Jungle Fever: Longtooth Clan

Post Reply
User avatar
Freemage
Bronze Patron
Bronze Patron
Posts: 1379
Joined: Thu May 11, 2017 7:09 am

Jungle Fever: Longtooth Clan

Post by Freemage » Mon Jan 22, 2018 11:00 pm

CALYX, FOX, SNACKTOOTH and CHOK'LAT
APPROVED ASSISTANCE ROLLS: Strength, Fighting, Throwing, Climbing and Swimming

Day 1:

You arrive with Alec at the edge of the territory claimed by the Longtooth Clan, and are immediately challenged by a dozen heavily-muscled warriors with vicious-looking spiked clubs and dinosaur-hide armor. They nod as Alec explains that you are expected by Chief Wotak. They agree to take you to see the chief, while Alec moves on to guide the others.

Sharptooth.jpg
OOC Comments
The guy with the club.
As they lead you through the jungle, it becomes evident that they are impressed with Sasha. It's a considerable distance; it's clear the Longtooth Clain controls a fairly sizable area. Finally, you come to a large clearing next to a river. Crude huts have been erected here, with a large set of fire-pits in the center, where currently a truly huge boar-like creature is being roasted luau-style, and some sort of dinosaur is being cooked on a spit, like a gigantic turkey. Nearby, headdresses and other gear is being adorned with feathers that you realize came from the dinosaur in question.

All of this work, and more besides, is being done by the women-folk of the tribe, assisted by younger children who dash among the huts; the women look up and gaze steadily at you, while the children mostly scamper at the sound of the approaching Gunwolf, though when the adults do not flee, as well, they stop and hide behind trees and other objects, peering around in curiosity. Everyone keeps a close eye on the Brodkil, in particular. Fox and Calyx, at least, can't help but notice that everyone here is remarkably good-looking; chiseled bodies on the men, curves on the women, smooth bronze skin on everyone, and even the children are unusually bright-eyed.

A small mountain shaped roughly like a man steps out. If the rest of the tribe is fit, this man is clearly a mark above. Whereas most have perhaps half a dozen to a dozen sharp teeth on their necklaces, Chief Wotak (for so he is introduced to you) has two necklaces, plus another thong on each wrist and ankle, all packed with teeth. He easily swings around a warclub as large as a chain greatsword with a single hand; you're fairly certain he can wield it like that in combat. He looms over everyone except SnackHappy (whom he can look eye-to-eye with) and Fox, who of course is much bigger in his SAMAS.

"Greetings! Welcome to the home of the Longtooth Clan. Alequin says you come to us to call us as allies in warfare. You are wise to seek us out, for our might is unmatched. Of course, it remains to be seen if we would be wise to accept your offer. Come, sit and tell us of your deeds!"

This call is echoed through the camp, as children and warriors alike gather around to listen to the strangers in their midst. Gourds filled with some sort of naturally fermented fruit juice are passed around; the stuff has a potent kick. As the night draws on, horns and huge drums are used to create a great cacophonous music.
OOC Comments
Card: Jack of Diamonds--no complications, no bonuses

Assistants, make the first round of rolls, as you demonstrate your might for the entertainment of your hosts. Once everyone else has rolled, Calyx should make his opening argument and roll Persuasion. -2 Scene Modifier, Bonus as determined by the assistant rolls.
As a side-note, since I'm obviously ripping off various inspirations, all Longtooth Clansfolk have Attractive. I suppose I might as well kick this off, actually:
As the Chief speaks, Chok'lat stands up, and reaches out, hefting one of the large cauldrons being used for cooking. As it sizzles the moisture off his skin, he shouts, "Behold the might of Chok'lat and his people! Chok'lat not even strongest of his clan! Yet Legion peoples beat us all, even though we many and they few. Chok'lat sole survivor, and Chok'lat only serve the strongest, and Chok'lat serve Legion peoples!"

Then he sets the cauldron back down on the flames with clang, before adjusting it to hang properly once more, and sits down.
OOC Comments
Chok'lat Aid Roll: 1d12 = 7: 7
Success! +1 to Calyx's roll!

