Signal Check

Adventures and antics of the Joker's Jokers.
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Freemage
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Signal Check

Post by Freemage » Mon Oct 08, 2018 9:45 pm

You've had two weeks off since returning to Castle Refuge; during this time, of course, you only collected the base pay. After turning over the Bleak Tome (which you have been assured will be properly dealt with by a team with more concentrated training in dealing with such things), you have largely been at loose ends.

On the upside, you've been able to deal with any personal matters. In particular, your field commander, Jacob "SnackHappy" has been able to refit his beloved Sasha; in place of one of the (to be honest, redundant) weapon systems, the Gunwolf now has a set of functional Jump Jets, capable of making leaps, and even (crudely) remaining aloft and in flight for brief periods.
OOC Comments
The rest of you can declare what you've been up to during the downtime. If you've got Edges like Scrounger, this wouldn't be a bad time to put them to use.

Sasha's Jump Jets are a 3-Mod system, and the 'space' for them really needs to come from the central body. As a result, this means that you're going to have to lose the Chest Medium Railgun (4 Mod Slots). Without using his own funds, his options for how to make use of his extra Mod Slot are as follows:
1: Ditch the Mini-Missiles, as well, and replace all the chest weapons with a single Medium Missile Launcher (fewer shots, but bigger boom).
2: Add a Reinforced Frame around the torso (+2 Toughness)

Here's the text you should add to Sasha for the Jump Jets:

Code: Select all

[b]Jump Jets[/b] 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.  
Oh, and yeah: viewtopic.php?f=58&t=883 Everyone gets two weeks' pay, per the linked post.
Alas, all good things must come to an end, and it's probably just as well, as some of the Castle denizens still seem kind of jumpy about the whole 'Brodkil Legionnaire' thing. Inevitably, the call to duty comes. As you wait in the Briefing Room, Montcrief arrives--without Ossana, for once.

"You'll have to forgive the Sergeant. She has been called away at the last minute for an unrelated matter; in the meantime, I will handle your briefing. Fortunately, this is a fairly simple affair."

On one of the screens, a map appears, with a highlighted spot near New Indianapolis. "As some of you may be aware, the Legion has been building a communications network to be able to speak with allies. We want to ensure we can remain in touch with our allies in a variety of potentially adverse circumstances, so we use a mix of purely magical, techno-wizardry and mundane technological communication lines. It's the last one that's at issue at the moment. We have a relay station, here-- He indicates the highlighted spot. "It's part of our link to New Lazlo. Unfortunately, we've lost the signal there and need to find out why. Now, there's not a lot of roadways still intact in this region, due in no small part to ongoing conflicts between Federation and Coalition forces. Neither force controls the region, but both send forays into the area."

He taps a button, and a line appears on the map. "You'll head past Whykin--that's past, not through, folks. The Coalition has been active in that area, something about a Black Market op gone sour. Best to bypass it entirely. Once you get to Merctown, you need to contact James Connelly. The Battle Bikes won't be good in the territory you're heading through, so we've arranged for a new vehicle. You'll leave the bikes with Connelly as collateral, and take the Traveler Caravan he's got prepped for you. There's details on the technical specs for the Caravan in the mission file. Once you get to the station, we need you to repair the machinery and deal with any issues that have arisen. Technical specifications for the signal tower are also in the file. On your return trip, drop off the Caravan, pick up the Battle Bikes, and return here. We anticipate this to be a two- to three-week mission, due to the difficulty of traveling through the territory. Any questions?"
OOC Comments
Questions can be asked here or in Hangouts, and I'll answer here. After that, I'll need a single driving check from each of the Battlebike drivers, plus a Piloting check from SnackHappy; so long as no one fails the roll, there's no consequence. (To keep it modestly interesting, there's no support for this one.) Failure means you've encountered a CS patrol around Whykin who will be asking some tough questions. If all three succeed, then we'll move on to Merctown.

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Henry_Price
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Re: Signal Check

Post by Henry_Price » Wed Oct 10, 2018 8:55 am

Drive 9
Drive 1d4 = 4: 4
Ace 1d4 = 2: 2
Wild Die 1d6 = 6: 6
Ace 1d6 = 3: 3
In the two weeks after they get back, Henry takes full advantage of Castle Refuge's pistol range. He seeks out any instruction he can and eventually is adequate enough to not blast himself in the foot when he unholsters his sidearm.

When it's time to leave Henry comes out, wearing his Shadow Cloak and traveling clothes. A shard pistol is holstered on his right side and he puts his new armor into the battle bikes storage.
Last edited by Henry_Price on Fri Oct 12, 2018 9:20 pm, edited 1 time in total.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Chok'lat
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Re: Signal Check

Post by Chok'lat » Wed Oct 10, 2018 2:32 pm

Chok'lat shrugs. "Chok'lat's no good with stuff like that. Maybe you put a port in Chok'lat's head to make him good at it? Who we got that plays with stuff like that?" He points at Herra. "She doesn't even like driving." Then Henry. "Peanut dust on his hands. Mess up the gear." He glances at Happy. "Happy only blows stuff up, right?"
Chok'lat
Chok'lat
Current Status Post
Bennies: 3
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
GAW Throwback:
Chainsword:
Shield of Faith
Adventure Cards:
  • Love Interest: desc here
    Rabbit out of my Hat: desc here
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SnackHappy
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Re: Signal Check

Post by SnackHappy » Wed Oct 10, 2018 4:22 pm

OOC Comments
Piloting: 1d10+2 = 11: 9
Wild: 1d6+2 = 7: 5
"Chok, I do slightly more than blow stuff up. Check these mods I installed over the past couple weeks to Sasha. I swapped her center railgun for a Medium missile launcher. I also got her some jumping capability. She can jump pretty high now without needing the assist from Fox. Also should be good at crushing some other dudes under her wait which should be damn cool. She told me as much on the way back. She said those would be cool upgrades so that is what I worked on. So yeah Chok, I don't just blow stuff up. Blowing stuff up is like a side hobby of mine." He exclaimed to Chok'lat as if he was a child.
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

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Calyx
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Re: Signal Check

Post by Calyx » Thu Oct 11, 2018 4:41 pm

Streetwise
Looking to make some more TW upgrades to his gun.
Streetwise die 1d6 = 2: 2, Wild die 1d6 = 5: 5.

30,000 credits for a Minor Upgrade (5 PPE battery), and 2 Major Upgrades (+1 die type to Shooting x2).
When the team arrived back and received their pay, Calyx almost immediately made a beeline out of there. He began chatting up people to find an available Techno-Wizard who might be willing to make some further modifications to his former-CS rifle. Once he found one, he talked through options and kind of what he was looking for. They quoted a marked-up price, possibly thinking he might balk at it - but he didn't blink. He just nodded and transferred the credits on the spot.

Aside from that, the time off was welcome - though he started to get a bit antsy near the end of it. He definitely drank some, caroused a bit, found some fun things to do and relax, re-connected with some friends, that sort of thing. He also spent some time each day meditating, testing out the new...entity, spark of personality, whatever it was...that was inside him, in addition to the newfound abilities it had granted him.



When the time for a new mission briefing arrived, Calyx was refreshed and ready. He lounged in a chair with his booted feet propped up on the table. He grinned at Montcrief, especially once he saw that Osanna wasn't showing up as well. But once the briefing started, Calyx became more serious and attentive, even going so far as to unconsciously put his feet back down and lean forward a bit to look at the information provided.

Communication, computers, electronics - those were things he knew a bit about, though he was no expert. But this was interesting to him, and he wanted the network to be viable - that could only mean good things for the Legion in general, which of course he wanted as well. A relay station going down, with potentially Federation or Coalition behind it, was bad news. Plus they were going to MERCTOWN! Calyx brightened back up a little. He'd only been there once back when he'd been hiring mercenaries to help him find his brother, but he wouldn't mind visiting again even if it was on business.

"So. Battle bikes to Merctown, then new vehicle on..." And then he saw the vehicle's specs. His eyebrows rose up and a smile tugged at his lips. ...that's...an interestin' vehicle." He gave an amused snort. "Like a..what were they called...gypsy wagon?" He suddenly adopted a different, harder-to-understand accent and muttered to himself amusedly, "Ah fookin' 'ate pikeys!"

He glanced at Snack Happy and then the rest of the team. "So you're good at repairs then, right? Anyone else good at repairs? I know a little." He glanced at the Brodkil. "You already said you're not, I get it."
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
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: 26/30

Charisma: 0
Bennies: 2

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
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

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Chok'lat
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Re: Signal Check

Post by Chok'lat » Thu Oct 11, 2018 5:47 pm

Chok'lat muses. "So then you got this. Chok'lat just there to cheer you on, make sure nothin' eats you while you work. Chok'lat can do that." He raises all four fists in the air and shouts. "GO SNACKHAPPY! FIX THAT PIECE OF SHIT!" His signature toothy demonic grin shows up. "Oh, and Chok'lat shoots the thing behind you. Sound right?"
Chok'lat turns to Calyx. "Maybe you and SnackHappy work together to fix the broken stuff while Chok'lat shoots the things behind you? Everyone got their job, yeah? What's lady who hates Chok'lat do? She hates driving. Chok'lat would drive, but Chok'lat spent all his money last time on new stuff to plug in. Need chip to make Chok'lat a good driver. Let lady who hates Chok'lat take a break from doin' what she hates. Other than Chok'lat."
Chok'lat
Chok'lat
Current Status Post
Bennies: 3
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
GAW Throwback:
Chainsword:
Shield of Faith
Adventure Cards:
  • Love Interest: desc here
    Rabbit out of my Hat: desc here
Edit Signature

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Growler
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Re: Signal Check

Post by Growler » Thu Oct 11, 2018 7:04 pm

"Seasoned Specialist Second Class Echo, I wonder if I can have a word with you. I would like to get myself a Cloak that has been Techno-Wizardly improved for Stealth (m 2x+1 to Stealth, M 2x+1 Die to Stealth, 37k on Streetwise Success, 34k on Raise), but as you know, I am not the best at talking to people and getting them to do what I want for them to. If possible, I would also like 20 Plasma Grenades (20x1800=36k) and 20 Fragmentation Grenades (20x550=11k) for my new Sniper's Rifle/Grenade Launcher/Neural Mace. Can you do this for me, or should I talk to another Scrounger who can get me these items?"
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 11 / 20

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 2/3
[list]Base Amount
[*]-1 due Rerolling Damage on Fennodi Sniper[/list]
OOC Comments
Skills
[list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
[*]Survival: 1d8 (+2 With Woodsman)
[*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
[*]Stealth 1d10 (+2 in Wilderness or Urban)
[*]Fighting: 1d12
[*]Shooting: 1d12
[*]Knowledge (Arcana): 1d4
[*]Psionics: 1d8
[*]Intimidation: 1d6
[*]Taunt: 1d6[/list]

Abilities
[list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
[*]Slow Regeneration (Natural Healing Roll Each Day)
[*]+4 vs. Fear, Mind Control, and Magic
[*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

http://savagerifts.com/sr/ucp.php?i=pro ... =signature

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Echo
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Re: Signal Check

Post by Echo » Thu Oct 11, 2018 7:43 pm

Echo nods, she had been spending most of the down time getting to know her new friend. Mostly going around town and trying to get him aclimated and comfortable. "Sure, what do you say Shard, care for atrip with Growler, Splinter and I into town?" After a brief conversation the four heard into town working together to find the best opportunities for Growlers needs.

Streetwise 11, or 13 unsure
Streetwise 1d6+6 = 8: 2
Wild 1d6+6 = 11: 5

If Splinter is allowed to help +2 to the roll
Streetwise 1d6+6 = 9: 3
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+4 (+9 when scouting), Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
    -2 on Party God scene
    -1 Extra effort on Cyber-knight Electrical Field

Inspiration "Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round."


Once More With Feeling "Play to take any one Adventure Card from the discard pile."
GM Quick Reference

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Herra
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Re: Signal Check

Post by Herra » Fri Oct 12, 2018 3:46 pm

After the battle in the ship, Herra realizes that powers will only get her so far. Skill is needed as well. Her new tribe were all warriors, skilled in shooting and fighting as well as psionics. To that end, she dedicates herself to improving her skill in battle through sparring with the many trainers at the legion. Perhaps, more humbling is the fact her poor skill behind the wheel has cost the team on many occasions. While the controls of the vehicles still make her nervous, she spends a significant amount of time operating the various vehicles used by the team particularly the battle bikes. After more than a few dings and scrapes, she manages to feel somewhat confident behind the wheel, but is no means a master.

Shortly before their next mission Herra receives a vision in a dream.

The sweltering heat of a swamps feels warm on her skin, yet she doesn't sweat. In fact, her body feels as warm as the air, as if matching the temperature around her. Her vision is sharp, but skewed somehow as if he eyes are placed differently on her head. She tries to wave her wand in front of her face, but instead feels a short powerful arm with razor sharp claws on the end. She suddenly realizes she is not in her own body, but is one of the dinosaurs from the swamp.

Relishing in the vision she takes off, catching the scent of prey in her nostrils. Stalking it down she is instinctively aware of all possibilities, almost able to anticipate which way the poor mammal will run before it even chooses. Punching from the foliage she gives chase, acting with savage swiftness.


Bolting awake in her bed at the vividness of the vision, Herra ponders its meaning. It is only the next day when a delivery arrives at Castle Refuge does the vision make sense. One of the Moon Hunter Warriors arrives in the nearby town with a message and a package.

"Our elders have sensed your deeds against a powerful evil. They wish you to have one of our ancient relics. It carries the spirit of a swift hunter and will give you focus and clarity in battle. Our people have previous few of these, no doubt the elders feel you will soon be in great needed. Be careful sister."

