/dice]

Knowledge (Politics): [dice]2[/dice] (a lay of the land's politics, power factions, and the interplay of soft power and persuasion)
[dice]3[/dice]
Ace Die: [dice]7[/dice]

Investigation: [dice]4[/dice] (What Penny's found out in her time here about secrets that are buried and should come to light)
[dice]5[/dice]
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Ximena
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Re: New beginning - Interlude

Post by Ximena »

Mica says, "The motives of the coalition were likely to contain the nexus and gain farmlands to support the vast holdings. As for the motives of the federation, the nexus is likely what they wanted. This of course means that we need to secure the nexus and build a defense grid for the town, farms, and other resources that are in the area. as the forces will need to move around, having a garage would let us maintain vehicles and reload weapons that are depleted. I am also skilled in electronics and engineering."
persuasion: 11 plus any other bonuses.
OOC Comments
notice: 4
normal[dice]0[/dice]
wild[dice]1[/dice]

knowledge(common): 9
normal[dice]2[/dice]
wild[dice]3[/dice]
normal ace[dice]16[/dice]

knowledge(Electronics): 6
normal[dice]4[/dice]
wild[dice]5[/dice]
note: +1 bonus

knowledge(engineering): 9
normal[dice]6[/dice]
wild[dice]7[/dice]
normal ace[dice]17[/dice]
note: +1 bonus

repair: 5
normal[dice]8[/dice]
wild[dice]9[/dice]

shooting -2: 3
normal[dice]10[/dice]
wild[dice]11[/dice]

investigation: 4
normal[dice]12[/dice]
wild[dice]13[/dice]

survival: 3
normal[dice]14[/dice]
wild[dice]15[/dice]

doing rolls to get an idea of what she comes up with.
She has successes on notice, knowledge(electronics), repair and investigation. She has success with raise on knowledge(common) and knowledge(engineering). I need to look at her background as to how these pertain to the situation.

persuasion: 11 plus any other bonuses. (+4 from charisma)
normal[dice]18[/dice]
wild[dice]19[/dice]
benny used
benny normal[dice]20[/dice]
benny wild[dice]21[/dice]

site logged out and I have to remember my post. gah.
Last edited by Ximena on Mon Nov 20, 2017 8:40 am, edited 3 times in total.
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Kidemonas
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Re: New beginning - Interlude

Post by Kidemonas »

Elia Hammerhand wrote: Whilst many towns and kingdoms have been willing to trade with us, Garnet Town is one of the few places to openly declare its alliance with us and the closest to both the Federation of Magic and the Coalition States. I am anxious not to provoke a war with either faction; a full scale conflict would not be one we could win unless other allies are forced to come to our aid, which might precipitate a conflict to cover the Americas. Obviously, this is not what we wish to achieve.
Kidemónas interrupts a bit, before being embarrassed that no-one else is interrupting the important lady. "The Coalition man was helpful and did not try to murder anyone. I don't think he will cause us trouble."
Elia Hammerhand wrote:...That is why I am assigning the 3rd SET to this area on a permanent basis. Your orders are to keep the peace, expand our influence to other settlements nearby and protect the people of the area. You will still be assigned other missions, but primarily you will be based in the area.
This is to be set up as your command center until something more permanent can be constructed."
OOC Comments
(OOc Penny is officially the governor effectively of the area, though you will all have input into decisions)
Very excited, Kidemónas pat's Penny on the shoulder congratulating her of the promotion.

Elia Hammerhand wrote:I have some sad news to relate; the 2nd SET has been murdered by a group that were supposedly allies; The Black Company! The majority were killed by Coalition Forces after some treachery out by the Great Lakes, but their 8th SOG team are the ones who murdered the 2nd SET
She hands over a dossier of files of whom are believed to be surviving members of the Black Company.

OOC Comments
Alecto – Human Mercenary warrior
Gargamel – Phlebus Battle Mage
Thrudh – Grackletooth Operator
Iron Tic – Titan Juicer
Hans – Dwarf Techno Wizard
Esha – Human Mercenary
“Currently, there is a bounty of 1 million credits out of their heads. If you find them and circumstances are favourable, engage and capture them. Otherwise, report their location. We have an SET assigned to their capture."
As the topic works its way around to a more serious note Kidemónas's face grows grim. "If they are murdering children we should hunt them down and quickly. Those who prey are children are the vilest of villains and need to be put down quickly."

Knowing very little about logistics and leadership Kidemónas mostly just listens as others discuss things. Finally as things turn to battle and magic he feels he can add a little most things, but on this topic he has performed well and with excitement starts offering the little bits of knowledge he has.
Then thinking on it for a bit he offers up ideas for hunting and tracking on the many game trails he has scene in the area.
Notice 7, Fighting 8, Knowledge Arcana 11, Shooting 5, Tracking 5
Kidemónas Notice Roll: [dice]0[/dice]
  • Aced [dice]10[/dice]
Notice Wild Die: [dice]1[/dice]

Kidemónas Fighting Roll: [dice]2[/dice]
Fighting Wild Die: [dice]3[/dice]
  • Aced [dice]11[/dice]

Kidemónas Knowledge (Arcane) Roll: [dice]4[/dice]
Knowledge (Arcane) Wild Die: [dice]5[/dice]
  • Aced [dice]12[/dice]

Kidemónas Shooting Roll: [dice]6[/dice]
Shooting Wild Die: [dice]7[/dice]


Kidemónas Tracking Roll: [dice]8[/dice]
Tracking Wild Die: [dice]9[/dice]
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Langdon Steed
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Re: New beginning - Interlude

Post by Langdon Steed »

Lang takes a look at the BC dossier.
Investigation 4
Investigation: [dice]0[/dice]
WILD dye: [dice]1[/dice]

Code: Select all

Alecto – Human Mercenary warrior
Gargamel – Phlebus Battle Mage
Thrudh – Grackletooth Operator
Iron Tic – Titan Juicer
Hans – Dwarf Techno Wizard
Esha – Human Mercenary
[/center]

>>Gargamel – Phlebus Battle Mage

Bingo. Has to be. Gargamel, Gargamel. What have you gotten yourself into?

"So...will we be investigating this 'Black Company' further?" Lang keeps his voice nonchalant and conversational, not wanting to betray his eagerness to follow a lead on his mission. "Perhaps we should put our search for that book on the back burner, if this BC thing is more important." Lang hates to suggest it, but business always comes before pleasure.
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Corrigon
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Re: New beginning - Interlude

Post by Corrigon »

OOC Comments
Thanks everyone for really leaping on this idea. Does make me happy

Totting everything up, connecting it to suggestions that you have made, with bonuses, you have a score of 32, so that's 8 points to spend on the table.

If somebody wants to build something for the town, at the moment I'd go with two quads.

I will post up a response from Elia in the next day or so to get things moving

I haven't forgotten the other thread either, so will post there as well soon.
GM bennies 6/8
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Savant
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Re: New beginning - Interlude

Post by Savant »

Savant tilts her head to Langdon, 'looking' at him with her painted-on face. "I would think the other route would be better--keep aware of the Black Company, while we track the book. If we come across them, of course, we should act, but apparently another SET was assigned to track them down, so we can leave them to their work, barring happenstance."
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    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.”
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Kidemonas
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Re: New beginning - Interlude

Post by Kidemonas »

Savant wrote:Savant tilts her head to Langdon, 'looking' at him with her painted-on face. "I would think the other route would be better--keep aware of the Black Company, while we track the book. If we come across them, of course, we should act, but apparently another SET was assigned to track them down, so we can leave them to their work, barring happenstance."
Kidemónas looks at Savant and says. "But they are killing children. We are supposed to be heroes and heroes stop people from killing children. What do we know about this second SET? I doubt they have a mighty dragon to help them."
OOC Comments
Little does he know they have a mightier dragon.
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Re: New beginning - Interlude

Post by Savant »

Savant turns to Kid. "Yes, but how many children might be killed if someone unworthy gets their hands on the Book? That is a far greater danger than even a turncoat SET--even if they did have a Dragon in their number."
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    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.”
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Corrigon
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Re: New beginning - Interlude

Post by Corrigon »

Elia Hammerhand listened intently as the group outlined their plans, nodding at appropriate points, as Lieutenant Nunez took notes.
The only time when her expression changed was when Langdon suggested the casino at which she looked askance at the idea and forbade it instantly (ooc it was a critical failure), stating that it would not be an appropriate activity for the Legion to encourage.