User avatar
SnackHappy
Bronze Patron
Bronze Patron
Posts: 129
Joined: Fri May 26, 2017 8:20 am

Re: Jungle Fever: Longtooth Clan

Post by SnackHappy » Wed Jan 24, 2018 9:42 am

OOC Comments
Sasha's Strength: 1d12+6 = 15: 9
Wild: 1d6+6 = 10: 4
Without saying a word SnackHappy walks over to a nearby tree that is at least as thick as one of the villagers and pulls it from the ground. Then spins and tosses it like a caber as far as he can. He then goes back to where he was standing. "Like the little demon said, he is the little guy in our crew."
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers

User avatar
PFC Fox Simmons
Silver Patron
Silver Patron
Posts: 138
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever: Longtooth Clan

Post by PFC Fox Simmons » Sat Jan 27, 2018 1:05 pm

Strong Man at the Circus
  • Strength 23
  • SAMAS Strength 1d12 = 12: 12 (+5)
  • Aced Strength plus Previous 1d12+12 = 18: 6
  • Wild Strength 1d6 = 3: 3
Fox hovers off the ground and then takes to an elevation of about 50 feet. Using SAMAS's scanners, radar, and sensors, Fox locates an ideal place for a fishing pond. Locating a covered boulder, nearly as big as Sasha, Fox in the SAMAS grasps the boulder and heaves it from it previous location several hundred feet from the down steam location.

Flying to a height of 50 feet and clearly in view of the villagers and the chief, Fox then returns to the downstream location and carefully inserts the boulder into the stream bed. Once the boulder is in place, it creates a natural swirling eddy that hollows out and slows down the river enough to make a 20 foot diameter pool, suitable dor fishing. Flying back up, Fox asses the boulder's placement and then returns to the camp fires of the tribe.

Quietly switching from thrusters to hover, Fox gently settles to the ground and throttles back on the power, just enough to keep the systems functioning.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

User avatar
Calyx
Diamond Patron
Diamond Patron
Posts: 95
Joined: Thu Sep 07, 2017 7:43 am

Re: Jungle Fever: Longtooth Clan

Post by Calyx » Sun Jan 28, 2018 3:31 pm

Calyx did his best not to appear intimidated, and not to, in truth, BE intimidated. He wasn't weak, physically, per se, but neither was he as stacked and attractive as everyone seemed to be in the tribe they were approaching. Wow. Good thing I don't have an inferiority complex or anythin'. I'd need therapy for DECADES! Everyone's buff an' I mean, seriously, do they kick out the ugly kids at birth or somethin'?

He pushed the thoughts away and refrained from rolling his eyes at the Brodkil accompanying them. He watched amusedly as Snack Happy and Foxx made displays of strength and fortitude. He thumped his fist to his chest at them when they were finished and then turned back to the chieftain. He made sure he spoke clearly and tried to eliminate as much of the 'street' from his speech as possible. No sense in causing issues over silly things like a wrong-heard word.

"Greetings to you! I am Calyx." He introduced each of his companions in turn. He then nodded and smiled. "Yes, I can see that you are mighty, your tribe is large, and your warriors seem fierce! Glad am I that we have chosen to approach you, and that you have agreed to let us talk to you." He turned serious. "The foe that is gathering near is dangerous. An alliance of all is a good thing."

But the man had asked for tales of deeds so Calyx began to regale him with an edited version of their attack on the Brodkil not too long ago, something that was fresh and could be tweaked a bit to maximize the companions present and how evil forces can be routed with teamwork, loyalty and fierce might, and included explaining why they had the demonic-looking Brodkil traveling with them.

When he finished, he looked the chief in the eye and said, "I would like to hear a tale of one of your deeds in return, for you seem like a great warrior."

Afterwards, Calyx smiled and nodded. "Mighty, indeed. It would be an honor to be allied with you and your tribe."
Persuasion 17
Total modifier +2.
Persuasion die 1d4 = 2: 2, Wild die 1d6 = 2: 2
Benny for extra effort 1d6 = 6: 6, Extra Effort ace 1d6 = 6: 6, Extra Effort ace 1d6 = 1: 1
Calyx Calder
Character Summary
Human Zapper

Active effects:
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 30/30

Charisma: 0
Bennies: 5

Adventure Card:
  • Lucky Break: Play this card to completely negate the damage from one attack.
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Currently playing in: 7th Set Joker's Jokers