Acknowledging the gift, Herra tries not to bluster about deserving such an honor. Even she realizes that the gift is undeserved.
Driving 9
Driving 1d6-2 = 4: 6
Ace 1d6 = 5: 5
Wild 1d6-2 = 2: 4
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Henry_Price
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Re: Signal Check

Post by Henry_Price » Fri Oct 12, 2018 9:21 pm

Henry looks confused at the subdemon's comment for a moment, then shakes his head. "Peanut Dust? Um... that was like two weeks ago... have you not washed your hands since then?"
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Chok'lat
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Re: Signal Check

Post by Chok'lat » Sat Oct 13, 2018 8:29 am

Chok'lat looks down at his hands, shrugs, and spits in them. He rubs his hands together vigorously. "See? All clean now. What about you? Chok'lat saw you eating peanuts before you came in."
Chok'lat
Chok'lat
Current Status Post
Bennies: 3
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
GAW Throwback:
Chainsword:
Shield of Faith
Adventure Cards:
  • Love Interest: desc here
    Rabbit out of my Hat: desc here
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Freemage
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Re: Signal Check

Post by Freemage » Tue Oct 16, 2018 2:41 pm

Sliding past the city of Whykin (alternately the Liberated City of Whykin or Occupied Whykin, depending on who you ask about the CS presence in the city), the Jokers manage to elude the patrols in the surrounding countryside, and head on to the friendlier settlement of Merctown.

The battle-bikes scarcely stand out in the rough-and-tumble environment, a blend of the eponymous mercenaries, peddlers and outlets for more established mercantile concerns, arms dealers, Black Market representatives (some deceptively obvious, and others only to be found if you know someone who knows someone) and of course the sort of entertainment that people who often don't know if their next job will be their last will enjoy--booze for any palate, brothels that cater to any and all tastes, gambling dens with games that vary from the mundane to the literally magical, fighting pits ranging from sparring bouts to bloodsports--anything can be had here, with those with sufficiently ample credits and sufficiently lax scruples.

It's not too hard to find the C&S outlet, where a smiling Grackletooth in a heavily customized suit of the company's signature Heavy Crusader Body Armor greets you and shows you inside as soon as you ask for James Connelly. Connelly himself turns out to be a small human with shock-white hair. He immediately recognizes you, and has the forms for the loaner ready to sign.

"I'll be honest--we're hoping that a good review by you folks will get us more business with the Legion. I don't mind admitting that we got completely outmaneuvered by Northern Gun setting up shop with you folks at the outset like they did. Some positive word of mouth could help us make up on that opportunity."
Greedy?
So, anyone who has the Greedy Hindrance (minor or major), OR who has any actual level of Streetwise AND makes a simple Notice roll, will recognize this for the opportunity it is. During the vehicle exchange, or even after you've settled in for the night, there's plenty of time and opportunity for those interested to arrange for a discrete side-deal with Connelly or one of his subordinates. If you decide to go for this, do the following:

1: Note it here.
2: Roll Streetwise (you may choose to ignore Charisma). You get 5000 Credits for promising to give a glowing review, plus an additional 1000 for every success/raise. On a Crit-Fail, you blow the deal.
3: If you have Greedy, take the Benny.
4: There will be more later.
The vehicle is definitely up to C&S' showy reputation, but it also seems pretty serviceable. The rear platform works as described, though it takes about 10 minutes for it to be calibrated for Sasha to fit in the clamps--another Gunwolf would probably be able to hop right in now that that's finished, but a different suit of Robot or Power Armor would probably need re-calibration.

You arrived close to the evening, so it will be morning before you head out. Finding lodging--with or without companionship, as you prefer--is an easy enough matter, whether in a group or as individuals.
One Night In Merctown...
So, feel free to describe your night in MercTown. Some things you can do:

If you have Scrounger, this is probably your best time to use it for this mission. This roll would be in addition to anything else you do.

This would be where Echo (presumably) sells the loot the party's decided to offload. Again, this would be a bonus roll for her (and any assistants).

In addition, you may choose to go carousing. Roll Vigor with the following modifiers:
  • Homebody Wallflower: No roll needed. If you have the Cautious Hindrance, take a Benny.
  • An Early Night: You play it safe, enjoying yourself, but not too much. Straight Vigor roll. If you succeed, you have a nice time, and get a Benny. If you Fail, you get nothing.
  • Party!: You indulge a bit. Vigor -2 to get a Benny; failure means you get a level of Fatigue the next day. You may also roll straight Streetwise to get 1000 credits in the form of betting, brawling or whatever.
  • Party Hard: You indulge a lot. Vigor -4 to get a Benny; failure means you get a level of Fatigue for the next day. You roll Streetwise to get 5000 credits.
  • Party God: You get in at dawn. You have a level of Fatigue, and then must roll Vigor -4 (the Fatigue affects this roll). You may roll Streetwise to get 10000 Credits, and on a Raise, you get a Contact with the Black Market faction or arms dealer (Northern Gun, Chivalry & Sorcery, Wilks, etc) of your choice.
On a CritFail for the Vigor Roll, you do not get the Streetwise roll; instead, you passed out and got your pocket picked. Roll 1d100, and that's how many thousands of credits you're out when you wake up. If you don't have that much in cash... you lost gear, chosen by you, until you get to the cash value stolen.

On a CritFail on the Streetwise rolls, you lose the amount you were trying for, AND get Bad Reputation (-2 Charisma) within the confines of Merctown as a permanent Hindrance. You can get a Benny by writing up an Interlude about how things went sideways for you.

Instead of Carousing, you can choose to do something else that strikes your fancy; let me know, and we'll figure it out.

If anyone gets Fatigue, don't worry about it other than for the Streetwise roll--I"m just assuming Succor happens.
It's slower going once you leave MercTown. Though the Caravan is definitely much better suited to off-roading than the Battle Bikes, the terrain is still obnoxiously hilly and broken. Periodically, you have to cross small rivers; the Caravan's flotation does work as advertised, fortunately.

As night approaches, you see the lights of a tiny village (not on your map, but that's not surprising in this region) up ahead. Using Sasha's sensors, Jacob sees (Echo and Henry might also see this, if they were flying during the trip) that the townsfolk (all human) are gathered in the small open area in the middle of the hamlet. There are several armed figures walking around the edges of the plaza, and one standing on a rock that looks like it's been rolled there for this purpose, speaking to the humans. All the armed folks are... Fennodi? Yup, an entire band of Fennodi, eyeflaps watching the cowed humans.
Instructions
And kicking things off. You guys are currently about 500 yards (250") away, and no one in town has noticed you yet. Those with extra potent sensors may make Notice rolls to try to hear what the guy is saying as you approach. Or you could just open fire on the Fennodi, the humans, or the buildings, or all three. Or you can just cut around to the west, figuring this is none of your concern.

I'll also take visual Notice rolls from anyone with some sort of dark-vision, infravision, etc. If you are doing both audio and visual scanning, roll TWICE, once for each.

Henry Visual Notice 1d12+6 = 11: 5
Wild Notice 1d6+6 = 8: 2

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Henry_Price
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Re: Signal Check

Post by Henry_Price » Wed Oct 17, 2018 7:04 am

OOC Comments
Work in progress

Notice 1d12+6 = 16: 10
Wild Die 1d6+6 = 8: 2

Streetwise 1d4 = 1: 1
Wild Die 1d6 = 2: 2

Visual Notice
Wild Notice
Hearing the desperation in the caravan man's voice, Henry slyly deduces that an opportunity has presented itself. Once he gets the chance he talks to him in private. "I know you need this contract, maybe I can help you out? The man looks to Henry, curious. "All it will take on your part is 5...hundred...thousand credits?" The man looks at Henry blankly, and just walks away, ignoring him.

Henry decides to stay in for the night, not having much interest in Merc Town.

As they travel, Henry assumes his Raven form flying in front of the group to help scout out any potential sources of danger.
Last edited by Henry_Price on Mon Oct 22, 2018 9:25 pm, edited 1 time in total.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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SnackHappy
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Re: Signal Check

Post by SnackHappy » Thu Oct 18, 2018 12:20 pm

Party God? Vigor(9) and Streetwise(9)
Vigor: 1d8-4 = 0: 4
Wild: 1d6-4 = -2: 2
Benny because yeah
Vigor: 1d8-4 = 4: 8 Ace: 1d8+4 = 9: 5
Wild: 1d6-4 = 0: 4
Streetwise: 1d4-2 = 0: 2
Wild: 1d6-2 = 4: 6 Ace: 1d6+4 = 9: 5
Finally rid of the book and it making things weird around the group, Jacob could finally let off a bit of stress. He found a group of guys from Northern Gun. They had taken an interest in Sasha and some of her modifications. Jacob went with them to a few local establishments and showed people that not only can he eat good but man can he put away the booze. He made sure to introduce the entire crew to his new friends from Northern Gun insisting that each one have a drink scoffing a bit at anyone's refusal. Stumbling they made their way through a few different bars and gradually lost people from the group that couldn't hang all night. After the last place they went into Jacob looked at his watch when he noticed the sun was up. "Well shit. Look is that the sun? Damn it I gotta go get Sasha ready, you know warm her up. heh" He laughed and they exchanged numbers. "I will call you man for my next upgrade!"
The day was long but eventually he sobered. As they got to the clearing with the Fennodi ahead he reached out with the scanners to see if he could find out more.
Notice Visual (3) Audio (13)
Visual: 1d6 = 3: 3
Wild: 1d6 = 1: 1

Audio: 1d6 = 3: 3
Wild: 1d6 = 6: 6 ace: 1d6+6 = 12: 6 Ace: 1d6+12 = 13: 1
Last edited by SnackHappy on Thu Oct 18, 2018 12:50 pm, edited 1 time in total.
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

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Echo
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Re: Signal Check

Post by Echo » Thu Oct 18, 2018 12:49 pm

OOC Comments
2 Bennies, but overall great results.
Greedy, 17 Streetwise, no money taken, details to come
Does Echo spot the opportunity?
Notice 1d12+4 = 8: 4
Wild Die 1d6+4 = 8: 4

Echo will commit to offering a good review
Streetwise 1d6+6 = 7: 1
Wild die 1d6+6 = 12: 6 Ace 1d6+12 = 17: 5
Echo sells the gear 13
Selling stuff is easy
Streetwise 1d6+6 = 12: 6
Wild Die 1d6+6 = 12: 6 Ace 1d6+12 = 13: 1
Echo the Party God 10, Vigor 4 pass!
Someone has to teach Shard about all the different kinds of people out there. This will be tough, but we can accept that.
Streetwise 1d6+2 = 6: 4 Extra Effort 1d6+6 = 10: 4
Wild Die 1d6+2 = 5: 3

Vigor Roll 1d6-4 = 0: 4
Wild die 1d6-4 = -2: 2
  • Benny to Reroll
    Vigor Roll 1d6-4 = 2: 6 Ace 1d6+2 = 4: 2
    Wild die 1d6-4 = 1: 5
Echo spends most of the journey flying with Henry and Splinter. While Shard needed looking after, he also needed time to become his own and build relationships with others. As they came to Whykin Echo was impressed by the size of the city and the opportunities. Returning to the team she says. "I think this would be a good place to sell the remains of our equipment."

As negotiations turn well with Connelly Echo listens and makes sure he is at ease. upon understanding clearly that money is available for good revues Echo says. "Mr. Connelly I will give you an honest and excellent review sir. But taking money for it would be inappropriate." Then needing a couple minutes to ensure he is not offended she caries on with the others. Connelly seemed like a good contact to know and she does not want to have something going on she would have to hide from the Legion.






Notice on Approach while flying scout
Notice 1d12+9 = 11: 2
Wild 1d6+9 = 11: 2
As the night moves on and the Legion is ready to cool down or go their own way Echo looks to Shard and says. "This will be a great time to meat a lot of new people." Then turning to the rest of the group she says. "Anyone else want to come and learn the streets?"

Once the team is ready to move on Echo moves out, walking safely and freely from one street and ally to the next she is able to talk to people as if one of their own flock. "These are amazing cities where we can develop amazing skills and opportunities. Lets go talk to some dealers, then some rowdy friends." The ability to move from one location to another is impressive. Each time within minutes of meeting Echo each group would begin to treat her as one of their own.

Finally as the night wore on Echo found herself teaching the basics of gambling and slight of hand to Shard. The men across from the table seemed unable to hide their tells from her. Each time she somehow keeps them calm, even loosing again much of what she had won from them leaving with only 10k. When asked why she started loosing Echo explained simply. "When they started to win it back, they calmed down and their egos where soothed. Had we left the Casino with the full winnings without giving them a chance, then they would have faught us and likely someone end up dead."


.
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+4 (+9 when scouting), Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
    -2 on Party God scene
    -1 Extra effort on Cyber-knight Electrical Field

Inspiration "Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round."


Once More With Feeling "Play to take any one Adventure Card from the discard pile."
GM Quick Reference

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Calyx
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Re: Signal Check

Post by Calyx » Thu Oct 18, 2018 2:52 pm

Basically, we're party gods (Vigor 4 and Streetwise 9)
Very Vigorous! (-5).
Vigor die 1d6 = 3: 3, Wild die 1d6 = 6: 6, Ace 1d6 = 3: 3.

Streetwise roll at -1 (fatigue).
Streetwise die 1d6 = 5: 5, Wild die 1d6 = 1: 1.
Extra Effort 1d6 = 5: 5.

Black Market Biiiiingo! That's the name of my contact!
Notice 17 (visual)
Notice next day, with all the vision bells and whistles.
Notice die 1d6 = 6: 6, Ace 1d6 = 6: 6, Ace 1d6 = 5: 5, Wild die 1d6 = 5: 5.
Calyx was nice and behaved, even helpful, during their initial meeting with the Chivalry & Sorcery people. He was representing the Tomorrow Legion, and both sides wanted things to go well. He thought the vehicle looked interesting, and hoped it would be fun and effective in the field. Whether or not that lead to anything else was mostly above his pay grade and worry level. He grinned and admired the customized armor the Grackletooth was wearing, "Nice suit! I like your company dress code - Armored Casual!"

When they were cut loose he, of course, did NOT take it easy or go to bed early. If anything had been shown previously, it was that he was up for a party - and this seemed to be a PARTY TOWN! Mercs liked to work hard and play hard, and Calyx had a similar mindset. He left chucked Snack Happy on the shoulder, a big shit-eating grin on his face as they each walked off to find some fun (or not as some of the group was wont to do).

