Tome of Destiny Interlude

Adventures of the 3rd SET, The Losers
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Corrigon
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Tome of Destiny Interlude

Post by Corrigon »

The journey back is mostly without incident. Any Coalition forces remaining had seemingly enough sense not to pursue you any further.

In the distance, just before you cross back over into what could loosely be described as Legion territory, you spot a few armoured ATVs and hover vehicles. Whilst they quickly disappear from sight, Mica and Savant are able to ascertain the markings on the vehicles using a mixture of psionics and sensors. To most of you, they mean nothing, but Penny is instantly able to identify the markings as 1st Apocalyptic Cavalry.
OOC Comments
Streetwise

Success - they are human supremacist group based out by the Pecos Empire and the New West
Raise - they are not usually found this far East.
As you returned home, night has fallen. On your approach, you can see works had progressed; the wall is nearly complete and on the guard tower is one of Sergeant Vasquez’s squad, a Vanguard Brawler with WL-20 Grenade launcher.
A batch of tents was set up outside of town that had not been there when you left several days ago.

Down at the gate, one of the local militia in ill-fitting armour checked them over before waving them through. Ajan the Trimadore engineer had begun further works on the command centre from what Freya and Mica had already begun, and it had been temporarily wired into the local grid and not running off the generator.
Lieutenant Nunez was ready and waiting for you in the command center, uniform all prim and proper, though his cot in the corner looked as if it had been recently vacated.
The map of the area had a few more pins marked on it than you remembered as well.

“Welcome back Governor, 3rd SET and …” he stopped to look at Sula with a raised eyebrow, “another new recruit?”

Assuming Penny tells Nunez to continue, he has his handheld computer ready as he goes through various things that have happened in the meantime.

“I have several reports for you to read and sign; some progress reports and personnel data; nothing that can’t wait until morning.
As you can see, the Command centre is partially completed. A few more weeks and we should have it complete including White Hoof’s office and jail for any troublemakers.


Engineers have chosen the first site – Von showed them the bridge where he first met your squad. Open area for buildings, wood for materials, easy access to the river, a couple of trails for travel and not far from Garnet Town for us to respond to trouble. They thank you for removing the corpses so they didn’t have to.
OOC Comments
Smarts check for Penny, Savant, Mica and Kidemonas please
A group of refugees in your ATV came through Governor. Caused a bit of a stir I can tell you. We thought something had happened to you and the Juicers were almost out of the gate before White Hoof and Vasquez were able to ascertain that you’d lent them the ATV. It’s currently parked in the temporary stockade we set up.
The people have set up camp just outside town until we can arrange more permanent accommodation for them. Looks like they wish to join the first new settlement.


We have unloaded the weapons and White Hoof is sat on them. Mayor Lithari has lent us the use of the town hall, but we do need somewhere more secure to store them. Likewise, any other weapons are kinda exposed without an armoury.
The inclusion of the Command Center onto the town power grid is stretching resources. Currently it can handle it, but we would need to do some upgrades if we want to add any more buildings or anything else drawing power.
Otherwise, we would need to shut down power to other locations at any given time, especially if we install the rail gun and missile launcher.


The first few settlers have arrived from Castle Refuge with a few materials, ready to start setting up. Our new residents are anxious for something to do and Ajan is awaiting approval to start setting up the new location. Any work you want us to concentrate on?

Adamson the Operator had some kind of argument with Strickland in the market square. No violence, but certainly loud enough to get notice. As a result, Strickland is now asking to meet with Mica.

Langdon’s friend Jasper and the miller Jonas Trent have been working on an extension to the Mill. It appears to be a casino and bar, which they assured me, is all in the best possible taste. They want somebody to come over and check it out.


You asked me to keep an eye on those kids; currently they have not been leaving the Boarding house except to get food. They seem to have really taken to the Widow Mickleson.