User avatar
Freemage
Bronze Patron
Bronze Patron
Posts: 1379
Joined: Thu May 11, 2017 7:09 am

Re: Jungle Fever: Longtooth Clan

Post by Freemage » Mon Jan 29, 2018 8:43 pm

The Longtooth Clansmen are nearly dumbstruck at the physical prowess on display. They break into applause at the feats of strength you show to them, and there is much toasting and drinking that night. The Chief takes Calyx's words to heart, and gives a tale of his own personal fight to take down the Great Thunder Lizard in a lone hunt, finishing by brandishing the club to the sky, and bringing it down with a mighty crash. Amazingly, it looks like he could actually damage a vehicle (or Sasha) with that thing....
OOC Comments
Effectively, it's got the stats of a Chain Greatsword, and he personally has got the ability to swing it one-handed at no penalty--or two-handed and no Parry penalty. Once the others are done, we'll get to Day 2.

User avatar
Freemage
Bronze Patron
Bronze Patron
Posts: 1379
Joined: Thu May 11, 2017 7:09 am

Re: Jungle Fever: Longtooth Clan

Post by Freemage » Sat Feb 10, 2018 4:57 pm

Day 2
OOC Comments
Card flip: 7 Spades: No complication
The gourd-mead was heady stuff, and the dancing went late into the night, but the barbarians rise again the next morning with chants and cheers, ready to set about the day's work. Chief among their concerns, of course, is hunting, and a feeling of deja-vu hits many of you, as you once again participate in the rounding up and slaughter of wild boars (fortunately, there appears to be no demon coordinating the beasts this time).

Once the hunt is done, and the woman are preparing the pigs brought back, Chief Wotak motions you all to sit. "You have indeed impressed us with your might. But you propose both an alliance and outright warfare," he says, speaking through the translator. "If we are to be brothers in battle, we must first see how you fare in combat. My scouts inform me that there is a Thunder Lizard encroaching on our territory. We ask that the four of you destroy the beast, so we may see your prowess for ourselves."

Leading your group over a hillcrest, Chief Wotak points down, and there you see a huge Tyrannosaurus Rex, lumbering about. It looks up, having been alerted to your presence by the sound of Sasha pushing her way through the trees, and bellows a challenge.

While Chok'lat is hardly the bravest warrior, he will go into battle with you, attempting to come at the creature's flank in an attempt to slice the leg with his Vibro-sword. Sadly, he takes a massive kick to the chest, sprawled out in a painful-looking heap. After the fight is over, he manages to get up, (and seeing the defeated T-Rex, gives the three of you a thumbs up, saying, "Chok'lat make good distraction, huh?") but until the wound heals, he'll not be doing anything particularly active. However, by the next morning, he is up and about at full strength; the tribe is impressed by his recovery, at least, if not by his combat prowess.
OOC Comments
Since you guys are knocking this out of the park anyway, let's switch gears and just have a Quick Combat to seal the deal. Standard rules, at an even roll. Feel free to describe your character's actions however you like, just try to not claim the kill-shot. Remember, don't roll damage, just your skill check; whatever weapon you use, it should be capable of Mega-Damage. 4 successes/raises total gets you agreement by the Longtooths to work with you. Failure means you, personally, took a wound.

Chok'lat Fighting: 1d8 = 1: 1
Incapacitated in fight.
Vigor 1d10 = 5: 5
Not dead yet.
Second Vigor Roll 1d10 = 9: 9
Walking Wounded.
Natural Healing roll 1d10 = 7: 7
Recovery after one day.
Since he has Slow Regenera

User avatar
PFC Fox Simmons
Silver Patron
Silver Patron
Posts: 138
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever: Longtooth Clan

Post by PFC Fox Simmons » Sat Feb 10, 2018 6:39 pm

Fox isn't much for drinking, even for a downtime or a pasttime. He makes grateful nods to those who offer him a drink. Against his better judgement, he does take a sip of the one drink in his hand. The effects are unforgetable.

Going down the alcohol almost sears his mouth and throat, like an alergic reaction to what the alcohol was made from. Once it hits his stomach though, its as if everything he had eaten suddenly wants to come up and out. Dropping and spilling the beverage, Fox manages to crawl towards some high bushes where he promptly retches. The stomach acids and the alcohol tear up his thoat and mouth, leaving him tender and raw come the next morning. Crawling another ten or so feet back in the direction of SAMAS, Fox crashes for the night in the cockpit.