Calyx went on a pub crawl! He made some friends along the way, and pissed a few people off as well. He not only got in to a bar fight - he got in to more than one! The second, however, was not his fault (the first might have been a little bit). There was a small-ish D'Norr woman with a couple of big bodyguards/muscle-types, and a group of what Calyx could only assume were business rivals of some sort came in and started shit. And that would have been fine as the D'Norr woman didn't seem to be in any danger really, handling herself well, but one of the attacking thugs bumped in to Calyx and made him spill some of his beer.

Calyx got involved at that point, firing electricity into the vibro-knife wielder. "RIGHT THEN! THA'S IT! GET LOST OR GET FRIED!" He lit up his electrical aura for effect, though the slight slur to his speech may have lessened the effect (or it may have enhanced it since they might assume he'd be less restrained). They picked up their friend and scrambled off, making threats as they did so. Calyx dismissed them with a wave of his hand and went back to his alcohol.

The D'Norr, who turned out to be a Black Marketeer named Padysha Qui'rl, invited Calyx to her table for a bit. She asked him a lot of questions but also bought him some high-quality alcohol as a thank you for his help. The two talked for a while and they parted ways but not before they exchanged contact information and she sent him to a 'hotel' room for the few hours left of the night with some company waiting for him when he got there. Just as he was about to go to sleep, tired and exhausted, he noticed that the sun was already up. "Daaaaamn. It's gonna be a long day." He took a quick shower before rolling to the rendezvous point, squinting and looking a little miserable but triumphant. After a succor spell from someone and a few minutes, he felt it was safe to put on his helmet without puking.



The next day, Calyx was tired and so very grateful for the polarizing lenses in his helmet. The loud noise of the vehicle was much less awesome to him. He was still a tiny bit drunk for the first hour or so, but that faded and lead in to uncomfortable dozing. It was hard to sleep when the vehicle jostled and bumped along, his traveling companions weren't all quiet like the church mice (or corpses in some cases) he wished they were, and everything else.

As they got within an hour or so of their destination, maybe more, he woke up more fully and felt slightly more refreshed. He stretched a bit and then settled in to keep an eye on their surroundings. Night came and his helmet compensated for it. He stared at their destination and then he frowned. He leaned forward a bit.

"Hey...that's...crap. I think we gotta hostage sitch, team. No bueno." He looked at Snack Happy. "Should we blaze in, or pull off somewhere an' sneak in?"
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
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: 26/30

Charisma: 0
Bennies: 2

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
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

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Venatus Vinco
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Re: Signal Check

Post by Venatus Vinco » Thu Oct 18, 2018 5:27 pm

I am Batman 6, success | Streetwise
Vigor 1d6-4 = 1: 5
Wild 1d6-4 = 1: 5
EE 1d6 = 5: 5

Streetwise 1d4-2 = 1: 3
Wild 1d6 = 1: 1
With little interest in shopping and trinkets, preferring her own abilities to anything else, Herra only half halfheartedly picks through the booths and vendors of the Hub Swap Meet. As she presses through a particularly thick crowd of people, her psychic senses flash a warning. With the speed of thought she reaches out and snatches a tiny hand attempting to reach into the pockets of her utility belt. Turning to meet the face of the theif Herra pauses for a long moment. A small girl looks back at the mind melter. in a brief moment, whether psychic or nostalgic, Herra sees herself in the scared little face of the pickpocket. Moved to compassion Herra is about to hand over a small cred stick when she sees someone lurking nearby watching the pickpocket.

The would be thief is casting nervous glances back toward the looming figure.

Seeing the exchanging and sensing the fear and confusion Herra does the only thing she knows how. Commands the nearby figure to come forward, and ensures his compliance by reaching into his mind and bringing him forward. With the man under her control Herra looks to the little girl, "You are safe for now. Come with me." As naturally as can be all three of them leave the swap meet and find a secluded table at the nearby Job Market Cafe. Herra buys the girl a hearty meal and listens to her tale.

Like many city rats, she makes her living scrounging and pick pocketing. Unfortunately, the Ravenshome Thieves Guild has been taking a cut of her findings lately, and now her handler has been pushing the young girl to take bigger risks and steal from more dangerous marks. Sighing loudly at the situation Herra learns a little more about the situation, "What is your name girl."

"Sariah," the girl replies between giants forkfuls of pie. Herra knows that killing the handler, who is still sitting there enthralled, will do little good. Something else will need to be done. Something that protects the girl and doesn't just turn her into a target after Herra leaves town.

"Sariah, it is time to negotiate a new deal." Looking at the handler, Herra frowns, "Take us to your boss."

WIP
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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Growler
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Re: Signal Check

Post by Growler » Fri Oct 19, 2018 4:27 am

OOC Comments
*Taking the Paranoid Bennie for not doing any Carousing, but watching over his Packmates instead.
Knowing that his most of his Packmates will be enjoying themselves and may not be paying the most attention to their personal safety, Growler takes it upon himself to watch over them; teleporting from rooftop to rooftop and slinking in the shadows to check in on them throughout the day and night.

When checking in on Herra one time, he sees the looming figure watching Herra and her new friend, a small girl who has the look of living it rough on the streets. Seeing Hera handle the ruffian easily, Growler still decides to follow Hera and her now two companions to the café. Listening in, Growler follows the trio when they head out to talk to whomever is the girl, Sariah's boss.

Herra, Growler here. I am following you and watching your six. I will keep radio silence unless I see a complication you may not have seen. Growler out.

WIP
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 11 / 20

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 2/3
[list]Base Amount
[*]-1 due Rerolling Damage on Fennodi Sniper[/list]
OOC Comments
Skills
[list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
[*]Survival: 1d8 (+2 With Woodsman)
[*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
[*]Stealth 1d10 (+2 in Wilderness or Urban)
[*]Fighting: 1d12
[*]Shooting: 1d12
[*]Knowledge (Arcana): 1d4
[*]Psionics: 1d8
[*]Intimidation: 1d6
[*]Taunt: 1d6[/list]

Abilities
[list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
[*]Slow Regeneration (Natural Healing Roll Each Day)
[*]+4 vs. Fear, Mind Control, and Magic
[*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

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Herra
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Re: Signal Check

Post by Herra » Fri Oct 19, 2018 3:36 pm

Standing to leave with the pickpocket and her handler, Herra hears Growler's radio message and nods - impressed - she had no idea he was lurking nearby. A capable hunter.

Happy for the backup she follows her mind controlled mark out of the Hub Business District crossing into the area known as the Warren's. This seedy section of MercTown was home to the unwanted, the disenfranchised, and those who preferred not to be noticed. After a windy, convoluted, journey through the haphazard streets and alleys, Herra is completely lost. Trust Growler is out there somewhere.

Eventually the trio comes to the Cyberstreet Tenements - a ramshackle multi-family dwelling deep in the Warrens. Suddenly, the young pick pocket ducks into a nearby alley and Herra finally considers perhaps she has been set-up. Reacting quickly she puts all her psychic senses on full alert moving with fluidity and grace as a shot gun blast erupts from a nearby doorway, narrowing missing her as she deftly berks to one side.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Chok'lat
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Re: Signal Check

Post by Chok'lat » Fri Oct 19, 2018 9:31 pm

Greedy? Yes Chok'lat is!
Streetwise - unskilled
1d4-2 = 0: 2

WD Streetwise
1d6-2 = -1: 1

Benny EE - Forgot Elan (total = 5)
1d6 = 3: 3
Party God? Yes Chok'lat is!
Vigor -5
1d10-5 = 3: 8

Benny EE with prior and Elan
1d6+5 = 11: 6
Ace with prior
1d6+11 = 16: 5

WD Vigor
1d6-5 = 1: 6
Ace with prior
1d6+1 = 2: 1

Streetwise for contact; -1 Fatigue, -2 unskilled
1d4-3 = -1: 2

WD Streetwise
1d6-3 = -1: 2

Benny to reroll with Elan
1d4-1 = 0: 1

WD Benny
1d6-1 = 3: 4

2nd Benny reroll Streetwise
1d4-1 = 3: 4
Ace with prior
1d4+3 = 6: 3

WD SW
1d6-1 = 1: 2
Chok'lat grins. He's not the brightest bulb in the chandelier, but he knows when there's money being offered. He looks over the vehicle. "Chok'lat really likes this thing. Chok'lat's definitely gonna tell all his friends about it! Chok'lat's got lots of friends. You wouldn't think so 'cause everyone's jealous of Chok'lat's good looks, but Chok'lat's got a great personality. Lots of people listen to Chok'lat about gear and driving." Chok'lat gives a shifty eye and surreptitiously pockets a credstick.
His night in MercTown was as eventful as a demon walking the (somewhat) civilized streets might be. People threaten him, run from him, and laugh as he violates most social mores. Still, he finds himself challenging various people to drinking games and tests of constitution. Once the booze flows, people tend to notice that he's not busy trying to eat or possess them, and they become less judgmental...mostly. Chok'lat is still a demon built for combat, though, and a particularly lewd catcall at the lady of a massive mountain of a man incites a fight. "WHAT?! All Chok'lat said was he wonders if she could make brodkil babies. Chok'lat didn't say he would MAKE brodkil babies with her! She's too ugly and her voice hurts Chok'lat's ears!" Bottles are smashed and the friendly carousing turns violent. Chok'lat, who had made a few friends during the evening (mostly people who don't like the big bruiser or his girlfriend's Drescher vocal pitch) finds he has a little backup. The rumble turns into a standoff. A trickle of demonic blood runs down Chok'lat's cheek; he seems unfazed. The bruiser, though, finds himself just as roughed up. "Fine. Chok'lat will apologize. She's not that ugly." The hulking human spits back at him. "I'm gonna send you back to hell, you shitstain!" Chok'lat holds up his hands. All of them. "Chok'lat ain't goin' back there. Tell you what. You get one shot, we call it even. You knock Chok'lat out, Chok'lat gives you all the money in his pocket and tells everyone her voice sounds like when angels sing. You don't, Chok'lat gets all the money in your pocket and everyone knows the truth."
The brute doesn't hesitate. He hauls off and swings a cybernetically enhanced fist at the brodkil's face. Chok'lat's head snaps to the right, the blow nearly carrying him off his feet. He straightens up, spits out a couple of his teeth, and grins. "Chok'lat wins. She sounds like when imps get kicked in the balls."
Chok'lat arrives in the morning, short a few teeth, reeking of an unholy mix of any and all liquors and a few kinds of beer, and another 10,000 credits richer. "Wonder if Chok'lat can get cyber teeth with lasers in 'em."

Visual Notice
Visual Notice (optics package)
1d4+2 = 4: 2

WD Notice
1d6+2 = 6: 4
Chok'lat is confused by the scene in front of him. "Them 'nodi don't attack people. Those sissies don't fight unless they're gettin' hit. Why they got humans like that?"
Chok'lat
Chok'lat
Current Status Post
Bennies: 3
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
GAW Throwback:
Chainsword:
Shield of Faith
Adventure Cards:
  • Love Interest: desc here
    Rabbit out of my Hat: desc here
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Growler
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Re: Signal Check

Post by Growler » Sat Oct 20, 2018 10:43 am

Following Herra and her two new "friends", Growler also makes his way into the Cyberstreet Tenements. While he missed seeing the thugs up ahead before they attacked, he happened to be in a better position than Herra to deal with them. Calling upon his mental strength, the world seems to slows down for him. In this state, he moves with swift efficiency, carefully shooting the guns being held in the hands of the thugs.

"There are 5 of them around the corner 2 blocks up. Only 2 are still armed... the others have had their guns disabled. If needed, I can instead start taking them down, but in this sort of area, I can see that desperate men can do desperate things. They may be just trying to feed their families. I can keep you safe. I think it would be best if you just run them off, and you can continue on your way to the meeting. Orders?"
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 11 / 20

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 2/3
[list]Base Amount
[*]-1 due Rerolling Damage on Fennodi Sniper[/list]
OOC Comments
Skills
[list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
[*]Survival: 1d8 (+2 With Woodsman)
[*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
[*]Stealth 1d10 (+2 in Wilderness or Urban)
[*]Fighting: 1d12
[*]Shooting: 1d12
[*]Knowledge (Arcana): 1d4
[*]Psionics: 1d8
[*]Intimidation: 1d6
[*]Taunt: 1d6[/list]

Abilities
[list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
[*]Slow Regeneration (Natural Healing Roll Each Day)
[*]+4 vs. Fear, Mind Control, and Magic
[*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

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Herra
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Re: Signal Check

Post by Herra » Sat Oct 20, 2018 4:47 pm

With the odds getting out of hand, Herra is grateful for Growler's overwatch. Swiftly she pulls her raptor skull mask down over her face and calls forth her psi-sword. The sight of her with skull and sword sends the disarmed thugs fleeing while the others hold off at a distance, keeping Herra pinned in the tenement square but not advancing. Nearby, the little girl merges from the alley - careful to stay out of Growler's sight line.

"You seemed like an easy mark," the girl said with a deep demonic voice unfitting of her tiny body. As the girl leaps toward Herra, she takes on the form of a ravenous beast. Apparently, she was acting as bait for do gooders, not an innocent victim. Narrowly stepping aside, Herra catches movement out of the corner of her eye as, from his perch, Growler quickly evens the odds by disarming the remaining bandits and pinning them down with covering fire. Knowing she has little chance of felling the beast on her own, Herra begins a dance to move her into Growler's kill zone.

Slashing at the beast with her sword, always a step ahead due to the magic of her new mask, Herra attempts to strike home, then falls back - baiting the beast to lash out at her in rage. Between blows she taunts the beast, calling it by names and questioning its parentage. Unfortunately, she tempts fate one too many times and the razor sharp claws slash her warriors armor, cutting deep. Yet, the beast had over committed and Herra - bleeding from the wound - side steps the demonic creature and shoves it in the back.

Yowling it tumbles forward and tries to scramble to its feet.

Silently, and without remorse, Grolwer opens fire again. His holy weapon seizing the opening without fail. Stumbling from the blow the beast tries again to regain its feet, only to find Herra standing over it psi-sword raised high over her head. With a deft swipe she lops off the creature's head, sending it rolling toward the decrepit fountain in the tenement square.

Letting her sword fade, the Mind Melter looks up to Growler's unseen position.