“You are correct that there is a lot here that can be done to support the town, region and the Legion itself. Our resources are still limited, but we can offer more support. However, please bear in mind our military strength is limited.”
OOC Comments
Your decision on elements to be selected
8 points to spend on the table

You already have one engineering squad and one infantry squad assigned to Garnet Town
"The strange incidents you described in your report also concerned us and we expected problems arriving here via the leyline, but we arrived without incident. Do you know anything more about this or have any leads to follow?"
OOC Comments
looking back at my gamesmaster’s guide, I have accidentally created a new character in Elia Hammerhand
She is a trouble shooter for the Legion and Hammerheart clan
“We have a team searching for the Black Company and the book. As things stand, your orders are to stay here and protect the nexus. However, as you are the closest team to the location where the book is being searched for, the team is due to report in every two weeks to yourselves. If they do not or request help, you have orders to to go to their aid and if need be finish their mission."
GM bennies 6/8
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Kidemonas
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Re: New beginning - Interlude

Post by Kidemonas »

Notice 10
Kidemónas Notice Roll: [dice]0[/dice]
Notice Ace [dice]2[/dice]
Notice Wild Die: [dice]1[/dice]
Looking at Penny as she works through the logistics of all that is needed Kidemónas says. "I think more magic users could help a lot. While they will not be as powerful as me, they can help secure the nexus when I am not here to protect it."
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Penny Wise
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Re: New beginning - Interlude

Post by Penny Wise »

"I think our biggest priority is making sure that the infrastructure that keeps everyone fed and healthy is in place, so I think - " She looks down the list. "That this operator and this body fixer will be handy. You can't fight if you're sick or wounded, or if your guns don't work, after all - and if we're lucky enough to have a moment of peace and quiet they can help out in other ways."

She nods at Elia and Nunez. "Okay, we'll stay in touch. If they run into any problems we'll go and see if we can help."
OOC Comments
Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Freya Kay
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Re: New beginning - Interlude

Post by Freya Kay »

Freya nods, Penny idea of a doctor and an operator is very good.
OOC Comments
So... if Freya wants to build a power station "by herself" (and maybe the others help doing the heavy lifting) can she? Extra to the 8 points we have? Can he do something else besides it? What does she need to roll?
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4
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Langdon Steed
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Re: New beginning - Interlude

Post by Langdon Steed »

notice 1
Notice: [dice]0[/dice]
WILD dye: [dice]1[/dice]
Elia wrote:The only time when her expression changed was when Langdon suggested the casino at which she looked askance at the idea and forbade it instantly (ooc it was a critical failure), stating that it would not be an appropriate activity for the Legion to encourage.
Hmph. It was worth a shot.
Elia wrote:"The strange incidents you described in your report also concerned us and we expected problems arriving here via the leyline, but we arrived without incident. Do you know anything more about this or have any leads to follow?"
persuasion 10
Persuasion: [dice]2[/dice]
WILD dye: [dice]3[/dice]
"I suggest we investigate the entity in the farmhouse. It wouldn't look good to have some townfolk stumble in there and get hurt so soon after signing their pact of alliance with the Legion." And I want to see what the hell is in there.
Kidemónas wrote:"I think more magic users could help a lot. While they will not be as powerful as me, they can help secure the nexus when I am not here to protect it."
Penny wrote:"I think our biggest priority is making sure that the infrastructure that keeps everyone fed and healthy is in place, so I think - " She looks down the list. "That this operator and this body fixer will be handy. You can't fight if you're sick or wounded, or if your guns don't work, after all - and if we're lucky enough to have a moment of peace and quiet they can help out in other ways."
With his face showing mild amusement, Lang's tone is more clinical and precise than usual. Almost professional, though he'd never admit it. "Don't forget to request a decent sized garrison force for when we are called away. We don't want to leave the place undefended, and healers and operators need people and machines to work on. And the Wyrm is right -" he nods at Kidemónas, "additional mages should be a given, taking into account the fact we are sitting next to a nexus. It would be foolish not to exploit such a resource." As if remembering something he adds, "I mean, not that I'd know or anything. Without a casino I'll just help wherever I'm needed, I guess."
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Penny Wise
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Re: New beginning - Interlude

Post by Penny Wise »

"As for upgrades to the town proper, let's see... Penny looked over the possible plans, thinking a long while. "I think reinforcing this wall is something that can be easily done and that everyone can pitch in on, helping to bond people as a community which'll be more important as time goes on, and also keep people safe. Right now I think a hard sneeze could knock that thing down."
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Re: New beginning - Interlude

Post by Kidemonas »

"Excellent thinking. That can delay attackers if I am at the ley line relaxing long enough for us to save them."
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Freya Kay
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Re: New beginning - Interlude

Post by Freya Kay »

Freya nods, and adds.
"I will start working on a new Command Post, so we can do more upgrades to the town later."
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4
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Corrigon
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Re: New beginning - Interlude

Post by Corrigon »

OOC Comments
Still to be decided

Magic items – given to the Legion – replaced with magic item or two mods for team vehicles or additional engineering squad temporarily assigned to Garnet Town to provide another upgrade.

8 points to spend

1st upgrade = town wall level 2?
Elia left within a few hours of arriving, after having been shown around the town by Mayor Lithari and taking account of the personnel and equipment requests made, promising that these would arrive within a week or so.

The next day, Lieutenant Nunez requested your presence.
“Governor Wise, we have reports of another leyline ship, The Morose, inbound from the south, FOM territory, though they say are independent. It seems to have stopped a couple of miles away and looks to discharging people. They are not transmitting any Legion access codes and the communication we have had stated they are merely dropping off a cargo and passengers for the Tomorrow Legion.”

As your team sets out to investigate, the engineers have begun work on upgrading the wall surrounding the town, taking measurements and checking the suitability of the ground. The chief engineer Trip, a Trimadore, indicated that they had sufficient material for a light MDC wall with towers that they could extend further around the town to accommodate several new buildings as required.
OOC Comments
assuming that is the route you are going and that the 3rd SET would be the ones to head out, rather than the infantry squad currently getting settled in
The ship leaves just as you enter range, but from the distance, you can see that there are several crates stacked on the ground and what appeared to be several short humans sat on or around the boxes, maybe around twenty of them.

As you get closer, you realise that these short humans are in fact children, probably none over the age of twelve and all armed with a variety of rifles and vibroweapons, with the odd spear, their clothing a ragtag collection of uniforms, cut to fit and the remains of a random assortment of clothes.

As they notice your arrival, they gather together, protecting the younger ones. The eldest, who is approximately twelve, with dirty brown hair and generally unkempt appearance steps forward eying up the squad.

“You the Legion?” he asked slightly suspiciously, “we were told you would take us in.” He held out his hand to shake whomever went first’s hand. On his right wrist, you can clearly make out a tattoo of a flaming sword.
“We came along with this delivery for the Legion.” He gestured at the crates behind them that some of the kids are sat on.
OOC Comments
Notice
Success - On his left wrist, Heart Pierced by a Wooden Stake with no blood
Raise – all of the kids that you can see have the same tattoos
Knowledge arcana rolls for Langdon and Freya please
Kidemonas recognises the tattoos having seen similar (but not quite the same) ones on Nicholas
GM bennies 6/8
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Savant
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Re: New beginning - Interlude

Post by Savant »

OOC Comments
Notice [dice]0[/dice]
Wild Notice [dice]1[/dice]

Sadly, no matter how good this roll is, she can't 'see' a tattoo.
Savant's eyeless 'gaze' passes over the scene, and she breaks into a large grin, turning to Pennywise. "Heavily armed children! Adorable! Can we keep them?"
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    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.”
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Langdon Steed
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Re: New beginning - Interlude

Post by Langdon Steed »

notice 4 K-arcana 1 crit fail K-common 8
Notice: [dice]0[/dice]
WILD dye: [dice]1[/dice]

Knowledge (Arcana): [dice]2[/dice]
WILD dye: [dice]3[/dice]

Common Knowledge: [dice]4[/dice]
WILD dye: [dice]5[/dice]
ACE: [dice]6[/dice]
As they approach the ragged looking children, Lang casts greater detect arcana on himself by drawing a hand across his face, wary of any tricks or ambushes no matter how unlikely it seemed.
Spellcasting 5
Spellcasting: [dice]7[/dice]
WILD dye: [dice]8[/dice]
Kid wrote:“You the Legion?” he asked slightly suspiciously, “we were told you would take us in.” He held out his hand to shake whomever went first’s hand. On his right wrist, you can clearly make out a tattoo of a flaming sword.
“We came along with this delivery for the Legion.” He gestured at the crates behind them that some of the kids are sat on.
As the boy reaches out to shake Savant's hand, Lang notices the tattoo on his wrist. Strange...seems like I should know what that is for some reason.