The next morning everything hurts and smells equally bad. Awake before sunrise, Fox finds water and some animal lard soap that he scrubs himself with. Next he cleans his gear and tends to SAMAS last. By the time the hunting party leaves for the morning, he has cleaned and serviced every inch of himself and SAMAS. Grateful to be clean, he vows not to touch alcohol again and heads of hunting boars with his sidearm, guessing that the intent of the hunt is to kill for sport but to provide for the needs of the tribe.

When the chief points out the problems with the T-Rex, Fox is more than happy to take aerial recon and report back to Calyx and Dnackhappy. Fox is even less suprised to see Chok'lat rush stupidly towards the T-Rex. Chok'lat makes his sprint to run to attack in a typical "No Brains All Brawn" maneuver. Seeing the TRex, Thunder Lizard, make a meat pie from the brodkil, Fox hails Snack over comms, "Flanking it from the other side."

Flying high to the opposite side of the Chok'lat attack. Fox, in SAMAS, flips around and begins descending and flying backwards. He begins raking the lizard down its left flank with the railgun on auto fire.
Falling With Style
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak. [Novice 2]
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round. [Novice 3]
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA. [MARS PA Soldier]
  • Piloting 7
  • Piloting 1d10 = 2: 2 (+2 Ace)
  • Wild Piloting 1d6 = 5: 5
Shots Over, Shots Out
  • Shots Fired (3 Successes, 1 Raise)
  • Shooting 1 1d10 = 9: 9
  • Shooting 2 1d10 = 4: 4
  • Shooting 3 1d10 = 5: 5
  • Wild Auto Fire 1d6 = 4: 4
Last edited by PFC Fox Simmons on Tue Feb 13, 2018 5:21 am, edited 1 time in total.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision

User avatar
Calyx
Diamond Patron
Diamond Patron
Posts: 95
Joined: Thu Sep 07, 2017 7:43 am

Re: Jungle Fever: Longtooth Clan

Post by Calyx » Sun Feb 11, 2018 9:26 pm

Calyx tried not to drink too much, but the stuff was pretty potent and it was easy to get drunker than he would have liked. He liked to party as much as the next guy, maybe more than some even, but the Longtooth Clan liked to party pretty hard! He was definitely feeling it the next morning when awoken by chants and cheers. "Wha'? Who?" He gingerly shook his head and immediately regretted it. "Ugh!" He washed his face and tried to clear the fog from his mind. He gave a only-slightly-sleepy smile and a double-thumbs-up regarding a hunt. He wasn't overly enthused but didn't want to appear not to be. Besides they were here to create goodwill and an alliance, so he would do his part.

Boars. Boars again. Calyx almost felt like he had a bit of PTSD hunting boars again after the last time. Granted, it had ended well, and he'd gotten a pretty nifty cloak out of it - which he TOTALLY wore on the hunt to showcase his 'prowess' and scare the boars they were hunting. That was totally a thing, right? Animals scared of someone wearing the hide of their kind, or something similar? Sure. Had to be. At least there were no demon-boars this time. He watched the tribal hunters and used his lasergun to help when he could, but didn't want to get in the way.

He hadn't really cut loose and showed what he could do to the tribe, so when the Chief sent them to go take down a T-Rex (a real-live freaking T-Rex!!), Calyx cracked his knuckles and gave a nod. "Let's do this." He let Chok'lat and Fox get in to positions to flank the beast as Calyx waited in a good firing position. Then he grinned widely and yelled, "THUNDER LIZARD? MEET LIGHTNING!" He kicked on his Electrical Aura as he yelled and let loose with lightning bolt after lightning bolt, cranking up the juice to the maximum.

He turned back to the Chief, still grinning, and pumped his fist in to the air. "YEAH!"