"In a world where nothing is at it seems, good is rarely repaid with good."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Freemage
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Re: Signal Check

Post by Freemage » Sun Oct 21, 2018 6:45 pm

OOC Comments
Something something 1d6+10 = 11: 1
Wild Something 1d6+10 = 14: 4
Sasha's audio sensors pick up the speech of the Fennodi standing on the rock--and it definitely IS a speech. Not every word is clear as day, but the gist is pretty obvious. "Consider --- be taxation for --- moving outside of --- States, humans. We --- in Tolkeen--first --- of human settlements --- you have no --- in, and then --- pretext comes up, --- in the 'Heroes --- to march in, --- course, once they --- never leave again, --- No, they just --- to be a --- in the glorious --- Emperor Prosek, and --- the cleansings and ---. Well, we're not --- not here, in ---. Oh, sure, Dunscon's --- a hatter, but --- us be. So, --- want to continue --- settlement here, you're --- need to pay --- addition... We will --- one child in --- a hostage to --- behavior. If you --- the Coalition, we'll --- we'll leave behind their bodies."

The last bit was shouted, and thus was a bit clearer--as were cries of dismay as some of the children start being rounded up by some of the Fennodi, at gunpoint. The townsfolk have them outnumbered, but lacking armor or serious weapons, aren't apparently able to mount any sort of defense.

From the air, Echo and Henry can see that the Fennodi have apparently piled a small stack of personal weapons--vibro-knives and lasers, by the look of it, fairly standard-issue stuff--in a crate with handles for easy carrying. In a second crate, there's a large amount of food and other provisions. Finally, the leader is holding onto a handful of credsticks that he tucks in his belt during the speech; even Chok'lat noticed those.

Calyx spots something else, too. A faint form, almost completely engulfed in the shadows of the woods surrounding the town--a sniper, he realizes, another Fennodi, apparently ready to cut down any villager who tries to object to this treatment.

What Do You Do?
Obvious options
Sneaking up is possible for anyone but the vehicle or Sasha who wants to make the attempt. You'd have Medium Cover (+2) and Darkness (+2). One roll at TN 4 gets a sneaker up to within 12" of the plaza (and no closer than that to the sniper in the woods) without being seen. A second roll would need to be used to get closer without being spotted, and would be against the sniper's Notice roll.

You're currently 250" away. Sasha can get to 150" before being automatically noticed; the Caravan could get to 100" away. That's certainly close enough for long-range vehicular combat.

Feel free to discuss in the Hangout if you want to plot and plan--you've got time while the bandits are clearing up additional loot and hostages.


Another option would be to wait until they leave the town, reducing the number of hostages--but note, the older of the kids they're taking are being tied wrist-to-pole to the crates, and forced to carry them, so they will not be running anywhere once fighting starts. The youngest kids, of course, would likely flee immediately into the woods, which I'm sure would have no negative consequences whatsoever.


Adding in Notice checks for Whiplash the Sniper, vs. Growler's Stealth Rolls:
Notice 1 1d6+2 = 8: 6 ACE 1d6+8 = 13: 5
Wild Notice 1 1d6+2 = 4: 2
EE Benny 1d6+15 = 16: 1

Notice 2 1d6+2 = 5: 3
Wild Notice 2 1d6+2 = 6: 4

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Calyx
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Re: Signal Check

Post by Calyx » Sun Oct 21, 2018 10:55 pm

Calyx piped up real quick after a long moment spent peering out one of the windows. "Yo, Growler! Looks like we gotta job specific for ya!" He turned to look at the Dog Boy and gave a nasty grin. "Sniper! Time t'earn yer pay an' play 'Fuck Up The Fennodi!' I think." He turned back and gave Growler specific direction and distance indicators, using the information his armor was feeding him. "That guy'll be trouble for us, an' for the villagers honestly."

He stopped and looked at Snack Happy with a raised eyebrow. "I mean...assumin' we're gonna help these people, yah boss?" It was mostly a rhetorical question. "Thinkin' stealth in with Sasha hangin' back a bit t'pound 'em once the fun starts?" He knew the group was more used to Fox having been barking out orders and tactical information, so he didn't try to emulate that. He just put out suggestions to see if they were well-received or not.
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
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: 26/30

Charisma: 0
Bennies: 2

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
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

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SnackHappy
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Re: Signal Check

Post by SnackHappy » Mon Oct 22, 2018 12:42 pm

OOC Comments
Notice: 1d6 = 5: 5
Wild: 1d6 = 3: 3

For upcoming Shenanigans.
Knowledge Battle: 1d6 = 5: 5
Wild: 1d6 = 4: 4
Snack Happy nods the affirmative to Calyx as the plan seems sound. "Sounds good, Calyx. Let's show these guys the legion doesn't like people messing with the little guy." Closing as much as he dares to not be seen he begins to prime the weapon systems. Much preferring the comforts of Sasha to the clash and din of the close combats he has been seeing lately.
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

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Sara Turner
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Joined: Sat Oct 20, 2018 2:46 am

Re: Signal Check

Post by Sara Turner » Tue Oct 23, 2018 3:01 am

Village
Evening
Round 0

Well, Sara, this is quite the predicament you’ve gotten yourself into, the young, dark-haired human woman thought as she stood in the town square of the little village where she had been staying the past couple weeks. Bet you wished you’d stayed in New Lazlo.

But of course she couldn’t stay. She couldn’t stop her search for her niece and her brother-in-law. That was what Tara had created her for, after all. Sara was getting concerned for her sister, though. Had this been a good idea? Would Tara slip further and further into darkness without Sara there to remind her? It seemed, at least, that they had made it to the proper world. Now it was just a matter of locating two people on an entire continent.

Sara looked down at a tug on her long coat. She smiled at the little girl. Smiling still felt a little...wrong. Just one of those things she had to get used to. The girl was in her shirt sleeves. The attack by the Fennodi had been so unexpected. And now that the sun had gone down and a cool evening breeze had moved in, it was getting a little nippy. Sara only partially registered the cold.

“Come,” Sara told the girl, tucking her under the coat.

The girl smiled gratefully, but then frowned. “How come you’re so cold?” she asked.

Sara shrugged. “Naturally cold blooded, I suppose,” she said. I’m sorry I can’t provide you body warmth. If you knew the truth you would likely run screaming.

The Fennodi leader -- he called himself Ghost Shadow -- was now on a large rock, ranting at the human prisoners and…

Oh no. Not the children.

Janine Grey, the town leader, objected, and got a backhand for her troubles. “Janine!” Sara exclaimed, rushing over to the older woman. Rushing was generous. Sara just didn’t move that fast.

“I’m okay,” Janine said as Sara helped her up. The woman had been kind enough to allow Sara to stay until the next caravan came through in exchange for fixing things up around the village, giving her room and board, though Sara usually declined the food, explaining she had plenty of her own. In reality, eating wasn’t something she need do anymore.

A little shriek and Sara spun around. A Fennodi was grabbing the little girl Sara had been helping.

“No! Leave her alone!” Sara protested, stepping forward. Damn if her gear wasn’t stowed in her room in Janine’s house. The Fennodi just shoved his rifle in Sara’s face and she was forced to hold her hands up and back away.

“Easy. No one here wants to hurt you,” Sara tried to calm the situation. I could rip that rifle from your hands and shoot you with it, Sara thought darkly. But Sara had been very careful with herself around these villagers. She didn’t need to spook the Coalition castaways. “Take what you want and leave. They’re just children.”
OOC Comments
Notice 1d4 = 1: 1
Wild Notice 1d6 = 2: 2

Common Knowledge 1d12 = 1: 1
Wild CK 1d6 = 3: 3
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 15 (5); Pace: 4 (Run d4); Charisma: -2
ISP: 30/30; PPE: 5/5
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 20
  • Reloads: 2 x 20 shots
Brave: +2 Fear tests
Gadgeteer (1/s): Jury-rig Psionics device, 1d20 minutes.
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 4/4
Adventure Card
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

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Echo
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Re: Signal Check

Post by Echo » Wed Oct 24, 2018 7:42 am

Landing so she can use the radio Echo says over the channel. "This is not right guys. These are peaceful people, I think something or someone is agitating like the Neuron-beast when we were in the north. SnackHappy, let's just get in position and let Splinter and I go in and find out what is going on please?"

ensuring her amulet is working Echo changes into the form of a small little girl no more than 7 or 8 years old. Splinter turns into her cat the two move into town and forward in the crowd. Brazenly walking to the leader she says. "Why are you hear, why are you being to mean to us?" Splinter staying alert continues turning in circles and looking for risks.

OOC Comments
Conceal Arcana 1d10+2 = 7: 5
Wild 1d6+2 = 7: 5

Notice 1d12+4 = 13: 9
Wild 1d6+4 = 10: 6 Ace 1d6+10 = 12: 2

Persuasion 1d8+6 = 11: 5
Wild 1d6+6 = 7: 1


Common Knowledge
Smarts 1d8-2 = 2: 4
Wild 1d6-2 = 0: 2

Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+4 (+9 when scouting), Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
    -2 on Party God scene
    -1 Extra effort on Cyber-knight Electrical Field

Inspiration "Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round."


Once More With Feeling "Play to take any one Adventure Card from the discard pile."
GM Quick Reference

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Growler
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Re: Signal Check

Post by Growler » Wed Oct 24, 2018 11:40 am

"I will get the Sniper. Since we don't know who is in the bad, I will incapacitate instead of just shooting him. I will take care of him."
Stealth 17, 16
Stealth Roll #1 (+2 due Woodsman, +2 due Cover, +2 due Darkness, +2 due Cloak, +2 Dice due Cloak... Total 1d12+9)
  • Stealth: 1d12+9 = 17: 8
    Wild: 1d6+9 = 15: 6
    Result: 17 on Opposed Roll
Stealth Roll #2 (+2 due Woodsman, +2 due Cover, +2 due Darkness, +2 due Cloak, +2 Dice due Cloak... Total 1d12+9)
Stealth: 1d12+9 = 16: 7
Wild: 1d6+9 = 10: 1
Result: 16 on Opposed Roll
"I'm going after the Sniper immediately. It will give you time to get into position after he is downed."

Moving closer and closer to the Sniper, Growler gets his new Sniper's Rifle out and set up as its Neural Mace configuration... sneaking up just behind the Sniper, before drawing onto his Powers to slow down his perception of time before swinging at the back of the Sniper's neck to take him out. With two swift blows, Growler lays into the sniper with blows that would take out most men.

That should take care of him.

"Sniper is down. You can proceed."
Attacks
Psionics for Quickness (+2 due 4 Extra ISP spent)
  • Psionics: 1d8+2 = 4: 2
    Wild: 1d6+2 = 4: 2
    Result: 4 - Success on Quickness Power. Extra Turn per Round. Total 9 ISP.
Fighting (+4 due The Drop, -6 due Called Shot, +2 to Cancel Called Shot Bonus, +2 due Weapon), Unarmed Defender?!? - NONLETHAL DAMAGE
  • Fighting: 1d12+2 = 11: 9
    Wild: 1d6+2 = 3: 1
    Result: 11 vs. Parry.
    • Damage: 1d12+2 = 4: 2 +10 (Called Shot, The Drop, Assassin)+ 1d6 = 5: 5 + 1d6 = 2: 2 (If Raise)
      • TOTAL: 19 (21 with Raise) PLUS a Vigor Roll or Incapacitation.
      Reroll Damage: 1d12+2 = 5: 3 + 10 (Called Shot, The Drop, Assassin) + 1d6 = 3: 3 + 1d6 = 6: 6 (If Raise) + 1d6 = 6: 6 (Ace) + 1d6 = 5: 5 (Re-Ace)
      • TOTAL: 18 (35 with Raise)
Fighting (-6 due Called Shot, +2 to Cancel Called Shot Bonus, +2 due Weapon), Unarmed Defender?!? - NON-LETHAL DAMAGE
  • Fighting: 1d12-2 = -1: 1
    Wild: 1d6-2 = 4: 6
    • Ace: 1d6+4 = 7: 3
    Result: 7 vs. Parry
    • Damage: 1d12+2 = 3: 1 + 4 (Called Shot) + 1d6 = 5: 5 + 1d6 = 5: 5 (Raise?!?)
      • TOTAL: 12 (17 with Raise)
      ReRoll Damage: 1d12+2 = 4: 2 + 4 (Called Shot) + 1d6 = 2: 2 + 1d6 = 6: 6 (If Raise) + 1d6 = 5: 5 (Raise?!? Ace)
      • Total: 10 (21 if Raise)
      Re-Reroll: 1d12+2 = 13: 11 +4 (Called Shot) + 1d6 = 3: 3+ 1d6 = 5: 5 (If Raise)
      • Total: 20 (25 if Raise)
Last edited by Growler on Wed Oct 24, 2018 4:39 pm, edited 7 times in total.
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 11 / 20

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 2/3
[list]Base Amount
[*]-1 due Rerolling Damage on Fennodi Sniper[/list]
OOC Comments
Skills
[list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
[*]Survival: 1d8 (+2 With Woodsman)
[*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
[*]Stealth 1d10 (+2 in Wilderness or Urban)
[*]Fighting: 1d12
[*]Shooting: 1d12
[*]Knowledge (Arcana): 1d4
[*]Psionics: 1d8
[*]Intimidation: 1d6
[*]Taunt: 1d6[/list]

Abilities
[list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
[*]Slow Regeneration (Natural Healing Roll Each Day)
[*]+4 vs. Fear, Mind Control, and Magic
[*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

http://savagerifts.com/sr/ucp.php?i=pro ... =signature

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Herra
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Re: Signal Check

Post by Herra » Wed Oct 24, 2018 1:00 pm

Sneak to Edge of Town, Stealth 5
Stealth 1d6 = 5: 5
Wild 1d6 = 3: 3
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Calyx
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Re: Signal Check

Post by Calyx » Wed Oct 24, 2018 1:07 pm

Stealth 8
Stealth to village (+2 from Shadow Cloak, -1PP; +4 from scene modifiers, -2 running).
Stealth die 1d6 = 4: 4, Wild die 1d6 = 2: 2.
"Alright then. Stealthy people, let's go! Snack, be ready."