Lang gives the kid a reassuring smile as he activates his TW commband while appearing to absentmindedly scratch at his horns. "Yes, we are of the Legion, my name is Lang." Lang also introduces the rest of 3rd SET as he introduces himself.
"What is your name, boy? Tell us who told you, correctly, that we would take you in? Was it the same people who dropped you off here?"
Persuasion 1 crit fail
Persuasion +7CHA/TWband: [dice]9[/dice]
WILD dye: [dice]10[/dice]
=REROLL=
Persuasion +7CHA/TWband: [dice]11[/dice]
WILD dye: [dice]12[/dice]
Something he said, or the way he said it, clearly did not sit well with the kid. As Lang sees his mistake, he backs off and lets someone else talk to the kid. He wanders over to the boxes and gives them a cursory glance with his remaining greater detect arcana, openly curious about what kind of supplies a ragtag collection of dirty children would have with them.
summary
-4 PP for greater detect arcana, -1 benny for reroll
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Kidemonas
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Re: New beginning - Interlude

Post by Kidemonas »

Notice X
Kidemónas Notice Roll: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]
Having no bias against their young age, after all he himself is only a couple months old. Kidemónas looks at the kids and smiles. "We can always use more warriors. Where are you from?"
Spotting the tattoo Kidemónas gets a little excited in his head. "Do you know Father Nicholas, are you from his clan, are looking to be heroes?"
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Heracles
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Re: New beginning - Interlude

Post by Heracles »

Heracles listened to the others debate what should be done to help the town, what resources from the Legion should be utilized and where. He had added in what he had to offer, but most of it was logistical and not really something he knew too much about or cared too much about. So long as the town was helped and well-managed, it was fine with him. And so long as he didn't have to stay in the town and guard it all the time rather than go forth to seek more adventure.

He perked up when heard about a ship coming in. It wasn't Legion apparently and wasn't coming too close to the town, so Heracles readied himself for a potential battle. One eyebrow rose when he saw it was children. He relaxed and smiled at them, spreading his arms wide. "Children ready for battle? This will not do at all! We must get them ready to have fun and play instead!" He looked to the others for confirmation but they were asking questions, especially the new person. "Wait...children with tattoos? Who would tattoo children? Their bodies should be allow to grow first!"
Notice 9
Notice check, +2 to roll (+2 additional if olfactory applies)
Notice die [dice]0[/dice]
Wild die [dice]1[/dice]
Last edited by Heracles on Tue Nov 28, 2017 7:26 pm, edited 1 time in total.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Freya Kay
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Re: New beginning - Interlude

Post by Freya Kay »

Notice: 11 (Success and raise)
OOC Comments
Roll: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Knowledge Arcana: 8 (Success and raise)
OOC Comments
Roll: [dice]2[/dice]
Wild Die: [dice]3[/dice]
Aces!:
OOC Comments
[dice]4[/dice]
[dice]5[/dice]
Freya takes Langdon's arm, and smiles to the boys.
"Welcome. You seem like a very strong and independent group of young men! We are the 3rd SET of the Tomorrow Legion, and we are glad you got here safely. Thank you for your help. Let us help you unload."
Persuation: 4 (Critical Fail too!!!)
OOC Comments
Roll: [dice]6[/dice]
Wild Die: [dice]7[/dice]
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4
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Ximena
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Re: New beginning - Interlude

Post by Ximena »

OOC Comments
Notice[dice]0[/dice]
Wild Notice[dice]1[/dice]

ACE wild notice[dice]2[/dice]
Notice 7

Mica sees the kids and thinks out loud, "Resistance fighters? Which gang is the tattoo for?" She walks forward. "Greetings I am Mica Nowel of the Tomorrow Legion, 3rd Set."
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Penny Wise
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Re: New beginning - Interlude

Post by Penny Wise »

Penny frowned at the children, memories of running with a gang in the Pecos Empire bubbling back up to the surface. She pushed them down, however, as she looked them over.
OOC Comments
Notice: [dice]0[/dice]
Ace Die: [dice]2[/dice]
Wild Die: [dice]1[/dice]
Gang tattoos? she thought, making a mental note to look up the iconography when she got a chance. She went out to meet them. "Hi there! I'm Penny. I'm kind of in charge around here. I'll get you squared away and we'll have a doctor look you over to make sure you're up on immunizations and then I'll show you around."
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Corrigon
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Re: New beginning - Interlude

Post by Corrigon »

The leader looks at Langdon and Freya with disdain, Freya taking Langdon’s arm seems to harden their opinion of her after Langdon’s poor choice of words.

“Don’t treat us like children,” he responds surly, obviously feeling insulted, “we have lost our families. All we have left is each other and despite what you may think, we are warriors, not children to be coddled.”

OOC Comments
Disposition drops from neutral to dislike for the entire group of kids to Langdon and Freya taking the lead from their leader. However, a few of the younger ones you can see have the odd toy amongst the items they have.
Whilst Freya has never seen tattoos like this before, she had heard of warriors with magical tattoos; some doing good, others serving the Splugorth Slave raiders.

The leader looked up at Kidemonas, not bothered by his presence holding up his right wrist to show off the tattoo.
“I don’t know anybody named Nicholas, but if his tattoos were like ours, then I like him already. He should come to us, we can draw him some new ones.”

It also dawns on Kidemonas that Nicholas’ tattoos were on the opposite wrists to the children.

Langdon’s spell enables him to see that there is nothing at all magical emanating from the crates, but on each child, their wrists glow. The crates are sealed, but marked as property of Naruni Enterprises.

Heracles sniffs the air and can detect the odour of magic emanating from the children and from Langdon and Freya.

As Penny and Mica suggest gang tattoos, the leader snorts.
“Gang tattoos. I suppose we are a gang of sorts. They show where we came from, our heritage. Food and somewhere more comfortable than a ship’s hold to sleep would be much appreciated. We generally all sleep communally.”

His choice of words belies his appearance. Whatever these children are, they have received some education from somewhere.

“The Legion apparently sent our rescuers to find these crates. They didn’t really mention what they were, but we did get some of their names. The one that died saving us was Iron Tic and the two who arranged for us to come here, well to the Legion, despite what they did, were Alecto and Gargamel.”


“He was funny he was,” one of the younger children piped up at the mention of Gargamel’s name.
OOC Comments
Disposition remains neutral towards the rest of the squad
What do you want to do now?
Take the kids back?
Check the boxes?
Ask the children further questions?
GM bennies 6/8
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Kidemonas
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Re: New beginning - Interlude

Post by Kidemonas »

Kidemónas replies to the young warriors. "Iron Tic, Alecto, Gargamel. The people who saved you were the Black Company? We were told yesterday that they are out there murdering children." Looking to Penny Savant he says. "I don't think the same people who are saving children are murdering them also. It would not make sense. Someone lied to us." Kidemónas looks to the teams leader hoping she can sort things out.
Turning back to the young warriors Kidemónas adds. "Well we do have food, I don't know about beds I am still working on a good cave near the Nexus here. But we have lots of food. Let's go get some."
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Ximena
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Re: New beginning - Interlude

Post by Ximena »

OOC Comments
notice[dice]0[/dice]
wild notice[dice]1[/dice]
wild notice ace[dice]4[/dice]

persuasion roll to show she did not mean disrespect by the gang comment.
note: The plus 4 bonus to persuasion is from her charisma due to her being highly attractive.
persuasion[dice]2[/dice]
wild persuasion[dice]3[/dice]
Notice Roll 11 Persuasion 11

Looking to the young warriors, "I apologize for my misinterpretation of the tattoos. I am from another world that was overrun by aliens. We were fighting to reclaim that world from those aliens. Typically those we ran into with such markers were members of gangs, the symbols to show unity between them. I, myself, am also a young warrior."
Last edited by Ximena on Thu Nov 30, 2017 7:29 am, edited 1 time in total.
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Freya Kay
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Re: New beginning - Interlude

Post by Freya Kay »

Freya seems very mortified that the children got a dislike of her (and Langdon).
"I am so sorry! I didn't want to make you feel like we look down on you all! Please forgive us! Is there something I can do for you?"
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4
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Savant
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Re: New beginning - Interlude

Post by Savant »

Savant smiles. "Our guests have tattoos? How wonderful!" Of course the punk-rock stereotype would be delighted by this news. "Gang signs--so all the same? What does it look like?" She faces the apparent leader of the group. "And yes, you most certainly are warriors--you're definitely holding those weapons better than the townsmen who were trying to guard the gate when we first got here were. I'd be happy to spar with you, once you're settled in, to see where your skills lay, and if you need--or even might be able to offer--training."
OOC Comments
Notice [dice]0[/dice]
Wild Notice [dice]1[/dice]

Persuasion roll is affected by Charisma--if they are hostile to Altarans, -2; if not, +2
Persuasion [dice]2[/dice]
Wild Persuasion [dice]3[/dice]
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    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.”
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Kidemonas
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Re: New beginning - Interlude

Post by Kidemonas »

Kidemónas answers Savant so she is not left wondering. "They look like Atlantean Clan tattoos. The same kind Nicholas has, but they are in the right wrist instead of the left."
Looking back at the kids he asks. "Hey are you all left handed, that is cool. Have you ever flown in a dragon, I love to carry people."
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Langdon Steed
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Re: New beginning - Interlude

Post by Langdon Steed »

Kidemónas wrote:"They look like Atlantean Clan tattoos."
Of course! I should have known that.
"Whatever they are, they blaze brightly with arcane energies," he notes quietly to the group over their radio channel.
kids wrote:“The Legion apparently sent our rescuers to find these crates. They didn’t really mention what they were, but we did get some of their names. The one that died saving us was Iron Tic and the two who arranged for us to come here, well to the Legion, despite what they did, were Alecto and Gargamel.”