Notice 21
Notice die 1d6 = 2: 2, Wild die 1d6 = 6: 6, Ace roll 1d6 = 6: 6, Ace roll 1d6 = 6: 6, Ace roll 1d6 = 3: 3.
Lightning Bolt 8
Psionics die 1d8 = 5: 5, Wild die 1d6 = 6: 6, Ace roll 1d6 = 2: 2.
Calyx Calder
Character Summary
Human Zapper

Active effects:
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 30/30

Charisma: 0
Bennies: 5

Adventure Card:
  • Lucky Break: Play this card to completely negate the damage from one attack.
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Currently playing in: 7th Set Joker's Jokers

User avatar
SnackHappy
Bronze Patron
Bronze Patron
Posts: 129
Joined: Fri May 26, 2017 8:20 am

Re: Jungle Fever: Longtooth Clan

Post by SnackHappy » Mon Feb 12, 2018 8:11 am

The drinks were delicious and Snack Happy had his share of good times in the revelry. Though the morning came early he was ready for it. Seeing the look on Calyx's face he brings him a cup of water with some Tylenol. "This should help."
When it came to the boar hunting Jacob hung back taking shots at a few. At the mention of the thunder lizard his eyes lit up. "Guys this could be fun!"
As they approached he made a little more noise than necessary as he wanted to square off with the lizard. Chok'lat running off and getting swatted made him snicker a bit. He had no love loss for the demon. As the T-Rex looked at him and Sasha he smiled. I wonder if any of these muscle heads had this idea. While his buddies flank the giant beast Jacob runs straight at it with all confidence in his ability and delivers an uppercut.

OOC Comments
Fighting: 1d8 = 2: 2
Wild: 1d6 = 1: 1

Benny for Reroll
Fighting: 1d8 = 1: 1
Wild: 1d6 = 6: 6 Ace 1d6+6 = 7: 1

Damage: 1d12 = 1: 1 + 1d8 = 6: 6 + 6 = 13
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers

User avatar
Freemage
Bronze Patron
Bronze Patron
Posts: 1379
Joined: Thu May 11, 2017 7:09 am

Re: Jungle Fever: Longtooth Clan

Post by Freemage » Sun Feb 18, 2018 7:05 pm

It's true that Chok'lat didn't accomplish much, but perhaps his distraction was enough. As the great beast turned its head back around to face the main challengers, Calyx's lightning arced over its massive body, causing it to lock up in spasms--and leaving it wide open for Sasha's uppercut. As the terrible maw is knocked up and back, the throat is left wide open, and Fox's shot-placement is a thing of beauty, opening up the gullet with almost surgical precision. The Tyrannosaur falls down, dead, to the cheers of the tribesmen.

That night, there is more drinking, and roast Rex, and much revelry. If any member of the group wants company for the next few nights, it's definitely on offer. Yes, even SnackHappy, whose tail seems a subject of some fascination.....
OOC Comments
Yeah, you guys are done. Party on, dudes!

User avatar
Calyx
Diamond Patron
Diamond Patron
Posts: 95
Joined: Thu Sep 07, 2017 7:43 am

Re: Jungle Fever: Longtooth Clan

Post by Calyx » Mon Feb 26, 2018 10:06 pm

Calyx couldn't help it! He couldn't resist! The Longtooth were pretty awesome and almost all just plain pretty! He didn't mean to, but partied pretty hard that night as well again. I mean, after all, to be fair, they had taken down a freaking thunder lizard and convinced the tribe in what he humbly thought was record time to join up in the war effort! Maybe he deserved a bit of fun for helping with that, and being the spokesperson?

Besides, it was considered rude to refuse a gift, and these people were SO giving! Maybe he'd retire here one day!
Calyx Calder
Character Summary
Human Zapper

Active effects:
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 30/30

Charisma: 0
Bennies: 5

Adventure Card:
  • Lucky Break: Play this card to completely negate the damage from one attack.
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Currently playing in: 7th Set Joker's Jokers

User avatar
SnackHappy
Bronze Patron
Bronze Patron
Posts: 129
Joined: Fri May 26, 2017 8:20 am

Re: Jungle Fever: Longtooth Clan

Post by SnackHappy » Wed Mar 21, 2018 8:47 pm

Seeing the people embrace the legion makes Jacob proud. He partakes in most of the evenings activities except for the companionship. He graciously declines it and goes back to the drink with one hand in his pocket rubbing the ring from his lost love.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers

Post Reply

Return to “Adventure Archive”