Calyx hopped out once the vehicle had gone as far as it was going to go. He powered up his Shadow Cloak and hurried forward, trying to be as quiet and unseen as he could but as quick as he could while doing that. He didn't want to waste too much time, not knowing how touchy the Fennodi were or how much time until they left the village. And hostages needed to be kept safe. He tried to shove the thoughts aside and focus only on speed and stealth. Anything else could get him spotted or get someone killed.
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
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: 26/30

Charisma: 0
Bennies: 2

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
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

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Henry_Price
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Re: Signal Check

Post by Henry_Price » Wed Oct 24, 2018 2:38 pm

Common Knowledge 4 Stealth 17 (+2 for thief +2 for cover)
WIP
Common Knowledge 1d8 = 4: 4
Wild Die 1d6 = 4: 4

Stealth 1d8+2 = 3: 1
Wild Die 1d6+2 = 8: 6
1d6 = 5: 5
Henry carefully sets the armor to the appropriate environment and when he's satisfied that it's done properly, he shifts into a big black bird. He flies toward the village, looking for a house that such a creature can slip into without being spotted. Once he finds such a building, he turns back into his human form and checks his shard pistol to make sure it's ready to go. He then looks for a place that he can view the evens without being spotted, the stealthy armor helping him do so.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Freemage
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Re: Signal Check

Post by Freemage » Wed Oct 24, 2018 8:18 pm

Rolls and such
Spend last Benny to Soak first attack from Growler:
Soak 1d8 = 4: 4
Wild Vigor 1d6 = 5: 5
3 Wounds
Resist Stun:
Vigor 1d8-3 = -2: 1
Wild Vigor 1d6-3 = 2: 5
Yeah, he's out.

Little Girl?
Discrepancy 1d6 = 2: 2
Wild Smarts 1d6 = 3: 3
Distracted just enough.

Spot the Birdie! 1d6+2 = 7: 5
Wild Notice 1d6+2 = 6: 4

Snipe Hunt 1d6+2 = 8: 6 Ace 1d6+8 = 14: 6 Ace 1d6+14 = 16: 2
Group Notice 1d6+2 = 3: 1
In the woods, Growler swiftly and efficiently dispatches the Sniper, who never sees him coming. At this distance, he can tell that the Sniper's rifle is TW-modified in some fashion, and that his Bushman Armor has woodland camo coloring.

As Herra and Chok'lat maneuver closer to the town, staying just behind the treeline at the moment, and Growler brings Sasha up as close as he dares, Henry flies in through an open back window into a small home. Assuming his human form, he draws his pistol and takes aim around the edge of the open front door. Meanwhile, Echo and Splinter also fly in, but instead of taking up an offensive position, they opt for subterfuge, stepping out in the forms of a small girl and her kittycat.

When she asks her plaintive question, the leader turns to her, snarling. "Mean? Mean, child? If you had any idea of what your people did in Tolkeen, you would be thanking us for being so merciful." As the Fennodi berates the child, Henry comes to a concerning revelation....
OOC Comments
Henry Info HO'ed to Mike. People may proceed at will; Sniper is down, kids are just about rounded up, and folks may act if they wish.

Positioning:
Sasha is 150" away--if she gets any closer, they'll notice her.
Growler is 25" from the town 'border'; 30" from the nearest Fennodi, 40" from the Ghost Shadow.
Herra, Calyx and Chok'lat are just outside the town border; 5" from the nearest Fennodi, 15" from the Ghost Shadow.
Henry is 3" inside the border, just inside one of the homes.
Echo is 5" inside the border, standing with only 1" between herself and one of the Fennodi Bandits, who are spread around the plaza in a circle, with the civilians just outside them; she's about 10" from the Ghost Shadow, who is in the center of the plaza.
Sara is further around the circle, 5" inside the border and 10" from Ghost Shadow, actually adjacent to one of the Bandits, and currently seated (1" of movement to stand up).
Any gunfire from outside the town suffers from Innocent Bystanders when shooting at Bandits, but Ghost Shadow is both not adjacent to anyone, AND standing on a boulder--clear field of fire against him regardless of who is shooting.

If anyone kicks off Combat, you're all treated as On Hold, except Sara and Echo, who are interacting with the Fennodi. If combat does start, Echo can roll Danger Sense to also be On Hold, or she will automatically be dealt in. Sara can make DS to start on Hold if she has it. If she does not have it (or does not succeed), then she can make a normal Notice roll to get dealt in; the Fennodi will have to do the same.
Exception: If Sara or Echo kick things off, then that person is On Hold, and everyone else just gets dealt in.

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Chok'lat
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Re: Signal Check

Post by Chok'lat » Wed Oct 24, 2018 9:56 pm

Chok'lat sneaks
Stealth
1d6+4 = 8: 4

WD Stealth
1d6+4 = 6: 2
Despite his size, bulk, and the abundance of cyberware, the subdemon is quieter than you'd expect. He follows Herra and Calyx's lead and slips into the night, making good use of intervening terrain to hide his unmistakable size. He moves until he reaches a spot of advantage, readying his brand new JA-11 rifle on Firing Mode 2 (sniper mode) and taking aim. His voice comes over the radio, abnormally quiet for his normal boisterous self. "This don't make sense. Chok'lat killed some of them crazy eye people. They don't pick fights, only defend. Why they takin' prisoners?"
Chok'lat
Chok'lat
Current Status Post
Bennies: 3
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
GAW Throwback:
Chainsword:
Shield of Faith
Adventure Cards:
  • Love Interest: desc here
    Rabbit out of my Hat: desc here
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Henry_Price
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Re: Signal Check

Post by Henry_Price » Wed Oct 24, 2018 10:02 pm

Henry looks at the head fennodi, and after noticing the armor, he comes to a realization. He whispers over the comms "Head guy is a cyberknight, probably a fallen knight. I can try to put him down if you want..."
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Freemage
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Re: Signal Check

Post by Freemage » Thu Oct 25, 2018 7:22 am

PLEASE READ BEFORE POSTING

When someone is about to declare, "I start combat", I need you to wait until I give specific instructions for that.

OOC Comments
Something Something 1d6 = 5: 5
Something Wild 1d6 = 2: 2

Agility 1d8 = 8: 8 ACE Running Total 1d8+8 = 13: 5 Extra Effort Benny w/ Elan 1d6+15 = 19: 4
Wild Agility 1d6 = 6: 6 ACE Running Total 1d6+6 = 9: 3

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Herra
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Re: Signal Check

Post by Herra » Thu Oct 25, 2018 2:35 pm

Agility 9
Agility 1d8 = 4: 4
Extra Effort 1d6 = 3: 3
Elan +2
Wild 1d6 = 3: 3
A Cyberknight? Even if his cause is just and we do not know everything his behavior is deplorable.Annoyed by the situation Herra simply steps out of the treeline, eyes glowing beneath her raptor mask.

"You will stop this madness."
Greater Puppet 16
Psionics 1d10 = 3: 3
Wild 1d6 = 5: 5
Extra Effort 1d6 = 5: 5

ISP: +1 increase range, +4 to add +2
Mentalist: +2
Elan: +2
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Freemage
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Re: Signal Check

Post by Freemage » Thu Oct 25, 2018 3:13 pm

OOC Comments
Armor 1d10+2 = 11: 9
Wild Psi 1d6+2 = 3: 1
11: +4 Armor, -1 to be hit at Range from Darkness/Shroud Trapping

Deflection 1d10+2 = 3: 1
Wild Psi 1d6+2 = 6: 4
6: -2 to be Hit

Smite 1d10+2 = 12: 10 ACE 1d10+12 = 20: 8
Wild Psi 1d6+2 = 7: 5
20: +4 Damage to Psi-Sword, AP +2, Electric

Speed 1d10 = 4: 4
Wild Psi 1d6 = 4: 4
4: Pace x2

20 ISP Total

Resist Puppet 1d8 = 8: 8 ACE 1d8+8 = 11: 3
Wild Spirit 1d6 = 4: 4
Extra Effort Elan 1d6+13 = 17: 4

Barrier 1d10+2 = 4: 2
Wild Barrier 1d6+2 = 8: 6 ACE 1d6+8 = 9: 1
Armor Power Supply burned out on the casting
As Herra gathers her Psionic might, Ghost Shadow shouts an alarm to the rest of his troops. "We're under attack! Prepare yourselves!" As he speaks, he summons both a pulsing sword of psionic energy, and a scintillating shield. The sword is almost instantly covered with a nimbus of electrical arcs, and his own body is wrapped in a shroud of darkness that makes the eyes water to look at. Finally, not knowing precisely the nature of the threat, nor the direction from which it will strike, he leaps down off the rock and moves swiftly over to stand next to one of the children. "Do not think I will not cleave this child's head from his shoulders if you do not surrender!" he shouts to the darkness--as walls of flame leap up to surround both himself and the child!

When Herra's power attempts to slither into his mind, he drives it back out with a titanic force of will. "Madness is to allow further human incursion into our territory, unchecked! I shall stand against that insanity, and no mind-warping lackey of the dog Prosek will stay my wrath!"
OOC Comments
Okay, so, that happened. He managed to resist the Puppet (seriously, did not expect that). So now he's got a 6-wall Fire Barrier surrounding himself and his hostage of choice, a young, mouthy child holding a kitty.

Fennodi Bandit Stats
Parry: 5; Toughness: 11 (5)

Ghost Shadow Stats
Melee: Parry: 10; Toughness: 22 (12)
Ranged: Toughness 22 (12) vs. Ranged w/Shield, additional -1 to hit unless you have some ability to see through darkness completely
-2 to be hit due to Deflection; Technology-based attacks also suffer -2 to hit
In addition, Melee attacks must go through the Barrier, triggering an immediate 2d4, AP 2 fire damage (please roll it against yourself--if you get Shaken by some miracle, you have to spend a benny to continue the attack).
Similarly, Ranged Attacks suffer an additional -2 cover penalty against him due to the flames making him harder to see--with the shadow armor power up, he looks like a cloud of smoke in the middle of a bonfire.

Finally, ALL Ranged attacks against Shadow or his men will suffer from the Innocent Bystanders rules--a 1 on the Skill die means you hit one of the hostages (I'll determine the victim randomly for the Bandits on a d12; for Ghost Shadow, a 1 means you hit Echo, because of COURSE it was Echo he decided to take hostage; dis gonna be good!). Remember that RoF weapons roll that many Skill dice and ONE Wild Die, and a reroll benny means rerolling all dice, and picking which 'set' you want to keep.

You may all act now, except for Herra. Once you've all taken your actions, I'll figure out what the surviving Bandits do, if anything.

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Henry_Price
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Re: Signal Check

Post by Henry_Price » Thu Oct 25, 2018 3:50 pm

Exalted Dispel 7
Exalted Dispel
Mysticism 1d10 = 2: 2
Wild Die 1d6 = 1: 1
Yikes. Benny to reroll
Mysticism 1d10 = 4: 4
Wild Die 1d6 = 6: 6
Explode 1d6 = 1: 1
Benny#2
Mysticism 1d10 = 3: 3
Wild Die 1d6 = 3: 3
Benny #3
1d10 = 4: 4
1d6 = 2: 2
Henry sees that the Fennodi has Echo captive. He quickly tries to dispel his effects, putting every bit of effort into it.
Last edited by Henry_Price on Fri Oct 26, 2018 7:43 pm, edited 1 time in total.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Freemage
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Re: Signal Check

Post by Freemage » Thu Oct 25, 2018 8:00 pm

Armor and Deflection remain up
Exalted Dispel shuts down the CK Heavy Armor
Resisting Powers: (Difficulty 5) (Spending ISP to boost rolls for Armor, Deflection and Smite)
Armor: 1d10+2 = 8: 6
Deflection: 1d10+2 = 5: 3 GM Benny Extra Effort 1d6+7 = 12: 5
Speed: 1d10 = 6: 6
Smite: 1d10+2 = 4: 2
Barrier: 1d10 = 1: 1
Adjust because of different Arcane Type
Retained Armor, Deflection and Speed; Smite and Barrier still dropped.
Henry slaps Ghost Shadow with a powerful wave of disruptive magic. The Robber Knight's armor shuts down, immediately causing his shoulders to sag. The arcing energy departs his Psi-sword, and the walls of fire on his half of the enclosure collapse. He still remains shrouded in dark tendrils, however.
OOC Comments
Main effect is that he's lost his -2 Cover bonus.

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Growler
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Re: Signal Check

Post by Growler » Fri Oct 26, 2018 4:34 pm

If that Cyber Knight was a True Knight, he would never take that kid as a hostage. Now I know which side is in the wrong.

Growler puts his Gamma Rifle away, draws his Holy Bow, and takes aim at the Fallen Cyber Knight while sneaking a closer to the edge of the forest (If I don't have to make another Stealth Roll to do so). Thanks to how he is now perceiving time, he still has enough time to shoot the Fallen Knight.
Actions
Turn 1 - Put away the Gamma Rifle, Draw his Holy Bow, and take aim at Ghost Shadow (Possibly moving closer to the edge of the Forest)
Turn 2 - Shoot Ghost Shadow (Called Shot to the Head)
  • +2 due Aim, -2 due Deflection, +1 to Hit due Bow, -2 due Called Head Shot (-4 reduced down to -2 due HJ) = -1
    • Shooting: 1d12-1 = 10: 11 Possible additional -2 due Wall of Fire
      Wild: 1d6-1 = 4: 5 Possible additional -2 due Wall of Fire
      Result: 11 (or 9) - Hit with Raise.
      • Damage: 2d10 = 10: 2, 8 + 1d6 = 6: 6 (Raise) + 1d6 = 6: 6 (Ace on Raise) + 1d6 = 4: 4 (Re-Ace on Raise) + 6 (4 from Called Shot and 2 from Assassin) = 32 AP4 MDC Holy!!!!
"Remember, Chok'lat… that is what is in store for you if you betray us."
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 11 / 20

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 2/3
[list]Base Amount
[*]-1 due Rerolling Damage on Fennodi Sniper[/list]
OOC Comments
Skills
[list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
[*]Survival: 1d8 (+2 With Woodsman)
[*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
[*]Stealth 1d10 (+2 in Wilderness or Urban)
[*]Fighting: 1d12
[*]Shooting: 1d12
[*]Knowledge (Arcana): 1d4
[*]Psionics: 1d8
[*]Intimidation: 1d6
[*]Taunt: 1d6[/list]

Abilities
[list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
[*]Slow Regeneration (Natural Healing Roll Each Day)
[*]+4 vs. Fear, Mind Control, and Magic
[*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

http://savagerifts.com/sr/ucp.php?i=pro ... =signature

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Freemage
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Re: Signal Check

Post by Freemage » Fri Oct 26, 2018 6:42 pm

OOC Comments
Toughness 20 (12) (-4 Armor, -2 Toughness from Body Armor being Powered down, +4 Armor from Armor Power still being up.) 32 AP 4 = !6 points = 4 Wounds

GM Benny to try to Soak. Elan, Battle-Hardened, Armor shut down means he loses the +1 to Vigor rolls it normally gives:
Soak 1d8+4 = 8: 4
Wild Vigor 1d6+4 = 7: 3
Soaked 2 Wounds, took 2 Wounds, still shaken. Not wasting a second benny.
The arc of holy energy strikes Ghost Shadow across the head, staggering him and leaving him off-balance.