“He was funny he was,”
one of the younger children piped up at the mention of Gargamel’s name.
Sounds like the BC is saving kids, not murdering them. And then delivering them to us with crates of what appear to be Naruni contraband. Strange.

As Penny and the others continue talking to the surly leader, Lang decides to try his luck again with one of the younger kids in back who looks a bit friendlier. With open and honest curiosity in his voice Lang asks, "Oh? Why was Gargamel so funny?"
persuasion 1
Persuasion +7CHA: [dice]0[/dice]
WILD dye: [dice]1[/dice]
Unfortunately for Lang, his egg and cheese burrito breakfast decides to make a sudden surprise appearance by way of a loud, low rip of flatulence right as he asks the younger kid about Gargamel. The boy recoils from the stench and dishonor emanating from Lang's bowels. "Uh...sorry about that. Heh," he says with a weak smile.

I give up!
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Penny Wise
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Re: New beginning - Interlude

Post by Penny Wise »

"All right, I don't know much about Naruni and I have thankfully never been to Atlantis, so let's look into that. Now, this Black Company..." She knelt, to be eye to eye with them. "We've been told one thing, but if you tell us another, we'll believe you. What do you know about this Black Company that resued you? Can you tell us anything about them?"
OOC Comments
Persuasion: [dice]0[/dice]
Wild Die: [dice]1[/dice]

Notice: [dice]2[/dice]
Ace Die: [dice]4[/dice]
Wild Die: [dice]3[/dice]
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Heracles
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Location: 3rd Set "The Losers"

Re: New beginning - Interlude

Post by Heracles »

Heracles leans back slightly. After a moment, however, he gives a slow nod. "You may appear young, but you are correct. You are not children. You have had to grow up much faster then you should have. I see it in your eyes, in your body language. I recognize fellow warriors when I take the time to look beyond the outward appearance." He pumps his fist to heart in a salute. "I am Heracles, son of Zeus and a mighty warrior myself! Tis a pleasure to meet you all!"

His eyes widen and he gets a delighted look on his face. "Ahhhh! MAGIC tattoos! Of course! Those would not harm the bodies so much! Wonderful!!" He rubs his nose and squints. It's obvious he is uncomfortable this close to a leyline. "We should hurry these new arrivals and crates back to the town, yes?"

Despite his words, he begins digging in to the crates for a cursory look to see what they might have.
Notice 4, almost a crit fail lol
Notice die [dice]0[/dice]
Wild die [dice]1[/dice]
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Corrigon
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Re: New beginning - Interlude

Post by Corrigon »

The kids start talking all at once, mostly ignoring Langdon.

“The trip was arranged by the Black Company. Said these items were part of what they were sent to retrieve for the Tomorrow Legion.
Don’t know exactly; don’t know much about this stuff
Black boxes. You plug em in
They saved us from the Lizardmen
And the grackletooth in power armour
I’m tired, can we go now?
The psycho lady with killer flying orbs
They didn’t get her though. She killed Micos and Tam the frakker
Watch your language, ladies and children present
And the demons
Don’t forget the big cannon they took down
Don’t forget Iron Tic.”



Their leader puts his hands over his ears for a few seconds and calms himself
“Quiet,” he shouted over them,

“Thank you for your hospitality. A good meal would be very much appreciated right about now and I’m sure we can teach your warriors here a thing or two about how to fight.”

As Heracles pops open one of the crates, inside are several black canisters inside, with connection points and alien text on the side
OOC Comments
Repair -2 or an appropriate knowledge roll

Success Property of Naruni Enterprises. Caution. Explosive. Solid Oxide. HI3S457
Raise just one of these small alien Solid Oxide power sources can charge a Glitter Boy for twenty years


Also updated the missing text from Nunez's initial message
GM bennies 6/8
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Savant
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Re: New beginning - Interlude

Post by Savant »

Savant grins at the chaos. "Alright, let's get the crates loaded onto the vehicle; we can put a load on the roof. Anyone who feels bold can ride Kidemonas back to the town." She turns to face Penny. "You might want to call ahead and let the mayor know we're coming, and that these fine youths will need accommodations."
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    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.”
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Ximena
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Re: New beginning - Interlude

Post by Ximena »

OOC Comments
notice [dice]0[/dice]
wild notice [dice]1[/dice]

HJ: good with tech, +1 to knowledge engineering
knowledge engineering [dice]2[/dice]
wild knowledge engineering [dice]3[/dice]
benny used to reroll
knowledge engineering [dice]4[/dice]
wild knowledge engineering [dice]5[/dice]
ace wild knowledge engineering reroll [dice]6[/dice]
Notice 5 Knowledge Engineering 10 (look a raise)

Mica takes a closer look at the opened crate. "Property of......" studies the writing a bit more. "Naruni Enterprises. Caution. " after a moment to study more, "Explosive." another pause "Solid Oxide." and finally "H I 3 S 4 5 7." Mica looks over at the others, "Solid Oxide... where did I hear about those..." She starts counting how many of these devices are in the box. "I think it was a power supply or something. When we were trying to figure out something else that might work for the Cyclone... "
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Langdon Steed
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Re: New beginning - Interlude

Post by Langdon Steed »

K-common 4 notice 5 repair 5
Common Knowledge: [dice]0[/dice]
WILD dye: [dice]1[/dice]

Notice: [dice]2[/dice]
WILD dye: [dice]3[/dice]

Repair: [dice]4[/dice]
WILD dye: [dice]5[/dice]
Lang darts around Heracles to get a better look inside the crate the dogboy opened, eager to see what useful item he can commandeer as a member of the TL.
Mica wrote:"I think it was a power supply or something. When we were trying to figure out something else that might work for the Cyclone... "
Lang's hope evaporates upon hearing Mica's description. Dang. No weapons or force fields.
"You know, Mica, I've been meaning to ask - where did you get your Cyclone? I don't recall seeing that model before."
kids wrote:“The trip was arranged by the Black Company. Said these items were part of what they were sent to retrieve for the Tomorrow Legion.
Don’t know exactly; don’t know much about this stuff
Black boxes. You plug em in
They saved us from the Lizardmen
And the grackletooth in power armour
I’m tired, can we go now?
The psycho lady with killer flying orbs
They didn’t get her though. She killed Micos and Tam the frakker
Watch your language, ladies and children present
And the demons
Don’t forget the big cannon they took down
Don’t forget Iron Tic.”
Lang snorts to himself as he listens to the rude little brats prattle on about the Black Company.
'....these items were part of what they were sent to retrieve for the Tomorrow Legion..' Huh. Gone rogue my ass. I'll bet my last credit they've been set up as the TL's blackops unit and we're being fed a story to build their cover. Or something close to that. Plain as day, special ops 101. I still should probably find a way to talk to this 'Gargamel' anyway, just to confirm.
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Kidemonas
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Re: New beginning - Interlude

Post by Kidemonas »

When the kids start rambling and talking over each other Kidemónas starts loosing his interest for them until at the suggestion from Savant Kidemónas confirms how much he loves flying and would like to take them little warriors on a flight. "I know you have to eat, but nothing is better than flying with dragons."
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Freya Kay
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Re: New beginning - Interlude

Post by Freya Kay »

Freya helps the children, insisting on trying to make friends with them.
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4
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Ximena
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Re: New beginning - Interlude

Post by Ximena »

Langdon Steed wrote:Lang's hope evaporates upon hearing Mica's description. Dang. No weapons or force fields.
"You know, Mica, I've been meaning to ask - where did you get your Cyclone? I don't recall seeing that model before."
Mica turns her head to look at Langdon, "My cyclone was issued to me by the United Earth Expeditionary Force. It is not from this Earth. I guess technically it is not from Earth at all. Not sure where in the galaxy that came up with it."
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Heracles
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Re: New beginning - Interlude

Post by Heracles »

Heracles' eyebrows shot upwards as the kids all began talking at once, like a torrent of sound from a river of youth. Though youth hardened by the ever-changing and difficult world they found themselves in. He glanced at the children who claimed they were not children and simply took in as much of the information as he could and let the rest blow past him.

He listened as Mica tried to figure out what was in the crate he had opened. He immediately grew less interested when it was not a sword or gun or weapon he could hold. He knew what explosives were, of course, but he knew naught of their use really except having seen their resulting explosions.

"Hmm, if you ch...warriors...are looking for a home and are willing to help defend it, I think the town may like you well enough...once they get to know you and learn to treat you properly."
Notice
Notice is +2, +2 if olfactory applies as well.
Notice die [dice]0[/dice]
Wild die [dice]1[/dice]
Notice ace die [dice]2[/dice]
Last edited by Heracles on Thu Dec 07, 2017 9:15 am, edited 2 times in total.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Penny Wise
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Re: New beginning - Interlude

Post by Penny Wise »

Penny mentally files away everything she hears from them about where they've come from and what they've been through, and decides to go over it and make the pieces fit at a later date. Right now, there were a small army of hungry kids who needed some rest, so she played mother hen and got them squared away.
OOC Comments
Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Ace Wild Die: [dice]2[/dice]
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Corrigon
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Re: New beginning - Interlude

Post by Corrigon »

Several of the younger children squeal with delight at the idea of flying on the back of a Dragon and happily clamber onto the young hatchling, the older ones helping them up if they were too small to climb up themselves. The rest helped your team gather up the crates, as they were stowed inside and ontop of the ATVs.