"The Juicers ran into a Brodkil whilst out on patrol. Apparently it took them a while to put it down as it was a bit…” Nunez checked his language as he looked at the multitude of women in the squad, “quite difficult to stop from getting back up again. White Hoof thinks they need more target practice as they obviously weren’t hitting anything vital.”

Darius passed on a message for Kidemonas. Apparently he knows of some caves to the north of the Nexus that might be suitable for you to use as a lair. He doesn’t know why he didn’t think of it before.

On the Nexus, there was some minor activity, with a rift forming. Tarn was able to arrest its development, but a rift the size of an apple formed for about three minutes. Nothing came through, though Durak the TW did record a slight drop in temperature.


White Hoof has had no issues to report in town, but he does think that it won’t be long before one of the Juicers steps out of line. He thinks they need some action to burn off some energy.

In three weeks, the summer market will be in place. Currently, we have had word from 7 farmsteads, small communities etc. from the local area, not counting anybody you may have encountered in the last few days.
Most of them haven’t signed up or anything, but are interested in coming to see what we are all about. If nothing else, we might pick up a few trading partners.”


OOC Comments
We can spend a little time working on anything that might be of interest

Firstly, there are several outstanding things to investigate

http://savagerifts.com/sr/viewtopic.php?f=47&t=922
let me know if you wish to investigate any of them

Kidemonas has the offer of a cave

Casino needs checking over

Strickland wants to meet Mica

I will update the Garnet Town updates this week
GM bennies 6/8
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Kidemonas
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Re: Tome of Destiny Interlude

Post by Kidemonas »

OOC Comments
Kid's Smarts (Post likely wont come until Friday)
Smarts [dice]0[/dice]
Wild [dice]1[/dice]
Excited at the prospects of of returning home and thinking on Savant and heracles discussion on his back about how her magic sight worked. Kidemonas was thinking about he could do something like that. He hated the invisible witch lady no one could see. It was not fair, and even worse he hated that he was unable to resist her when she made him abandon his friends and go fight that stupid dragon Nix. As far as he was concerned Nix must have cheated, there is no way he was stronger than Kidemonas and thinking of it now he knows he could have defeated him if he was allowed to really put his will into the fight.
Upon arriving kidemonas was not really concerned with all the talk about work the humans did and the politics of their issues. But when Darius mentions a good cave he found kidemonas perks right up. “Oh, that sounds wonderful. Could you fly with me there and can examine it and see what needs to be done to secure it.”

As they fly to the cave Kidemonas examines it well ensuring their is a way to secure it and looking around. “I will need to put up some wards, or it needs some more furnishings, but this is a great cave. Thank you Darius for thinking of me.” Then he sets to work clearing out the cave and preparing it for him to reside.

A proper dragons cave needs security features, and a hidden treasure room, some comfortable places to relax and of course a giant stone to prevent others from coming in and going out. So much work was needed. He would need to tell the others he will be busy for a little bit because a job like this could take a couple days. First things always first though. Setting Darius safely away from the cave kidemonas use his breath to scour out all signs of filth rubbish and nuisance life.
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Ximena
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Re: Tome of Destiny Interlude

Post by Ximena »

Smarts 18
Smarts [dice]0[/dice]
Wild [dice]1[/dice]
ace [dice]2[/dice]
extra effort [dice]3[/dice]
Mica listens to the briefing on what has been going on. "We didn't remove the corpses."
Last edited by Ximena on Sat Jun 30, 2018 2:31 pm, edited 3 times in total.
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Savant
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Re: Tome of Destiny Interlude

Post by Savant »

OOC Comments
Smarts [dice]0[/dice]
Wild Smarts [dice]1[/dice]
During the trip home, Savant tries on her new Vibro-Bracers, and decides they suit her aesthetic enough to compensate for the fractional loss of stopping-power. She nearly asked to pursue the 1st Apocalyptic interlopers, but at least some of the group seemed done with combat, and the unwanted guests pulled out fast enough to keep her from being able to present a solid argument for further conflict.