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SnackHappy
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Re: Signal Check

Post by SnackHappy » Fri Oct 26, 2018 7:34 pm

OOC Comments
Piloting: 1d10+2 = 8: 6
Wild: 1d6+2 = 8: 6 Ace: 1d6+8 = 12: 4

Intimidate: 1d4+2 = 3: 1
Wild: 1d6+2 = 4: 2 Benny for EE: 1d6 = 2: 2
As Jacob hears the commotion start and additional heat signatures begin to rapidly show up he rubs the his pendant once more for good luck. "Here goes nothing girl, lets see how aware of their surroundings they are Sasha." Making his way towards the town he engages the jump jets to enable him to close the distance but also get 50 feet into the air allowing the dark metal of the gunwolf to silhouette against the full moon in the night sky. At its peak he throws the switch for the transmitter letting out a terrifying howl into the night. Landing with a roll and coming out he shouts over the loudspeaker "You messed with the wrong pack! Drop your weapons or I will rain down an un-Godly fucking firestorm upon you! I'm talking scorched earth, motherfuckers! I will massacre you! I WILL FUCK YOU UP!"
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

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Freemage
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Re: Signal Check

Post by Freemage » Fri Oct 26, 2018 9:42 pm

OOC Comments
Resist! 1d8-2 = 3: 5
Wild Spirit 1d6-2 = -1: 1
Intimidate Success: Next action Jacob takes against Shadow Ghost is at +2

Morale Check 1d6 = 4: 4
Wild Spirit 1d6 = 6: 6 ACE 1d6+6 = 12: 6 ACE 1d6+12 = 14: 2
The battered Fallen Knight looks stunned at the arrival of the Gunwolf, leaving himself wide open to Jacob's targeting system. His men also look nervous for a moment, but glance at each other, and shift slightly, clearly not ready to surrender or retreat without their leader's say-so.

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Sara Turner
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Re: Signal Check

Post by Sara Turner » Mon Oct 29, 2018 5:49 am

Notice 2
Notice 1d4 = 1: 1
Wild 1d6 = 2: 2
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 15 (5); Pace: 4 (Run d4); Charisma: -2
ISP: 30/30; PPE: 5/5
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 20
  • Reloads: 2 x 20 shots
Brave: +2 Fear tests
Gadgeteer (1/s): Jury-rig Psionics device, 1d20 minutes.
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 4/4
Adventure Card
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

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Calyx
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Re: Signal Check

Post by Calyx » Mon Oct 29, 2018 7:17 am

Calyx grit his teeth. Some of the team had started things before everyone was ready it felt like. He let out a small sigh and tried to make himself harder to hit and a bit harder to see hopefully. Then, he didn't ignite his electrical aura as that would be counter-intuitive for the moment - but he did send a lightning bolt at the leader - hoping that taking the leader down might lower the morale and willingness to fight in the others.

"STAND DOWN OR YOU WILL BE PUT DOWN!"

Deflection 5, -3 to be hit
Deflection (-2 MAP)
Psionics die 1d10 = 7: 7, Wild die 1d6 = 2: 2.
Lightning Bolt on Ghost Shadow 12, Damage 21, AP 4.
Lightning Bolt (-2 MAP, -2 for baddie's Deflection) (2 ISP for +4 AP)
Psionics die 1d10 = 3: 3, Wild die 1d6 = 3: 3.
Reroll: Psionics die 1d10 = 7: 7, Wild die 1d6 = 6: 6, Ace 1d6 = 6: 6, Ace 1d6 = 4: 4.

Damage: 5d6 = 17: 6, 1, 5, 1, 4, Ace 1d6 = 4: 4.
Damage Reroll: 5d6 = 17: 2, 6, 5, 1, 3, Ace 1d6 = 3: 3.
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
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: 26/30

Charisma: 0
Bennies: 2

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
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

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Freemage
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Re: Signal Check

Post by Freemage » Mon Oct 29, 2018 9:56 am

OOC Comments
GS now has 3 wounds, no bennies.
Sara will not get dealt in this round.
Electrical energy arcs over Ghost Shadow's body, causing him to cry out in pain, leaving him wobbling on his feet. The sudden arrival of the Jokers throws Sara's plans for trying to deal with the Fennodi into complete disarray--though, frankly, the newcomers seem to be laying down a considerable amount of pain to the bandits, themselves.

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Echo
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Re: Signal Check

Post by Echo » Mon Oct 29, 2018 10:00 am

Echo returns to her normal form, moving towards the Cyber-knight she surrounds the cyber-knight in a disorienting field of Electrical Distortion making it impossible for him to control his muscles or his thinking within the field. The field centered just above the Cyber-knights heads gives plenty of room for the next part of her escape plan as immediately the kitten reaches out with her will summoning bands of air to wrap the Cyber-knight up lifting him to the top of the dome.

Escaping out the opening created in the flames Echo and Splinter maintain their powers on the Cyber-knight hoping to prevent him from defending attacks from the other heroes.

Electric field 11 = -4 to Cyber-knights rolls, Strength 8 to Grapple Cyber-knight
Free action to cancel Shape Change
Spirit for Electrical Field
Spirit 1d10+2 = 7: 5 Extra Effort 1d6+7 = 11: 4
Wild 1d10+2 = 10: 8 Error, should have been a d6
Real Wild Die 1d6+2 = 7: 5


Splinter using interrupt on Echo after she activates her power, but before movement. Echo chooses to fail Agility versus Splinter
Splinter for Grapple
Spirit 1d10+2 = 5: 3
Wild (No wild die)

Strength 1d12+1 = 8: 7
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+4 (+9 when scouting), Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
    -2 on Party God scene
    -1 Extra effort on Cyber-knight Electrical Field

Inspiration "Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round."


Once More With Feeling "Play to take any one Adventure Card from the discard pile."
GM Quick Reference

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Chok'lat
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Re: Signal Check

Post by Chok'lat » Mon Oct 29, 2018 3:33 pm

Chok'lat coated violence
Shooting at Ghost Shadow (omitted +2 shooting from Mode 2 - total result = 10, -6 for enemy bonuses)
1d10+2 = 8: 6

Damage
3d6+1 = 11: 4, 5, 1

Benny to reroll damage
3d6+1 = 10: 5, 1, 3

WD Shooting
1d6+2 = 3: 1

Pulls a chainsword with his offhand and charges the Fennodi grunts
Chok'lat's eyes narrow as the violence erupts. He shrugs mentally at Growler's threat, but squeezes the trigger once the firewalls come down. The shot lands, but fizzles ineffectually on the cyber-knight's armor. "Chok'lat hates cyber-knights! Always hard to kill 'cept with your bare hands!" With that, he springs forward, ripping a chainsword from its scabbard and howling with bloodlust towards the Fennodi raiders.
Chok'lat
Chok'lat
Current Status Post
Bennies: 3
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
GAW Throwback:
Chainsword:
Shield of Faith
Adventure Cards:
  • Love Interest: desc here
    Rabbit out of my Hat: desc here
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Freemage
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Re: Signal Check

Post by Freemage » Tue Oct 30, 2018 1:54 pm

OOC Comments
Psionics 1d6 = 2: 2
Psionics 1d6 = 5: 5
Psionics 1d6 = 4: 4
Psionics 1d6 = 1: 1
Psionics 1d6 = 5: 5
Psionics 1d6 = 1: 1
Psionics 1d6 = 2: 2
Psionics 1d6 = 3: 3
Psionics 1d6 = 2: 2
Psionics 1d6 = 1: 1
Psionics 1d6 = 3: 3
Psionics 1d6 = 1: 1

Seriously, 4 1s on 12 d6? The gods just don't like it when Fennodi go bad, man.

Seeing their leader taking a pounding, the Fennodi bandits attempt to rise to the challenge--with a series of shouts of, "Nope!" "I'm done!" "Told you this was a bad idea!" and "I'm going back West! It's warmer there, anyway!" they break from their various hostages, and break into the night. Roughly a third of them stagger as they take a step, and Herra can sympathize with the obvious expression of brainburn on their flappy faces. Three manage to not only step into the shadows of the woods, but are quite clearly moving through the trees. The rest are cursing, in some cases throwing down their rifles as they run and cutting through the underbrush in all directions.

Realizing he's beaten, Ghost Shadow slumps to his knees, lowering his head, as if waiting for Chok'lat to execute him.

All around, the villagers seem to be having trouble processing this sudden turn of events. They had been sleeping, then they were dealing with Fennodi bandits, then their children were about to be abducted, and then a group that set a new bar on the term "motley" arrived to... rescue them?

Some seem relieved to see the Fennodi run, shouting epithets at their backs; others just sort of look around in shock; a few (the closest) actually recoil from Chok'lat with shouts of alarm.

Clearly taking a bit of effort to muster her composure, an older woman in a nightgown steps forward. "I... Hello. Who are you people? You clearly are not with the Coalition, but you also don't seem to be, well, hunting humans for sport. Forgive me if I'm being rude or seem ungrateful for the assistance, it's been a rather long night, and if this is a case of things aobut to get worse, I'd just as soon know now. My name is Janine."
OOC Comments
Okay, we are out of combat! If you guys want to execute him, feel free. If you want to question him, go ahead (Might be faster to put questions in Hangouts, and I'll do a summary post of his answers in this thread in a bit). There's still plenty of time to slaughter the humans, of course.

Speaking of the humans, they're... well, very confused right now.

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Henry_Price
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Re: Signal Check

Post by Henry_Price » Tue Oct 30, 2018 3:40 pm

Henry steps from behind cover. As he spots the retreating Fennodi, he follows their movements with the muzzle of his shard pistol, finger tightening on the trigger. No clean shot. A shame, too. They deserve it for picking on the innocent... He sees Ghost Shadow and walks up to him, putting the bussiness end of the Shard pistol to the back of his head. "Not so tough now, huh?" His voice is loud, juiced with adrenaline. He smacks Ghost Shadow with his non gun hand. "Not so tough without a little girl to hide behind, are you? Why should my friends and I let a coward like you live?"
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Herra
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Re: Signal Check

Post by Herra » Tue Oct 30, 2018 4:12 pm

Letting the others handle the interrogation for the moment Herra, perhaps unwisely, takes on the role of group spokesperson.

"You are safe from us. The demon knows it's place. I am Herra and we are of the Tomorrow Legion. We hunt no one for sport and are merely passing through. Perhaps while my compatriots question the fallen one, you can tell me your version of events."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Freemage
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Re: Signal Check

Post by Freemage » Tue Oct 30, 2018 8:44 pm

Janine nods. "Our community are basically people tired of living as non-citizens in the 'Burbs. It's really not very pleasant living next door to a city that, as official policy, declares, 'We have a legal right to burn down your town if we don't like what's going on there, and innocents are not entitled to any compensation.' So a bunch of us packed up and decided to try our luck here--we figured the big Federation powers wouldnt' push this close to CS space, but that the CS patrols would mostly overlook us since we don't have any D-Bees or warlocks or anything like that, either." She shakes her head.

"We didn't count on bandits who could walk through the walls and steal all our guns while we were sleeping. By the time we knew anything was wrong, we were being herded out into the square to listen to him rant about how we are a bunch of CS agents provacateur, or something like that."

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Sara Turner
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Re: Signal Check

Post by Sara Turner » Wed Oct 31, 2018 2:12 am

Village
Night
Round 0

Sara looks up as a little girl with her cat confronts the Fennodi leader.

“Oh, honey, no,” Sara said. “Just stay still and quiet!” She started to try and push through the crowd to get to the little girl, keeping her eye on the Fennodi. If they tried to hurt the girl, Sara might just have to take steps. Of course, the Fennodi was angry at the girl, going off about Tolkeen.

Oh boy. Don’t be a revenge squad, Sara thought. While Sara and her sister had been lost in the hells during the Coalition War, they had run across plenty of refugees from the fall of the city in their travels.

And then all hell broke loose. Sara wasn’t sure what kicked it off. It certainly didn’t seem to be the little girl. But the Fennodi Ghost Shadow was yelling about being under attack and summoning a psionic sword and shield. He leaped down to the little girl with the cat and surrounding himself and the girl in a barrier of flames.

“Stay down!” Sara warned the little girl she was protecting, shoving her to the ground. She had to do something! Her eyes started to glow slightly as she called up her telekinetic powers. Her gear was in Janine’s hut, too far. So she would have to take a weapon.

But then part of the fires went out and Ghost Shadow slumped under the weight of his armor as something disrupted the magic. Sara felt the sickly prickles of the dispel effect against her skin. It made her ill. Some kind of energy struck Ghost Shadow, staggering him, followed by a Gunwolf leaping and slamming down into the middle of the village!

“Run!” Sara yelled to the villagers. Shit! They were going to start opening up with railguns in the middle of a crowd of unarmed villagers. She ducked as a lightning bolt sizzled over her head and into Ghost Shadow.