Now somewhat cramped in the two ATVs, the squad makes their way back to Garnet Town, both crazies hanging on the sides of an ATV, Heracles enjoying the wind blowing through his fur. One of the girls sits near Freya in the ATV and seems to respond a little to Freya’s friendly nature.

Mica is glad to be on her bike, avoiding the cramped compartments.

Langdon (unless Mica gives him a lift) is stuck in the back with the crates and a few of the children, all of which try to avoid talking to him.

Back at Garnet Town, the townsfolk are able to quickly set up some tables and beds in the town hall attached to Mayor Lithari’s house, where the kids wolf down the food brought out to them. As recompense, they offer to tattoo people that the 3rd SET approve of.

When questioned about where they come from, they reveal that they were living in a forest south of here; exactly where they were not sure as the crew of the Morose would be able to tell them where they had been picked up from. They’d been under attack from Lizardmen, who had massacred their parents, before more of their number had been killed in the ensuing conflict that the Black Company brought to a sudden and violent end. Their past from before that they remain tightlipped about

Closer examination of the canisters suggests that these might be power sources, though potentially explosive ones if not careful.
OOC Comments
That should be last of the Black Company references – the kids came from one of their adventures
To pay their way, the kids have now offered to tattoo people that the 3rd SET approve of.
AB Tattoo Magic or First Time Ink edges are now open to you to take as an advance. Only Marks of heritage are currently available to PCs.
During the next week, at Langdon’s request, the SET sets out to investigate the farmhouse he and Jasper encountered. However, when you arrive, the farmhouse is deserted.
No bodies are found inside the farmhouse, whilst 3 burnt bodies and a destroyed Big Boss ATV sit outside.
OOC Comments
A repair or knowledge engineering roll will reveal that Big Boss ATV was modified
Inside the farmhouse, the Presence is definitely no longer here, but it left a distinct impression of his previous residence to any magic users and to Heracles. Freya and Langdon find it particularly uncomfortable. Searching around with your abilities, you find sigils carved throughout the building.
OOC Comments
Sigils all over the farmhouse – inactive – type unknown to any of you
Knowledge arcana
Success – The sigils were keeping the presence in the farmhouse. They are no longer active.
Raise – The sigils were some kind of warding magic, but not just for the farmhouse. They were active until fairly recently, perhaps until around the time of your arrival in the area. They would have been hidden from non mages whilst they were active.
The leyline barge from Castle Refuge arrives, laden with your requested troops and supplies, equipment and base personnel. They collect the crates, though they leave two behind for Garnet Town to use.
OOC Comments
Currently assuming this
1 body doc (1)
1 operator (1)
Mechanised Squad of Juicers (3)
TW (1)
Shifter (1)
Upgrade of vehicles for original squad to make them mechanised

1 weapon mod per ATV – Light laser or Mini Missile launcher with 2 reloads on Penny’s ATV
Fireball launcher on the Zone Runner
Reload for Mica's bike rockets

More details about the new arrivals will be posted this weekend, though dependent on whether there are changes to the list
A few hardy souls travelled with them who will initially move into Garnet Town and are looking for work to do.
There has been no sign of the Fadetown that separated White Hoof, Heracles, Freya and Manuel during their original journey, nor has there been any reports regarding the presence from the farmhouse.

With no space to store the vehicles, a hasty fence is erected outside of town whilst the town walls are being fortified and extended to include a potential garage site. The new operator complains about this and insists on a guard being posted.

The kids settle into the last couple of rooms at Widow Mikkelson’s boarding house, though one of them is always on guard outside their rooms. Though they show signs of communicating with the townsfolk, they are very insular.

Under Freya and Mica’s supervision, work slowly begins on the new command centre, a few of the townsfolk helping bring wood in from the forest for its construction. Meanwhile, the new wall slowly takes shape as they try to include the new vehicle storage area.

OOC Comments
Freya and Mica together can start this going.

Any actions you wish to take before we move onto Tome of Destiny?
GM bennies 6/8
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Savant
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Re: New beginning - Interlude

Post by Savant »

During this time of activity and chaos, Savant is also busy. First, she acquires a vast quantity of fine-mesh chicken wire, which is then put up on all of her room's windows, and if it has a fireplace, across that (and then over the top of the chimney). This is done with all the finesse you'd expect from a blind crazy woman who has never picked up a construction tool, and who occasionally loses her train of thought. Secondly, she gives all of the children a gift: a slingshot and a bag of a hundred or so metal bearings. She explains to the kids that she will pay a small bounty (ranging from 1 to 10 Credits a head) for any birds they manage to bring down with the simple weapons. Finally, she ends up paying a hefty compensation fee to a chicken farmer, when a couple of the kids figure out that Savant never specified wild birds. The mayor, at this point, intervenes and informs the kids that domestic animals are definitely off-limits.
OOC Comments
And that's how she lost half her initial payout!
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    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.”
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Heracles
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Re: New beginning - Interlude

Post by Heracles »

Heracles helps load up the ATV, and even some of the children on to the dragon if they allow and need assistance. He, of course, has his tongue hanging out of his mouth as they drive. He even lets out some happy, and of course mighty-sounding, barks a few times as they drive along. He certainly does not mind riding on the outside of the vehicle, and it is not his first time doing so. He even tries a bit of 'yelling' conversation with Savant over the noise of the ATV and the rushing wind, but while it doesn't get very far, he doesn't mind.

Heracles is certainly VERY excited at the prospect of MAGIC TATTOOS! He is less excited after discussion about how it will be hard to see tattoos through his fur and he is certainly NOT 'shaving' any areas for a tattoo. He is upset that the children's village had been attacked by lizardmen and wishes they knew more of the exact location for retribution to take place, but is happy enough that is sounds like many of the lizardmen were killed for their affront.

He is disgruntled at the farmhouse, rubbing his nose a few times as if something that smells bad is lingering in the air. He investigates both the ATV itself and the sigils, eyes narrowing a bit as he examines them closely. He even gives each a good sniff during the 'investigation'. He shows off his technical know-how and intelligence to the technically-apt Freya by saying, "I have noticed that this vehicle has been modified." He gives a nod and steps back, as if that is a revelation.

Inside the house, he complains. "Ugh. This place smells awful. Something bad was here." He shakes his head. "I think...these sigils...were keeping whatever it was inside the house. Now it's free. That is usually not good."

He does also let the town (and the posted Tomorrow Legion members) know to keep an eye out for Manuel, along with a description, in case he should show up at the town or nearby. He tries to make it sound casual, but he is clearly worried for his comrade.
Notice
Notice 7 (+2 to total included, and also +2 if Olfactory applies)
Notice die [dice]0[/dice]
Wild die [dice]1[/dice]
Big Boss ATV modification check 5
Unskilled Jack of all Trades die [dice]2[/dice]
Unskilled JoaT Ace die [dice]6[/dice]
Wild die [dice]3[/dice]
Knowledge Arcana 7
Unskilled Jack of all Trades die [dice]4[/dice]
Unskilled JoaT Ace die [dice]7[/dice]
Wild die [dice]5[/dice]
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Langdon Steed
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Re: New beginning - Interlude

Post by Langdon Steed »

Mica wrote:"My cyclone was issued to me by the United Earth Expeditionary Force. It is not from this Earth. I guess technically it is not from Earth at all. Not sure where in the galaxy that came up with it."
"Wow. I guess 'not from around here' is a big understatement for you, eh? Mind if ride back to town with you? I don't think those kids like me very much." If she agrees he then proceeds to pepper her relentlessly with questions about this alternate universe earth as they ride, particularly regarding the advanced tech and power source of her armor.
GM wrote:Inside the farmhouse, the Presence is definitely no longer here, but it left a distinct impression of his previous residence to any magic users and to Heracles. Freya and Langdon find it particularly uncomfortable. Searching around with your abilities, you find sigils carved throughout the building.
K-Arcana 11
Knowledge (Arcana): [dice]0[/dice]
ACE: [dice]4[/dice]
WILD dye: [dice]1[/dice]
ACE: [dice]5[/dice]
A familiar chill runs up Lang's spine as he senses the lingering arcane stench of whatever had been released from the makeshift farmhouse prison.
To Penny he suggests, "Governor, we should alert our forces in town about this. I fear a powerful creature was released from this place and I dread thinking of what it may do."
GM wrote:During the next week, at Langdon’s request, the SET sets out to investigate the farmhouse he and Jasper encountered. However, when you arrive, the farmhouse is deserted.
No bodies are found inside the farmhouse, whilst 3 burnt bodies and a destroyed Big Boss ATV sit outside.
Heracles wrote: "I have noticed that this vehicle has been modified."
repair 4
Repair: [dice]2[/dice]
WILD dye: [dice]3[/dice]
As Lang gives the burned out ATV a closer look with Heracles he also spots some non-standard modifications. Curious, he mentions them to Freya and asks, "Can any of these be salvaged? I'm afraid I'm just an amateur at such things."