On their arrival, she smiles at Nunez when he thanks them for the corpse-removal. "Removing unpleasantries, whether living or dead, is why we are here, after all." Sure, she doesn't remember that specific thing, but then again, a lot of the past week or so is a blur, so no need to think about it too hard.

As he goes on about the town, she manages to stay focused long enough to nod sagely at the end. "It does sound as if getting a more prodigious power grid up and running should be our next order of business for the engineers," she says to Penny. "And if we can get in some paint guns, I'm willing to provide a mobile target for training the militiamen. Anyone who can even graze me consistently should have no trouble putting a shot right between a Brodkil's eyes."

"In the meantime, though, I would like to investigate that farmhouse. Now that we have some more time, I believe we would be well-advised to learn what was being kept there. And once we've ascertained that, we may want to consider leveling the building and let someone homestead the land with their own house in a different part of the property--it seems like a place in need of a fresh start, if you follow me." A pause, and then she glances at Sula. "Perhaps the unicorn can assist--her visions might grant some insight."
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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Sula
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Re: Tome of Destiny Interlude

Post by Sula »

Sula is quiet on the trip home, wrestling with her troubled thoughts.

She nods at the man at the desk when he calls her a new recruit "I suppose I am. I am Sula. Eir has directed me to this group to find my brother. Until he is found or some clue to his whereabouts takes me away from here, I will aid as much as I can."

She then listens quietly as he speaks of the goings on in town. When he finishes she adds, "I am a healer. If there are any injured, I would be glad to assist."

When Savant calls her a Unicorn she replies "Monokeri" but otherwise nods that she will assist.
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6+2; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 1/3
PPE: 23/35;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,
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Heracles
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Re: Tome of Destiny Interlude

Post by Heracles »

OOC Comments
Streetwise on 1st Apocalyptic Cavalry.

Streetwise die [dice]0[/dice], Ace [dice]4[/dice], Wild die [dice]1[/dice].

Notice check to sniff around town for psychic and magic disturbances that are not accounted for - trying to find that smell again or see if I can find someone who knows about it. Let me know if you want other checks.
+2 from being a Crazy, +2 if smell helps (for psychic/magic it does).

Notice die [dice]2[/dice], Wild die [dice]3[/dice].
Reroll: Notice die [dice]5[/dice], Wild die [dice]6[/dice].

Playing Adventure Card:
Get A Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
"Oh. THOSE varlets." Heracles gave a loud sniff of disdain. "More human supremacists. Pfft. Like we need more of those kinds." He tilted his head slightly. "The Pecos Empire is...fun. There are a LOT of people there that may try to kill you, so lots of opportunities to fight. Sometimes just bar brawls, which can be equally fun." He gave a small smile and knowing glance towards Savant. She was a warrior. She knew.

He eyed the tents and the fortifications equally with a critical eye, but didn't say anything. At least they seemed to be taking things seriously. That was good. He nodded at Savant. "I too am also happy to lend my aid in making sure the Juicers are better at aiming and fighting. Sparring would be fun." He paused and almost looked uncomfortable. "...though shooting is not my forte."

He glanced at the group. "I am going to look around town, do some sniffing. I want to see if I can out what the smell was, why people collapsed. Not knowing what caused that could open up the town to more problems in the future."

Once finished, he then began to wander around town, opening his pyschic sense even though the nearby ley line would give him a headache possibly. He first wanted to make sure there was no more of the smell around, or to see if he could pick it up or a residue again. Then he would begin talking to people if needs be to see what they remembered, if they remembered what they felt or thought or if there was anything they even smelled then. Anything could be useful.
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: Tome of Destiny Interlude

Post by Savant »

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

Tracking [dice]2[/dice]
Wild Tracking [dice]3[/dice]

Savant nods at Heracles with a grin at the notion of bar brawls, then again at Sula. "Monokeri," she repeats. Although I think there is a strong chance that that would translate to 'unicorn'... Ah, well.