And then a brodkil charged into the village with a chainsword! “Shit!” Now she really needed a weapon. These weren’t rescuers! They were demons! They wouldn’t care who they killed, just so long as they satisfied their savage bloodlust! Sara and her sister had fought plenty of brodkil on their journey through the hells.

But it seemed to have the desired effect. The Fennodi broke, scattering out of the village and into the woods, leaving their thoroughly beaten leader staggered in the field.

The villagers started to cheer, and Janine stepped up to greet the village’s saviors. So they weren’t brodkil, but that one still was. Sara kept a wary eye on the monster.

One of them mentioned they were with the Tomorrow Legion. Sara perked up at that. That was fortunate! Tara and Sara had run into a group from the Legion a few weeks ago as they road in The Beast across Nebraska. The possessed truck had dropped them off at a ley line that would bring them to Kingsdale, and then Tara had built Sara’s body in their old bunker.

Sara straightened up, looking at the rescuers. She smoothed out her armored duster and settled the tools at her belt. Janine was the village leader. Sara was just a guest. It wasn’t her place to speak, so Sara made herself useful calming the children and ushering them back inside, still warily eying the brodkil. If he tried anything he would find himself eating his own chain sword.
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 15 (5); Pace: 4 (Run d4); Charisma: -2
ISP: 30/30; PPE: 5/5
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 20
  • Reloads: 2 x 20 shots
Brave: +2 Fear tests
Gadgeteer (1/s): Jury-rig Psionics device, 1d20 minutes.
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 4/4
Adventure Card
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

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Chok'lat
Posts: 82
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Re: Signal Check

Post by Chok'lat » Wed Oct 31, 2018 7:00 am

Chok'lat continues his charge, chainsword ready to lop off the head of the leader. As Henry steps up to the fallen knight, Chok'lat slows his run. "Hey! We not killing this guy now? Chok'lat's confused." He stands, chainsword ready, but a perplexed look on his face.
He clicks his radio. "Hey fleabag, why you threatening Chok'lat? Chok'lat let you have that gun, even though Chok'lat saw it first. If Chok'lat was gonna flip on you, Chok'lat wouldn't have let you have that gun. Chok'lat probably would've shot you with it by now, too, 'cause of the smell."
Chok'lat moves to stand over the fallen cyber knight, chainsword still running. "Not so tough now. Why you fighting humans that got no weapons?"
Chok'lat
Chok'lat
Current Status Post
Bennies: 3
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
GAW Throwback:
Chainsword:
Shield of Faith
Adventure Cards:
  • Love Interest: desc here
    Rabbit out of my Hat: desc here
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Calyx
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Posts: 102
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Re: Signal Check

Post by Calyx » Wed Oct 31, 2018 2:19 pm

Calyx wondered if he had suddenly entered a madhouse. Why the hell was everybody flying off the handle suddenly. He looked at Henry and pulled him back from Ghost Shadow. "Dude! Chill! What're you doin'? He's down. Jesus!"

He then stopped and turned to look first at Chok'lat, "Whoa, Chok'lat. Stay cool." Then off in the distance towards Growler. "What the FUCK, Growler? That's not okay. That's not the Legion way. If you can't be civil an' work with ALL yer teammates, then maybe you need t'request a transfer when we get back. But I expect better of you in the field, at the very least - or so I heard you were trained."

Privately to Snack Happy he commed, "Happy, dude, get ahold o'the team, man! They're all over the fuckin' place here!"
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
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: 26/30

Charisma: 0
Bennies: 2

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
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

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Growler
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Re: Signal Check

Post by Growler » Sun Nov 04, 2018 12:31 pm

Chok'lat wrote:
Wed Oct 31, 2018 7:00 am
"Hey fleabag, why you threatening Chok'lat? Chok'lat let you have that gun, even though Chok'lat saw it first. If Chok'lat was gonna flip on you, Chok'lat wouldn't have let you have that gun. Chok'lat probably would've shot you with it by now, too, 'cause of the smell."
"You keep your word and fight for the Tomorrow Legion's cause, and you have nothing to fear. I have the Sniper here too, if Herra or someone wants to interrogate him. He would probably be easier to break than a Fallen Cyber Knight. His Gun and his armor look interesting... smell interesting too... just a second."

"Someone in the crowd of humans has the scent of a mage... in spite of what they are saying... wait... not quite a Mage. Smells a bit like an Automaton, but different. It could be a Federation sleeper agent of some sort, but I can't think of what here would be of interest enough for that much effort from the Federation of Magic."
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 11 / 20

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 2/3
[list]Base Amount
[*]-1 due Rerolling Damage on Fennodi Sniper[/list]
OOC Comments
Skills
[list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
[*]Survival: 1d8 (+2 With Woodsman)
[*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
[*]Stealth 1d10 (+2 in Wilderness or Urban)
[*]Fighting: 1d12
[*]Shooting: 1d12
[*]Knowledge (Arcana): 1d4
[*]Psionics: 1d8
[*]Intimidation: 1d6
[*]Taunt: 1d6[/list]

Abilities
[list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
[*]Slow Regeneration (Natural Healing Roll Each Day)
[*]+4 vs. Fear, Mind Control, and Magic
[*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

http://savagerifts.com/sr/ucp.php?i=pro ... =signature

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Henry_Price
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Posts: 65
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Re: Signal Check

Post by Henry_Price » Mon Nov 05, 2018 8:46 pm

Henry looks at his pistol as if seeing it for the first time. He removes his finger from the trigger guard, and carefully reholsters it, snapping the retention strap over the grip.

I don't know what got into me back there... the adrenaline... sorry, it won't happen again.

Henry removes the faceplate from his armor, taking in a deep breath of clean air. He looks down at the Fennodi, and nods. "You want to tell us what this is all about?"
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Freemage
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Re: Signal Check

Post by Freemage » Mon Nov 05, 2018 8:57 pm

The Fennodi snarls in response. "Letting human-only settlements take root is the first step to letting the CS invade, just like it was in Tolkeen. We have to make sure they know their place right from the start!" He shakes his head, and spits on the ground.

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Henry_Price
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Re: Signal Check

Post by Henry_Price » Mon Nov 05, 2018 9:06 pm

Henry raises an eyebrow. "Human only? And what do you mean 'let'?" He tilts his head in a suspiciously avian fashion.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Freemage
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Re: Signal Check

Post by Freemage » Mon Nov 05, 2018 9:28 pm

The Fallen Knight looks at Henry with a lack of comprehension. "Yes, human-only. You see any D-bees here? And by 'let', I mean permit. Is that so hard to comprehend? The Coalition uses settlements like this to justify their expansion campaign."

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Henry_Price
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Re: Signal Check

Post by Henry_Price » Mon Nov 05, 2018 10:10 pm

Anger flashes in Henry's eyes, but he's able to pull it back. "Might be a shock to you, but this is the first time I've ever been here. How the hell was I supposed to know it's a Coalition settlement?" He looks at him a bit more, curious. "Aren't you a cyber-knight? Why are you doing this, did you go rogue or something?"
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.

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Chok'lat
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Re: Signal Check

Post by Chok'lat » Mon Nov 05, 2018 10:59 pm

Chok'lat stares at the Fennodi cyber knight. He thumbs his chest as he speaks. "Old Chok'lat killed a few of you awhile back. New Chok'lat don't do that no more. Sounds like you're more like Old Chok'lat than New Chok'lat, and you're supposed to be like New Chok'lat. New Chok'lat would help them pack, at least." He sniffs at the Fennodi. "Women and kids don't look like Coalition gunners. Maybe you pick on someone your own size instead of attackin' weaklings? Or maybe you do like Chok'lat does now. Tell 'em why Coalition's bad, not kill 'em 'cause Coalition's bad."
Chok'lat
Chok'lat
Current Status Post
Bennies: 3
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
GAW Throwback:
Chainsword:
Shield of Faith
Adventure Cards:
  • Love Interest: desc here
    Rabbit out of my Hat: desc here
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Echo
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Re: Signal Check

Post by Echo » Tue Nov 06, 2018 8:27 am

Freemage wrote:
Mon Nov 05, 2018 9:28 pm
The Fallen Knight looks at Henry with a lack of comprehension. "Yes, human-only. You see any D-bees here? And by 'let', I mean permit. Is that so hard to comprehend? The Coalition uses settlements like this to justify their expansion campaign."
Assuming her normal form in the medic armor as she approaches Echo nods understanding what the man is saying. "The Coalition does employ deplorable tactics. But do you really wish to abandon what you hold dear in order to parallel their beliefs?" Wondering about his situation she asks. "Who did you loose to force you to abandon the line by so much?"

Splinter shifts into falcon form and starts looking around the encampment for evidence of Coalition propaganda. Perhaps there is some truth to what this creature says.
Persuasion 9, Splinter's Notice 35
Persuasion 1d8+6 = 9: 3
Wild Die 1d6+6 = 9: 3

Notice 1d12+12 = 24: 12 Ace 1d12+24 = 35: 11
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+4 (+9 when scouting), Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
    -2 on Party God scene
    -1 Extra effort on Cyber-knight Electrical Field

Inspiration "Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round."


Once More With Feeling "Play to take any one Adventure Card from the discard pile."
GM Quick Reference

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Freemage
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Re: Signal Check

Post by Freemage » Tue Nov 06, 2018 2:39 pm

Splinter does pick up some murmurs in the crowd--the occasional mutter of resentment over being attacked by D-Bees, etc. It doesn't sound so much like deliberate propaganda as, well, the sort of thing that someone who's been taught their entire life that X is bad, who then gets attacked by X, would say. Of course, that doesn't necessarily make it less dangerous.

Ghost Shadow looks at Henry and Chok'lat first. "Let me walk you through this, since you seem kind of slow on the uptake. The Coalition encourages groups of normal, non-military civilian humans to move outside of their official borders. Then they wait for, well, really, any kind of excuse. When the settlers start sending letters back home about how they're suffering under D-Bee rule, or under the thumb of the evil sorcerers, the self-declared Defenders of Humanity swoop in with tanks and skelebots and those damnable Death's Heads, and clear out anything that isn't human, or even that might be not-human. Then they declare that, since the civilians needed their help, they'll just set up shop there and rule the area. That's how Tolkeen became the CS Minnesota, and it'll all happen again if they get an excuse here. We were taking hostages to keep these humans from complaining back to Chi-Town. Do you comprehend it, now?"

Finally, he looks at Echo, and answers her question with one word. "Everyone. That's who I lost. Everyone."

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Chok'lat
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Re: Signal Check

Post by Chok'lat » Tue Nov 06, 2018 3:45 pm

Chok'lat looks positively perplexed. The gears spin, and finally he pipes up. "So...Coalition barges in when humans complain about d-bees attacking and bothering them, so you attack and bother them so they won't complain about d-bees attacking and bothering them?" Chok'lat sniffs. "Maybe Chok'lat ain't the slow one."
Chok'lat
Chok'lat
Current Status Post
Bennies: 3
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
GAW Throwback:
Chainsword:
Shield of Faith
Adventure Cards:
  • Love Interest: desc here
    Rabbit out of my Hat: desc here
Edit Signature

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Freemage
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Re: Signal Check

Post by Freemage » Tue Nov 06, 2018 4:20 pm

He shakes his head. "The plan was to hold the children as ransom against their good behavior. So long as no one called in the Coalition, they would be kept safe."

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Sara Turner
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Re: Signal Check

Post by Sara Turner » Wed Nov 07, 2018 4:42 am

Village
Night
Round 0

Sara spoke up then to Ghost Shadow. “Why not reach out to them first? Offer to help them? If you made an alliance, there would be no need for them to complain. Instead, you lived up to their expectations of you. You confirmed all their worst fears. Trust me when I say that threatening children will just put you on the wrong side of everyone,” she said coldly, thinking about what Count Atrocles did to her niece. “The Coalition will attempt to expand regardless. They don’t need a reason. Do you think they really care about some a bunch of children hostages? These people left the CS to make better lives for themselves. Just as you are trying to do in the ashes of the war.”

Sara wrapped her arms around herself against the chilly night air, still dressed in just a pair of shorts and tank top from being rousted from bed. That was a very human gesture, she considered. Her sister had done remarkable work with this body.
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 15 (5); Pace: 4 (Run d4); Charisma: -2
ISP: 30/30; PPE: 5/5
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 20
  • Reloads: 2 x 20 shots
Brave: +2 Fear tests
Gadgeteer (1/s): Jury-rig Psionics device, 1d20 minutes.
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 4/4
Adventure Card
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

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Echo
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Re: Signal Check

Post by Echo » Wed Nov 07, 2018 8:35 am

Echo hears what the former Cyber-knight says and knows the truth of the horrors committed. She was used in the Tolkeen War and knows the evils committed on both sides. Her sympathies being with the fallen knight she still disagrees with his methods. "I do not think we alone are fit to judge you. This would be nothing more than more rule by force."

Looking around the township she says. "Is there some sort of court system here?" Then turning to the team she says over the radio to Snack Happy and the team. "If they do not we will need to arrest him and take him to the Castle. They can determine his fate with more prudence and rightful authority than we have."
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+4 (+9 when scouting), Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
    -2 on Party God scene
    -1 Extra effort on Cyber-knight Electrical Field

Inspiration "Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round."


Once More With Feeling "Play to take any one Adventure Card from the discard pile."
GM Quick Reference

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SnackHappy
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Re: Signal Check

Post by SnackHappy » Wed Nov 07, 2018 1:57 pm

As he approached the town he could see people were already in heated discussion. Getting to the group of people he stopped the Gunwolf and climbed down walking up to the gathering.

Glancing around the crowd he tries to get and idea of the current situation and begins doling out orders. "Echo I agree. Radio back and see if someone from legion can come pick him up while we proceed with the mission perhaps these folks can keep him in some sort of holding cell in the meantime."
Looking at Growler he gives him a stern but knowing look "Growler, find this automaton, we need to find out if they pose a threat to the safety of these people. They could have been an informant and even lead the Fennodi here in the first place. Chok'lat, please dole these people back their weapons so they can protect themselves. Everyone else lets sweep the area and make sure the Fennodi aren't going to bother these people anymore."
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

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Freemage
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Re: Signal Check

Post by Freemage » Wed Nov 07, 2018 2:23 pm

The other Fennodi have definitely just kept moving. In many cases, they left behind their laser rifles as they ran--there's four of those that can be retrieved, either as loot or to help arm the villagers further.