Back in Garnet, Lang retires to his suite at the boarding house (he pays for the largest one available) and composes an update on his mission status for his superiors.

Code: Select all

Attention: H-O-M-E
ID: 10831974

Mission update
===============
Infiltration of TL - complete
Rift invasion of Garnet - halted
Garnet acquiesces to TL sphere of influence - FoM and CS influence schemes thwarted
Target Contact - incomplete; reason to believe all is not as it seems; working on confirmation
Minor Atlantean presence confirmed in Garnet - recovered child slaves from unknown Lizardman threat from south of Garnet
Current Status - following potential lead on location of Spell of Legend
[/center]

Langdon places the handwritten message in his ornate wooden lock box and sends it on its way with a soft green pulse of arcane energies.
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Ximena
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Re: New beginning - Interlude

Post by Ximena »

Notice 13
notice[dice]0[/dice]
wild notice[dice]1[/dice]
ace notice[dice]2[/dice]

repair[dice]3[/dice]
wild[dice]4[/dice]
"yea, not around here would be correct. I wasn't even born on Earth." After helping load everything up. "Sure I can give you a ride."

On the ride back she will mention the following things.

"Earth in my... reality? I guess that is what to call it. Earth has been invaded by a number of different alien races."

"The first race to attack the earth was the Zentraedi. They were after the SDF-1, which was one of their ships that crashed on Earth."

"I guess the story starts with the SDF-1 crashing on Earth. This started a global civil war between the Untied Nations and the Anti Unification Group."

"No, no I didn't fight any Zentraedi. I was fighting against the Invid. But that is much later in the story, they came after the Robotech Masters were defeated.."

"Well the Zentraedi are our allies now. The invid are this slug like race that pilot mecha. Really nasty, hive mind controlled by invid brains. They enslaved the earth to harvest the flower of life."

"The flower of life is the plant that Protoculture is derived from. Protoculture is the power source all our stuff uses."

"Oh look, we're back at town."

Mica slows down and stops as the caravan pulls into town.

Repair 4
Later, at the farmhouse, Mica will help look at the Bigboss ATV. Agreeing with Heracles "Yup, defiantly modified"


Later Mica will work with Freya on the new command centre.
Knowledge Engineering 6
KNOW(Engineer)[dice]5[/dice]
WILD[dice]6[/dice]
BONUS: +1
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Penny Wise
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Re: New beginning - Interlude

Post by Penny Wise »

Penny weighs the possibilities of a magical tattoo, but decides that since they'll make her easier to track via psi-stalkers and other beings that can sense magic, she politely declines. Her wits, after all, have gotten her this far.

In between administrative and political duties in the town, Penny dedicates some time towards trying to reconstruct the scene of the crime with regards to the shack in the middle of nowhere.
OOC Comments
Investigate: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Ace Wild Die: [dice]4[/dice]

Notice: [dice]2[/dice]
Ace Notice Die: [dice]5[/dice]
Wild Die: [dice]3[/dice]
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Kidemonas
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Re: New beginning - Interlude

Post by Kidemonas »

Flying back Kidemónas will make sure he lets the children have some fun and answer any questions they have that he actually knows an answer for.
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Corrigon
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Re: New beginning - Interlude

Post by Corrigon »

Mica and Freya are able to identify that extra armour and some engine improvements had been made to the ATV, though the vehicle was far too damage to make out much more.

As you search around the farmhouse, there are signs that a large heavy body had been dragged through the farmhouse recently from the kitchen doorway, a small trail of blood with a slight hint of sulphur and what Freya and Mica are able to identify as fluid used in cybernetic implants.

Searching around, there is no body anywhere in the farmhouse and whatever was here did not leave any spoor or disturb the contents of the farmhouse.
However, following Heracles’ sense of smell, you pry up some of the floor boards leading down into a sealed basement. Judging by the smell, it appeared to have been a food pantry, but it smelled like decay. As you hunt around, the food may have gone off in some cases, and a few things you are not sure what they pickled, but in the corner, you find a few desiccated bats in a pile.

Back in town, when asked about the farmhouse, Mayor Lithari is able to tell you that the previous owners died about two years ago.
“It was a real shame. Both Simon and Kaylee were good people, friendly and always helping out their neighbours. They passed within a few days of each other. It was really sudden as I remember, but the exact cause I am afraid I do not know; only that it wasn’t a plague or anything contagious.
Old Man Duncan might know more, though he has already bent my ear bemoaning about the new doctor and the expectation that they are going to have to look after a lot more people without the facilities to back it up.
The son Tam didn’t want to stay after his parents died, not that I can blame him. Bad memories and he said he felt uncomfortable just being there. He was handy with his tools and I think it was Stormspire that he went to
After that, nobody wanted to move in, we had enough food coming in from other farmers and it just fell derelict.”


Both Trip and Sheriff White Hoof complain about Savant’s modifications, whilst both doctors find themselves busy dealing with a multitude of minor injuries caused by Savant’s actions.
“At no point does a toilet require a chicken wire trap for birds.”

Von merely made an effort to scare birds away with a couple of scarecrows, though Mayor Lithari was not impressed with the clothes being used. Thankfully the farmer who lost some chickens is happy to accept payment for his birds, but requests that Savant be kept away.
GM bennies 6/8
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Kidemonas
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Re: New beginning - Interlude

Post by Kidemonas »

Notice 3
Kidemónas Notice Roll: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]
Seeing the abandoned vehicle Kidemónas starts thinking. “Freya, can you help me? I want to use this to carry my hoard around in. Would it be better to just tear out the useless stuff like the motor or would you rather keep it?” Once things are settled Kidemónas works out with Freya how to turn the cargo area into his personal storage. A sort of Dragon purse if you will. The remainder of the vehicle being useless to him he will let be.
OOC Comments
Kidemónas is basically looking to make a safe he can carry around and put his hoard in. The cargo section of this vehicle will be a great start.
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Savant
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Re: New beginning - Interlude

Post by Savant »

Savant praises Von's efforts, and accepts the various warnings, fines and general grumbling in good spirits; she understands that many do not yet understand the threat posed by the Avianati. It should be enough, for now, to have thinned their numbers.
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    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.”
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Heracles
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Re: New beginning - Interlude

Post by Heracles »

Heracles frowns as he tracks the signs of the large body having been dragged. Definitely a bad sign. He follows the scents and the trail of blood, then helps with the search and the floorboard removal. The formerly-sealed basement smells really awful, and he has to cover his nose when they go down to look it over. Even so, his eyes water a bit from the pungent foulness. He is in a hurry to leave.

Back at town, he listens to what the Mayor has to say. He shakes his head. It sounds like a sad tale of good people dying. That saddens him. He can definitely understand the son wanting to leave the bad memories behind so they do not haunt him, nor anyone else greatly desiring to live a place of death. Though, in his experience, almost every place has experienced death at point.

To his comrades he says, "Perhaps we should talk to this Old Man Duncan. The manner in which they died could be important."
Notice 12
Notice +2 to total (+2 for olfactory as well)
Notice die [dice]0[/dice]
Wild die [dice]1[/dice]
Wild die ace [dice]2[/dice]
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Savant
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Re: New beginning - Interlude

Post by Savant »

Looking over the cellar, Savant's brow furrows in confusion. "The bats have been drained of blood, and... why would anyone seal a food-pantry, especially without cleaning it out? This is a definite mystery...." When they leave, she takes some of the jars of pickling. "Perhaps we can find someone who knows what's in these jars."