"Come with me, Sula, and I will show you the farmhouse. It was used to house something unpleasant, but we have never quite ascertained what. We do know it involved dessicated and pickled bats, though." Once they arrive, she checks the ground to make sure there are no fresh tracks near the building--hopefully, the locals have heeded the warning to stay clear, but sometimes people can be foolish--or tricked by birds.
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: Tome of Destiny Interlude

Post by Corrigon »

Those of you who pass the smarts check realise that you did not do anything with the bodies except strip the weapons from them.
Because Mica got such a stupendous roll, she also remembers/realises that
a) there was another body missing at the Farmhouse
b) It is curious that bodies have been going missing and the Juicers happen to run into a lone Brodkil wandering through the area.


If people wish to react to anymore of the debriefing, we'll continue, otherwise I will pass on information and rolls to make for writing some interludes
GM bennies 6/8
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Sula
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Re: Tome of Destiny Interlude

Post by Sula »

Sula steps out of the command center following Savant and gets a few feet, then grabs her head "Aaagh!" She leans forward a bit in pain. She stays that way for about a minute not reacting to outside stimuli. Then, "The lab! Where's the lab? We have to get to the laboratory before they kill him!"
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6+2; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 1/3
PPE: 23/35;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,
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Savant
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Re: Tome of Destiny Interlude

Post by Savant »

Savant tilts her head in confusion. If she could blink, she would. "What is wrong? What lab are you talking about?" She steps over. "If it is easier for you, I could read your mind..."
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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Sula
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Re: Tome of Destiny Interlude

Post by Sula »

"I'm not sure" she responds a bit dismayed. "There's a man. He's in pain. I see him more than the lab itself." She describes what she can of both the handsome man and the lab he is in from her visions. "I don't-I don't think the rest of the visions are related but there were a lot more. I've never seen so much at once before."
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6+2; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 1/3
PPE: 23/35;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,
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Savant
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Re: Tome of Destiny Interlude

Post by Savant »

She nods. "And this man you speak of--he is in danger of being killed?"
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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Sula
Posts: 108
Joined: Mon Jan 15, 2018 9:43 pm

Re: Tome of Destiny Interlude

Post by Sula »

"Yes! Well...I think. Maybe. Well, I mean, he's in a lot of pain and he's in a lab?" Doubt creeping into her voice after the initial response. For those that can see, she looks troubled, her brows furrowed. There was so much at once, maybe she overreacted. But she was sure he is suffering. Whoever "he" is.
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6+2; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 1/3
PPE: 23/35;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,
User avatar
Savant
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Re: Tome of Destiny Interlude

Post by Savant »

Savant nods. "We can take the description of the man back to the townsfolk. Perhaps one of them can give us a clue to his identity."
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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Location: 3rd Set "The Losers"

Re: Tome of Destiny Interlude

Post by Heracles »

Heracles stopped walking as the unicorn-like girl screamed out. He turned back to look at her. Then his swiveled between her and Savant as the two rapidly spoke back and forth. He hesitated but a moment and then nodded. "Can you please describe this person? And any of the lab? I will ask around as well, since I'm going to be investigating in town anyway, asking about this well will not hurt. I would rather not leave someone in pain, possibly being tortured or experimented on..." He shook his head.
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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Ximena
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Re: Tome of Destiny Interlude

Post by Ximena »

Mica takes in all the information from the briefing. She looks over at the other members of the party and reflects on it.

She thinks, "Humans aren't supposed to be killing other humans. We are supposed to be killing the bugs. I'm not even sure what I am doing here anymore. I even tried to kill myself."

She retired to her quarters.
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Kidemonas
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Re: Tome of Destiny Interlude

Post by Kidemonas »

Returning from the cave Kidemonas is excited and running up to the group interrupts their conversation completely. His tail swinging back and forth dangerously at his excitement. "I have a cave now! We will be able to make it into the best cave possible." As his tail knocks over a pile of wood and Kidemonas looks at it embarrassed. "Um, sorry about that." He says as he begins cleaning up the mess he made in the haphazard way of unskilled children.

Then looking at the group and finally realizing he just interrupted everyone Kidemonas nods. "So, what are we doing?"
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Corrigon
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Re: Tome of Destiny Interlude

Post by Corrigon »

If Savant is allowed to telepathically look inside Sula's head, she is able to share the following image of what the man in question looks like.
game-of-thrones-ed-skrein-750x522-1441303893.jpg
He is in pain, but he is also wearing the archaic clothing depicted.

Another thing becomes clear to Sula as she reflects on this part of her vision; this was the strongest most vivid part of her vision and she can feel that Eir is troubled and wishes him found, but has not provided you any clues.

There is no lab in Garnet Town.
GM bennies 6/8
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Sula
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Re: Tome of Destiny Interlude

Post by Sula »

She mentally grumbles Really Eir? You want me to find him and the only clue to his location you give me is a lab?! He could be anywhere in the world. And he's so cute. I mean...where do I find him!? Wait...

"Since he's in like old style armor, do you think he's somewhere in the Federation of Magic area?"
finally speaking aloud. "Eir really wants me to find him."
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6+2; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 1/3
PPE: 23/35;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,
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Savant
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Re: Tome of Destiny Interlude

Post by Savant »

Savant considers this. "Given that he's in a lab now, I would say more likely that he is from the Federation, and has been captured by someone more technologically savvy. It wouldn't rule out, say, Stormspire, but it could easily be the Coalition." She pauses. "Or even a Splugorth holding facility."

She considers their options. "If you have the ability to connect to the minds of others, we might see if anyone in town recognizes him. If you show his face to the Mayor, for instance, she might know if he was once a resident. If he was a traveler, he would have stayed with the Widow, I suspect."
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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Sula
Posts: 108
Joined: Mon Jan 15, 2018 9:43 pm

Re: Tome of Destiny Interlude

Post by Sula »

She nods and indicates for Savant and Heracles to lead the way.
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6+2; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 1/3
PPE: 23/35;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,
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Corrigon
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Re: Tome of Destiny Interlude

Post by Corrigon »

Lieutenant Nunez looks at Sula and laughs slightly; "not any current injuries, though if you would like to report to the medical centre, I am sure the doctors could work with you regarding any injuries that come in."
he picks up another pad and punches in a few keys, bringing some forms for Sula to complete.

"If you are joining the legion, we have some questions for you to answer. I am presuming Governor Wise that you are vouching for her membership?"

When he gets chance, he speaks to Penny in private

“Governor, the legion are sending us down another recruit, a communications and computer specialist.They don't want us getting cut off. However, after some recent stuff involving the Black Company being exonerated and apparently one of the 1st Set being a CS spy, this one isn't one they are 100% sure on, hence why they are sending her to us and not at Castle Refuge."


Freya also speaks to Penny during a quiet moment;
“Sir, Penny, I can’t do that again,” she cries slightly, remembering what happened at Glimmer valley, “I will work here in town, help build things but I don’t … can’t go into the field again.” She sobs, touching one of the places she was shot.

Langdon is quiet during the debriefing, but the next day, a message is found in his room.

“I know that Penny understood what I said to Nyxil back in Glimmer Valley.
As a result, I have been recalled, so no longer able to help you out.
See you on the flip side.”
GM bennies 6/8
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Sula
Posts: 108
Joined: Mon Jan 15, 2018 9:43 pm

Re: Tome of Destiny Interlude

Post by Sula »