She nods to Heracles. "An excellent idea; perhaps we can provide him with a distraction from his grumblings."
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    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.”
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Kidemonas
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Re: New beginning - Interlude

Post by Kidemonas »

"Do you want me to remove the roof so fresh air and sunlight can get down there?" Kidemónas asks about the cabin.
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Savant
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Re: New beginning - Interlude

Post by Savant »

Savant shakes her head. "No. Better to not let them have access to whatever residual energies might exist in that pit."
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    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.”
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Langdon Steed
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Re: New beginning - Interlude

Post by Langdon Steed »

notice 2 K-common 5 K-arcana 5
Notice: [dice]0[/dice]
WILD dye: [dice]1[/dice]

Common Knowledge: [dice]2[/dice]
WILD dye: [dice]3[/dice]

Knowledge (Arcana): [dice]4[/dice]
WILD dye: [dice]5[/dice]
Lang eyes the cybernetic fluid with unease once it is identified by Freya and Mica and thinks back to the missing body of the slain brodkil from earlier. So whatever was released from here took the body with it? I know I killed that brodkil. Don't I?
Mayor wrote:"Old Man Duncan might know more..."
Heracles wrote:"Perhaps we should talk to this Old Man Duncan. The manner in which they died could be important."
persuasion 12 streetwise 9
Persuasion +7CHA/commband: [dice]6[/dice]
WILD dye: [dice]7[/dice]

Streetwise +7CHA: [dice]8[/dice]
WILD dye: [dice]9[/dice]
Langdon seeks out Old Man Duncan and asks him about the strangeness at the farm as well as Symon, Kaylee, and their daughter Tam.
Last edited by Langdon Steed on Mon Dec 18, 2017 7:03 am, edited 1 time in total.
Langdon Steed
Steed, Langdon Steed
MARS Mage Commando/Spy
BENNIES: 4/3
  • +1 for trying to get the Meganomicon in Nyxil's lair
Agility d8, Smarts d10, Spirit d8, Strength d8 d10, Vigor d8
Charisma: 4 (6 when talking) ; Pace: 6 (d6 running); Parry: 6; Toughness: 6 13(7)
Curious, Greedy, Vow (Dweomer Agent), Sensitive: -2 to Fear checks
Notice d6, Common Knowledge d10, Intimidation d4-2, Persuasion d6+4 (+5 or +7 when talking)
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Exceptional Rapid Recharge (Lang's Belt): (+1 PP every 5 min)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Jack of All Trades: (ignore -2 penalty for untrained Smarts skills)
Filthy Rich
Master of Magic: (MEGA spells)


WOUNDS:

Active Effects
Lucky Belt (Exc. Rapid Recharge, +2 Spellcasting rolls): 7m45s
TW Combat Armor charge: 7m45s
TW Comm Band 42m30s
Exalted Darksight (raise: +2 to attack rolls): 42m45s
Exalted Detect Arcana: 2/3 rounds
Speak Languages: 10m00s

PPE: 9/25

BLUR Deflection (Greater Deflection)
DECEIVE Disguise (Mass Disguise)
TRUESIGHT/HIDE Detect/Conceal Arcana (Exalted Detect/Conceal Arcana)
Available only when wearing powered TW Combat Mage Armor
SHADOWSIGHT Darksight (Exalted Darksight)
EAGLE EYES Farsight (Greater Farsight)
Available only when wearing powered TW Communication Band
TONGUES Speak Languages (Mass Understanding)
Available only when wearing Lang's Belt
DIG-DUG Burrow (Greater Burrow)

Adventure Cards
==Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
==Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
==Sudden Death: Say or do something that causes all enemies within 12' to lose their next action.
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Penny Wise
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Re: New beginning - Interlude

Post by Penny Wise »

Penny has filled up a notepad with notes and has assembled a tiny little web of theories and possibilities on her portable computer. Top of the list was Duncan, and she nodded in agreement. "Yeah. He's the obvious lead. Something happened there and nothing about it looks good. I don't know a lot about magic, but aren't small animals often used in minor acts of sacrifice? Something about how life energy flares upon death?"
OOC Comments
Notice: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Corrigon
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Re: New beginning - Interlude

Post by Corrigon »

As you enter the hospital, you find it to be a small four room building; clean, with an operating room and a few new boxes of supplies piled up in the corner, but compared to the facilities back at Castle Refuge, it is quite sparse.

Old Man Duncan, the Dwarf doctor and the new arrival the young and eager Doctor Elizabeth Lee are in the midst of a slightly heated discussion regarding priority of medicine usage.
When they notice you, they stop their conversation and look at the Team.

“Excuse me governor, Legionnaires, how can I help you? All of you seem well unless Savant has been putting up wire again in unfortunate locations.” He looked at the Altaran as he said this. As the team explain why they are there, Old Man Duncan stroked his long grey beard as he thought back.

“Simon and Kaylee, a tragedy there. Struck down by some mysterious ailment. Whatever it was, I could derive no explanation. It looked like somebody had tried to mummify them, but there was still a lot of blood left in their circulatory systems. I tested for bites, but no sign of vampire activity, nor any obvious toxins.”

“Did you not try a cellular …” the young doctor Lee began to interrupt.

Old Man Duncan harrumphed and gave the young lady a glare, his response betraying some disagreements between the two.

“As you may have noticed and have complained about on several occasions already, the facilities here are very basic; frontier medicine I believe you referred to it. I can use the facilities here to set bones, perhaps manage some minor surgery, deal with common illnesses, but if you are expecting a full autopsy with scans of almost every possible facet, then you will be sadly disappointed. When their daughter Tam found them and brought it to our attention, I feared an epidemic, but whatever happened either died out quickly without new hosts or they were subject to some strange attack or effect. Nothing like it has happened before or since. Nobody had the heart to cremate them and as they weren’t contagious, so we buried them in the graveyard.”

He walked over to a filing cabinet and starting looking through for the file before it dawned on him to ask why;

“Why the sudden interest? Has there been another case?”

Doctor Lee looked up from her portable computer, intrigued at the idea of something unusual to investigate.
GM bennies 6/8
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Savant
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Re: New beginning - Interlude

Post by Savant »

Savant lets Old Man Duncan's jibe pass without a reaction--possibly because she missed that it was directed at her.

After they get the scoop, she turns to Dr. Lee. "Not exactly. We found some unusual things at the farmhouse, however. Look!" She proudly holds up the pickling jars and one of the desiccated bats. "Perhaps you can do your cellular whatsis on these?"
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    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.”
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Penny Wise
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Re: New beginning - Interlude

Post by Penny Wise »

"Yeah, nothing urgent - at least, nothing that feels urgent. Just a mystery that's tickling the back of my mind."
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Heracles
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Location: 3rd Set "The Losers"

Re: New beginning - Interlude

Post by Heracles »

Heracles got a bit more...relaxed almost?...as they all entered the hospital. It seemed, somehow, like it was a familiar sort of surroundings to him. As if he'd spend a lot of time in a hospital previously, even if this one was a bit different in make, size and the type of equipment. He glanced at Savant with a bemused look when her escapades were lightly mentioned, but then remembered she couldn't see that. He seemed at ease, though he did look with curiosity at the two doctors as they 'bickered' a bit.

He frowned as the doctor spoke about the 'mysterious ailment'. That was likely not good. It could be a plague to ravage the town...but that would have happened already. It could be something magical and dangerous. Like a curse! Struck down by some supernatural fiend that was imprisoned there but escaped! His mind began to race with the infinite possibilities, taking his mind off of the dull conversation going on around him.

"Zounds! This magical curse must be defeated!" He then blinked a few times rapidly as he came out of his reverie. He slowly looked at his companions and the doctors. He cleared his throat lightly. "What I mean to say is, something tragic, but also bad, seemed to have happened at the farmhouse. We think it no accidental death suffered by the Simon and Kaylee. We would appreciate any information you might be able to divine." He glanced at Penny to make sure he wasn't overstepping his bounds.
Notice 8
+2 to total (included above), +2 if Olfactory applies.
Notice die [dice]0[/dice]
Wild die [dice]1[/dice]
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Corrigon
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Re: New beginning - Interlude

Post by Corrigon »

“Something exciting!”
Dr Lee looked almost overcome with glee, which drew a dour look from Old Man Duncan.
“Let us examine these bats with your fancy gear."

However, before they got started, there was a quick glance between the two of them before Dr Lee spoke.

"We only have limited facilities and even the items I brought with me, there is only a limited capacity here, which has been highlighted by recent events.” At this, both doctors looked at Savant again, before returning to talk to the rest of the team.

“If there are to be several hundred more people arriving in the area, with new settlements, we would like to request that the facilities here be expanded. We have drawn up a list of requests to include in any new facility.”

A few days later, the two doctors submit their report
  • Each bat died instantly, but it would appear to be over a period of months. The most recent death was approximately six months ago.
    Cells have almost totally collapsed, explaining their appearance; no obvious medical reason for it.
    There is blood still in their systems, but very little and anaemic.
    The nuclei of the cells have been severely compromised. Several samples collapsed whilst we were studying them
    This is far in excess of the obvious physical effects suffered by Simon and Kaylee, but it is vaguely similar.
We asked the shifter Taris, the elf if he could provide some additional analysis. He said there was no magic in bats, in fact there was a total absence of any potential psychic energy that all living creatures have. Now this is released at death, but he indicated that it had been fully drained. We believe this effect to be similar to that of a Psi Stalker, but more invasive.
GM bennies 6/8
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Kidemonas
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Re: New beginning - Interlude

Post by Kidemonas »

No being an expert on such things or identifying they drink blood Kidemonas asks. "So it was a vampire of some sort? Nicholas used to hate vampires, he said the first ones brought here where brought by his ancestors and they have hunted them ever since. I would like to go hunting for vampires."
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Ximena
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Re: New beginning - Interlude

Post by Ximena »

Mica has been more concentrating on the engineering needs for the advancements of the community. So she has not been taking part in the interaction with the doctors.
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Heracles
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Re: New beginning - Interlude

Post by Heracles »

Heracles smiled at the visible excitement coming from Dr. Lee, and the more sour reaction from Old Man Duncan. It was like many stories he had heard told - a wizened wizard or mentor and a younger, more brash ally or student. A tale as old as nearly time itself. His mind briefly wandered back over some of them for a moment, looking for good highlights, even as he kept his canine ears open to continue to hear the conversation around.