Sula nods respectfully to the Lieutenant. "Ask anything." She glances at Penny. She hoped she left a good enough impression to be vouched for, even if her spells did go strange while they were in the valley.
Sula
Rank: Novice Experience: 5 Advances Left:
Race: Monokeri
Iconic Framework: Mystic
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d6, Vigor d6
Charisma: -4 to Simvan; Pace: 8 d8; Parry: 5; +1 from Staff Toughness: 11(Armor 5);
Skills: Mysticism d10 + 1 (Staff); Psionics d8; Fighting d4; Knowledge (Medicine) d6; Knowledge (Arcana) d4; Shooting d4; Notice d4 +2; Climbing d4; Healing d6+2; Persuasion d4; Stealth d4; Survival d4 +2 for North America; Common Knowledge North America d8 +2; Streetwise North America d4;
  • Danger Sense
  • Improved Rapid Recharge (PPE) = 1 every 15 minutes
Bennies 1/3
PPE: 23/35;
Staff PPE: 10/10
ISP: 20/20


1 on skill die for technology = malfunction

Powers
Gear

Adventure Cards -
Peace - Improve reaction by one step if not true enemy
Tale Teller - Tell a story and then roll Persuasion. If sux, listeners become friendly and try to help the party,
User avatar
Heracles
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Location: 3rd Set "The Losers"

Re: Tome of Destiny Interlude

Post by Heracles »

Heracles looked back over his shoulder as Sula and Savant spoke about this vision. He frowned in thought. "Old-style armor doesn't necessarily mean Federation of Magic. It could, but it doesn't necessarily mean Hera's minions. It could be an independent operator, or even a member of the Legion, not all of them wear modern-style armor." He shrugged, "Regardless, if you have experienced a vision and this is someone we must save, then we shall do so. I just have something to do first."
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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Kidemonas
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Re: Tome of Destiny Interlude

Post by Kidemonas »

Listening to the others discussing the vision Sulu had. He wonders what these labs are, maybe they can ask some of the other mortals and see if they have experience with them. "Can you share the vision? i do not understand what these labs are supposed to look like.

"Maybe we need to ask the other mortals and they will tell us where the labs are kept?"
deciding that he would rather travel with his friends than be alone Kidemonas follows them as they move into town. Feeling distracted by the idea of his cave though he continues to bring it up. "Don't you guys want to go see the cave? It can be my new cave, and we can put magic on it to protect it."
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Corrigon
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Re: Tome of Destiny Interlude

Post by Corrigon »

Lieutenant Nunez goes through a set of forms that bores Sula almost to tears before finishing for the evening and suggesting that you start any investigations in the morning.
GM bennies 6/8
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Corrigon
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Re: Tome of Destiny Interlude

Post by Corrigon »

Elsewhere in the throne room of the City of Brass

Alixia knelt in front of the throne, her face terrified of what was to come and what was left of her armour barely hanging together. She could feel the ire of the man sat on the throne hammering down her.

“You have displeased me Alixia,” Alistair Dunscon, self-proclaimed ruler of the Federation of Magic spoke, his voice dripping with disdain.
“Master, I…” Alixia began, her pitched voice accentuating the panic she was feeling.

“Be silent. You have forgotten that you serve me and have the temerity of believing yourself important enough to make decisions on behalf of the Federation of Magic. This displeases me greatly.”

Alixia kept her head bowed, breathing heavily. Her master sat in his throne, but instead of killing her, he stroked his chin in contemplation, before a malevolent smile spread over his face.

“Still, what you have told me of this book intrigues me. If the Legion has it, then it could be used against us. And yet again, the Legion has interfered with our operations. “

Lord Alistair Dunscon rose to his feet, lifting a staff from the side of his throne
He lifted up his staff and struck the ground several times, leaving a few seconds between each strike.
BOOOM
BOOOM
BOOOM
The sound of the staff striking the floor echoed through the cavernous throne room

“Zargus!” Lord Dunson summoned his servant, “Attend me!”

“Yessssss My Lord,” a voice hissed from out of the shadows as a tall reptilian creature stepped forward.” Whether he had already been there or had appeared by magic, Alixia could not tell.

“It is time we tested the resolve of the Tomorrow Legion, particular those who stole Garnet Town from us. Find out if they have the book and if they are a threat. If so, then action will be required.”

“I will make it ssssssso My lord.”
GM bennies 6/8
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