The doctors spoke to them again days later, and much of it went over his head. He glanced at the young dragon when he brought up the subject of vampires. That was not something Heracles was very familiar with, though he had of course heard stories and rumors, though they were often vague and even sometimes contradictory. But little blood inside and no magic at all? That sounded terrible...and perhaps like something that might be imprisoned for the safety of others, like perhaps in the basement of an old farmhouse or something. He sighed.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Penny Wise
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Re: New beginning - Interlude

Post by Penny Wise »

"A vampire would be trouble, but it's possible they were minor mystical sacrifices. Thanks, you've been a big help, and we'll see about expanding your facilities." Penny turned to the others. "Vampires are bad news. What are their weaknesses and what would they leave behind that would narrow it down to them or someone doing ritual magic? I know they hate wood, water and sunlight. Anything else?"
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Heracles
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Re: New beginning - Interlude

Post by Heracles »

Heracles raised one paw and began ticking off things as he spoke in reply to Penny. "Let me see if I can remember the folklore properly. The smell of garlic drives them away. Mirrors - they do not show up in them and thus they despise and/or fear them. Not simply water, but it must be running water. Sunlight. Fire. Decapitation, then bury the head between the feet. Do not eat meat from a sheep killed by a wolf. Stakes, made from aspen trees, or iron nails through the heart. Religious artifacts, such as crosses and antidoron. Do not answer if they knock at the door, and they will pass by. If you answer, you will die within three days." He frowned for a moment and then shook his head. "That is all I can remember." He gave a shrug but followed by a confident nod, glad he could be of help.
Heracles
Character Summary
Dog Boy Crazy

Active effects: Uncanny Reflexes (-2).

Parry: 7 (plus Uncanny Reflexes -2; -2 when Berserk); Toughness: 18(7) [Triax T-11 Enhanced Armor]
Weapon in hand: Chain Long Sword, Vibrosword or Wilk’s 447 Laser Rifle

Edges: Elan, Jack-of-all-Trades, Major Psionic, Off The Handle, Quick, Split the Seconds, Sublime Chaos

Powers: Boost/Lower Trait, Deflection, Healing, Smite
ISP: 15/20

Charisma: -2 (0 with Dog Boys)
Bennies: 2

Adventure Cards:
  • Deadly Blow - Play after damage is rolled to double the total of a successful melee attack.
  • In the Zone - Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Renown - Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
Wounds:

Currently playing in: 3rd Set The Losers
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Savant
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Re: New beginning - Interlude

Post by Savant »

Savant listens, and nods, then adds in some of her own advice. "My understanding is that one must learn where the Vampire comes from before you try to kill it. I believe that Polish Vampires are best destroyed by burying them face-down, for instance, rather than merely decapitated."
Savant
Stat Block
Altara Warrior Woman Crazy (Visibly Altaran)
Agility d12+4, Smarts d8, Spirit d8, Strength d12, Vigor d12
Pace: 12/d6; Parry: 10 (Uncanny Reflexes -2); Toughness: 16(6)
Charisma: +2 Attractive/-4 if anti-Altaran/-2 if Bloodthirsty known
Skills: Psionics d12; Shooting d10; Fighting d12; Notice d4+4; Tracking d4+2; Survival d4+2; Streetwise d4+2; Climbing d4; Common Knowledge d6; Agility Tricks d12+8
Edges: Quick, Alertness, Brawler/Martial Artist, Dirty/Tricky Fighter, Mighty Blow, Split the Seconds, Off the Handle, Acrobat, Major Psionic, Gun Nut, Quick Draw, Imp. Counterattack
Additional Edges: Gymnastic Mastery
Hindrances: Curious, Poverty, Stubborn, Major Phobia: Birds, Bloodthirsty, Blind-ish, Quirk
Bennies: 3/3
ISP: 18/20

Powers: Clairvoyance, Divination, Mind-Reading
  • Q2/19 Adventure Cards:
    Rabbit Out of My Hat - Play this card to gain +2 on any Trick test until the end of the scene.
    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.
    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.”
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Kidemonas
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Re: New beginning - Interlude

Post by Kidemonas »

Kidemonas listens to all the information from Heracles and Savant then asks. "Can't we just eat them?
"That is a whole lot to remember. "
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Penny Wise
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Re: New beginning - Interlude

Post by Penny Wise »

"Eating them sounds like the simplest solution, obviously. Good safety tips, all." Penny couldn't help but grin a little. "Okay, we'll keep an eye out for signs and we'll make sure we're stocked up on silver and wooden stakes, just in case we run into trouble."
OOC Comments
Notice: [dice]0[/dice]
Ace Die: [dice]2[/dice]
Wild Die: [dice]1[/dice]
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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Freya Kay
Posts: 125
Joined: Thu Jul 06, 2017 9:08 am

Re: New beginning - Interlude

Post by Freya Kay »

Corrigon wrote:Now somewhat cramped in the two ATVs, the squad makes their way back to Garnet Town, both crazies hanging on the sides of an ATV, Heracles enjoying the wind blowing through his fur. One of the girls sits near Freya in the ATV and seems to respond a little to Freya’s friendly nature.
Freya smiles widely and promises to teach the girl how to drive when they have a chance.
Kidemónas wrote:Seeing the abandoned vehicle Kidemónas starts thinking. “Freya, can you help me? I want to use this to carry my hoard around in. Would it be better to just tear out the useless stuff like the motor or would you rather keep it?” Once things are settled Kidemónas works out with Freya how to turn the cargo area into his personal storage. A sort of Dragon purse if you will. The remainder of the vehicle being useless to him he will let be.
OOC Comments
Kidemónas is basically looking to make a safe he can carry around and put his hoard in. The cargo section of this vehicle will be a great start.
Freya smiles.
"Of course I will help! We will make this the best Dragon safe in North America!"
Langdon Steed wrote:As Lang gives the burned out ATV a closer look with Heracles he also spots some non-standard modifications. Curious, he mentions them to Freya and asks, "Can any of these be salvaged? I'm afraid I'm just an amateur at such things."
Freya examines the wreck.
"Let me see..."
OOC Comments
Can it?
Repair: 11
Roll (+2 Machine Maestro): [dice]0[/dice]
Wild Die: [dice]1[/dice]
Freya Kay -
Techno-Wizard
  • PPE (20): Used 8
  • Arcane Machinist (half Smarts - 6 session): Used 0
Agility d6, Smarts d12, Spirit d6, Strength d4, Vigor d4 (+2 environment by armor)
Charisma: 0; Pace: 6 (+d6 running); Parry: 2; Toughness: 8 (4); Strain: 0; Max PPE: 20
Notice (Smarts) d8 (+2 to sight-based with TW Magic Optic System)
Adventure Deck Card:
Karma Thief: Take a benny from any other Wild Card (this may include other player characters).
Bennies: 4
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Corrigon
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Re: New beginning - Interlude

Post by Corrigon »

The young girl smiled at Freya and clung to her arm as she drove. Of all the kids, she starts hanging around you more than the others do around town.

Examining the burned out ATV at the farmhouse, Freya and Mica are able to tell that the engine capabilities had been upgraded. Its acceleration and top speed looked to have been improved by 10% or so. The improvements were carried out by an operator and are not magical in nature.
Whilst Freya should be able to replicate this for the Zone Ranger as a TW equivalent, she won’t be able to do this for normal vehicles.
There are enough parts remaining that Mica might be able to install this in Penny’s ATV if she was so inclined. The principles of engineering in her bike are different enough that she would have to adapt it significantly and spend time learning how to do so.
OOC Comments
As this is engineering upgrade works, if doing this, it will take up your time and effort for the Quad that cannot be utilised for improvements to Garnet Town.
For Mica to be able to replicate this from scratch, this will require the Tinkerer edge – Plug for the new rules
Acceleration would be increase 1 and top speed by 10%
GM bennies 6/8
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Penny Wise
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Re: New beginning - Interlude

Post by Penny Wise »

"I'm fine without an engine upgrade. It gets me around just fine. Can you upgrade that power armor suit with it?"

Penny went back to consulting her notebook, tapping her lip with her pen as she thought.

No toxins; no signs of vampirism. Cell collapse instead of fully being drained.
Buried in backyard? Perhaps exhuming good idea?
Why ATV destroyed? Any signs of a struggle? Any parts removed?
Equipment in quarry of technowizard make
Some kind of beeping thing?
How car go in this tree?
Research runes found in cabin - might not be magical but might be spiritual or cultural

OOC Comments
Notice Die: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Wild Ace Die: [dice]2[/dice]
Wild Ace Die 2: [dice]3[/dice]
Penny Wise, Reporter at Large
Parry 4, Toughness 6, Armor 11
Charisma: 2
Bennies: 5 default, 4 current
- Spent 1: 8/16/2017
Active Effects: Vigor Boost (1 die) via Heracles
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