The former Knight shakes his head at efforts to persuade him this is the wrong way to go about things.

Janine chuckles at Echo. "I think I'm the closest thing we have to a judge. Or a jury, for that matter. We have a problem, folks come to me, I think it through and try to find a peaceable solution." She looks dubiously at Ghost Shadow. "I think this might be above my pay grade."

Echo receives contact back--it takes a few minutes, suggesting that the relay station you're going to check on isn't the only one down, and that there may be difficulties communicating with the Castle directly past this point; they say it will take two days for an envoy from Castle Refuge to arrive to take the two bandits into custody. There was some difficulty in convincing them that the bandits were Fennodi. To-wit: "Hell, I thought I'd heard everything when they told me one of those hippies was piloting a Glitterboy! So, uh, how you keeping a pair of natural ghost-walkers secure in the meantime?"
THe Intangibility Issue
Okay, here's the summary of the problem:
Fennodi have intangibility. Keeping one contained for two days is going to be nigh-impossible, unless he's unable to access his powers. Ergo:

Medical coma.
First, someone needs to roll Knowledge: Medicine -2. This will produce the drugs needed. You have enough supplies in your medkits (the ones in your NG-S2s). You can try this twice before all the possible chemicals are wasted, so the first failure isn't complete doom.

Second, Jacob needs to use MacGuyver at -2 (for a net straight d8 roll, after the Edge's bonus) to build a machine capable of keeping both Fennodi drugged automatically for two days).

Third, a Healing Skill check needs to be made to properly calibrate the machines to deliver the meds continuously for 72 hours (in theory, the Legion rep will be by in 48, but best to plan for the extra day). You only get one shot at this one. (And I believe Echo is the only one with the Skill.)

Finally, someone needs to roll Persuasion at -2 to get Janine to go along with the idea of keeping the two bandits in a comatose state in her shed until the Legion arrives. Again, only one chance here, so roll well.
Further questioning of the two Fennodi captives prior to drugging them does flesh out the backstory a bit. Ghost Shadow and his distant cousin, Whip, were both residents of a Fennodi settlement in southwest Tolkeen (probably not much larger than this one, from the sound of it). Ghost went off to join the other CKs in the War; Whip stayed home, and was one of the few survivors when the armies of the CS rolled through the area during the final days of the War.

Whip and Ghost met up afterwards; Coake's decision to stay out of the fighting, coupled with the destruction of his close family (including his fiance), left Ghost bitter and broken. He decided that dreams of integrated living, especially with humans, were just that--dreams of the foolish. (He blames the human rulership of Tolkeen almost as much as the CS for the horrors of the War--an ironic fairness in a bigot. He also thinks that Lord Coake is unable to see the threat due to being 'too close to being a human, himself'.)

So he convinced his cousin to try to head for Federation territory, believing that to be the only place capable of fending off the CS for long--the New West, he believes, is too scattered and dissolute (not to mention lacking as many Ley Lines) to prevent the Coalition from gobbling it up piecemeal.

They found other Fennodi as they traveled, protected them and kept them alive through the exodus to Federation territory. Pragmatic concerns, however, eroded the former Knight's sense of honor even further--the need to feed them became an excuse for banditry as they made their way through Coalition turf. Most of the time, they'd sneak in, intangibly, and then raid the stores of small communities they passed through. But there were enough openly hostile encounters to pretty much cement Ghost Shadow's view of humanity, which in turn became justification for a 'get them before they get us' attitude.

Whip isn't a zealot, but he refuses to abandon his strong-willed cousin, but he does confirm that most of the other Fennodi were already getting tetchy about Ghost's increasingly extreme tactics--he genuinely doubts any of them will return now that they've been driven off this way. As for him, he'll go with his cousin, "be it to prison or the gallows". Family. Go figure.

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Chok'lat
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Re: Signal Check

Post by Chok'lat » Wed Nov 07, 2018 10:46 pm

Chok'lat nods at Happy's orders. "Okay boss." He pauses for a moment to stare at the Fennodi knight. "You didn't think this through too good. Maybe you shoulda talked to that one first? She got good ideas." He points to Sara. "If you did, you wouldn't be almost dead hoping they don't let Chok'lat loose on you."
The demon laughs - a discomforting sort of laugh - and goes about following SnackHappy's orders to provide weapons to the villagers. The villagers don't react well to a huge demon approaching them, the type normally seen pillaging and committing acts of violence, even though he's handing them weapons with which to defend themselves. He does his best to smile warmly and not all demon-like, but...he just can't. He's ugly. So he tries verbal tact. "Don't worry. Chok'lat don't hurt anybody no more. Well, Chok'lat does, but only bad people." This is small consolation, but as they stand there with a weapon in their hands and the demon turning away from them to arm the next person, their fears are abated, if only slightly. Surely, if he was going to mass murder everyone, he wouldn't have put a loaded weapon in their hands and turned his back on them?
He runs out of weapons before he runs out of villagers. He picks a stronger looking villager and unslings his own NG-L5. He looks down at it for a moment, then offers it to the villager. "Chok'lat don't use it no more. Used it to do bad things to people. Worse than this googly-eyed dummy did to you. Maybe you use it for good things?"
Chok'lat
Chok'lat
Current Status Post
Bennies: 3
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
GAW Throwback:
Chainsword:
Shield of Faith
Adventure Cards:
  • Love Interest: desc here
    Rabbit out of my Hat: desc here
Edit Signature

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Herra
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Re: Signal Check

Post by Herra » Sat Nov 10, 2018 7:33 am

The tale of Ghost Shadow's slow fall from grace makes Herra sad instead of furious. There is so much confusion and chaos in this world. Keeping one's convictions in the face of turmoil is difficult. Yet, it is all that separates us from descending into darkness.

Rather than worry about capture and containment, such technical know-how was well beneath her abilities. The Mind Melter moves about the village looking for the sick and injured. Even those with grave diseases she attempts to heal. Be a light in the darkness, she tells herself as she does her best to leave the village in better condition than she found it.

When regrouping with the team she simply suggests the Legion send a team regardless of the prisoner status, "This place would be well served by a community outreach team. The people have been tossed about by powers that care little for them. Perhaps the Legion should change that."

Advice given she takes her turn watching the prisoners until it is time to depart.
Psionics (Cooperative)
Psionics 1d10 = 1: 1
Wild 1d6 = 5: 5
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Calyx
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Re: Signal Check

Post by Calyx » Sat Nov 10, 2018 8:10 am

Emotions
Remember all those times you guys joked about how 'cool' Calyx is? Yeah. He's not. He's got that Quirk "Wears Heart On His Sleeve" and Bursters (and therefore Zappers) are kind of passionate people, and their powers are a bit fueled by that, I like to think. And he's got buttons, just like everyone else.

Calyx had tried to stop Henry from earlier pounding on Ghost Shadow after he was captured. He tried to play peacemaker among the team when Growler was being a shithead to Chok'lat (not that the Brodkil wasn't formerly evil, but someone TRYING to redeem themselves shouldn't constantly be threatened about what happens if/when they backslide, that's just rude and counterproductive). He was tense and on edge.

He frowned as he listened to Ghost Shadow. The frown deepened and slid into anger. Unconsciously, electricity started to crackle and arc around him, just a little at first, but growing the more he listened. At the end he shouted at the Fennodi, "An' your response is t'threaten people an' KIDNAP CHILDREN??" He stepped closer to the Fennodi. The electricity was full-on aura surrounding him now, even almost looking like it might start jumping to anyone that got too close to him. "An' you got the fuckin' NERVE t'think the Coalition are monsters but not YOU?? You stupid hypocritical jackass! This doesn't fix anythin'! This makes shit even worse! This escalates things an' gives even more fuel for the Coalition t'show how dangerous D-Bees are!" Then he leaned in and got REALLY angry. "PLUS YOU ENDANGERED CHILDREN YOU-"

He hovered there for a moment, shaking in barely restrained anger, electricity pulsing and he looked like he wanted to fry the D-Bee. Instead he suddenly whirled and walked to the edge of the village and just....began shooting lightning bolts in to the air to dissipate mostly harmlessly.
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
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: 26/30

Charisma: 0
Bennies: 2

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
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

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Sara Turner
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Re: Signal Check

Post by Sara Turner » Mon Nov 12, 2018 3:54 am

Village
Night
Round 0

"Growler, find this automaton, we need to find out if they pose a threat to the safety of these people. They could have been an informant and even lead the Fennodi here in the first place,” the large grackletooth that exited from the Gunwolf ordered.

Shit! Sara muttered. So maybe the Legion weren’t so different from everyone else. Damn dog boys. Sara didn’t want to incite more panic in the village by revealing her true nature in public.

Sara started to edge her way out of the crowd, to head back toward Janine’s house to retrieve her gear.

And then one of the Legionnaires went all apocalyptic with lightning. Children shrieked in fear, and townsfolk started lifting their newly returned weapons, ready to defend themselves.

Shit on a stick! Sara muttered.

“Easy! Easy! It’s okay, he’s just...venting,” Sara said. “Seriously. Do none of you know how to not frighten the common folk? I swear to God, that demon is better behaved than you lot!”

Sara eyed the dog boy. Get out of here, Sara, before he finds you. But she wasn’t going anywhere with frightened children clinging to her.

“Now if you expect this town to hold two Fennodi until your friends arrive, have you figured out just how you are going to do that?” Sarah asked.
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 15 (5); Pace: 4 (Run d4); Charisma: -2
ISP: 30/30; PPE: 5/5
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 20
  • Reloads: 2 x 20 shots
Brave: +2 Fear tests
Gadgeteer (1/s): Jury-rig Psionics device, 1d20 minutes.
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 4/4
Adventure Card
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

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Echo
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Re: Signal Check

Post by Echo » Tue Nov 13, 2018 9:14 am

Echo works her mind trying to think up a solution for the situation. "My armor's drug supplies may have enough to incapacitate him for a while. But I am uncertain if I have enough and the right concoction for him."

Messing around with her options Echo starts thinking about everything she knows. Then looking up at the lady who she was speaking with earlier she says. "Hey anyone in this town skilled in pharmacology or medicine? I could really use some help here."

Knowledge (Medicine) 8 raise, Healing 15 raise
Knowledge (Medicine) -2 1d4-2 = 2: 4 Ace 1d4+2 = 3: 1
Wild Die 1d6-2 = 4: 6 Ace 1d6+4 = 8: 4

Knowledge Healing
Healing 1d4+4 = 7: 3
Wild 1d6+4 = 10: 6 Ace 1d6+10 = 15: 5

Working with the people from the town Echo verifies the right dosing and chemicals she can use to safely put the Fennodi under without risking his life. "Once everything is read I think we can do this."
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+4 (+9 when scouting), Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
    -2 on Party God scene
    -1 Extra effort on Cyber-knight Electrical Field

Inspiration "Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round."


Once More With Feeling "Play to take any one Adventure Card from the discard pile."
GM Quick Reference

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Growler
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Re: Signal Check

Post by Growler » Sat Nov 17, 2018 1:31 pm

Notice 8
Notice (+2 due Scent)
  • Notice: 1d8+2 = 8: 6
    Wild: 1d6+2 = 6: 4
    Result: 8 on Opposed Roll
"Packleader SnackHappy, Here is the Fennodi Sniper's Tecno-Wizardly Enhanced Sniper's Rifle and his Bushmaster Armor. The armor seems to have a wilderness camouflage mode. If I may, I would recommend that you keep it away from the prisoners… in Sasha, in fact, and we can turn them in to Command next time we report back to base. Now, I will sniff out that Automaton."

With that, Growler starts following his nose throughout town. Keeping careful track of everything and everyone in the area when he can scent the Automaton, Growler starts to narrow down where and what it is.
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 11 / 20

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 2/3
[list]Base Amount
[*]-1 due Rerolling Damage on Fennodi Sniper[/list]
OOC Comments
Skills
[list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
[*]Survival: 1d8 (+2 With Woodsman)
[*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
[*]Stealth 1d10 (+2 in Wilderness or Urban)
[*]Fighting: 1d12
[*]Shooting: 1d12
[*]Knowledge (Arcana): 1d4
[*]Psionics: 1d8
[*]Intimidation: 1d6
[*]Taunt: 1d6[/list]

Abilities
[list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
[*]Slow Regeneration (Natural Healing Roll Each Day)
[*]+4 vs. Fear, Mind Control, and Magic
[*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

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SnackHappy
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Re: Signal Check

Post by SnackHappy » Sun Nov 18, 2018 9:35 pm

OOC Comments
Repair: 1d8 = 4: 4
Wild: 1d6 = 1: 1
Grabbing the equipment and placing it into Sasha Jacob contemplates a device to hep them keep the Fennodi incapacitated for multiple days.
"Echo If you think we can keep them unconscious I think I can make an auto injector of sorts to keep them sedated. That should be sufficient to keep them down while we wait"
"Ma'am I believe we will be keeping them incapacitated in the meantime. Unless of course you have better ideas? My name is Jacob Grimlock. Who would you be?" He extends his hand for a handshake.
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

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Freemage
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Re: Signal Check

Post by Freemage » Mon Nov 19, 2018 2:20 pm

Janine steps forward as all the work is being done. "Um, this is all fascinating, and I absolutely want to express my gratitude, but we're not exactly set up to imprison a couple of-- She breaks off her wording, looking at Snackhappy for a moment, then continuing, "--bandits, let alone ones with psychic powers."
Last Step
Still need a Persuasion check at -2 to get her go along with the plan.

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Echo
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Re: Signal Check

Post by Echo » Tue Nov 20, 2018 8:59 pm

Persuasion 20
Persuasion d8+6, Herra +1, scene -2
Persuation 1d8+5 = 13: 8 Ace 1d8+13 = 20: 7
Wild 1d6+5 = 6: 1
Understanding the concerns Echo begins trying to work out something with the towns leader. In the end they come to an agreement to let them use a barn set apart from most of the others as long as one of her own can keep an eye on them also in case someone needs to run for help if he wakes. Appreciating the worries Echo tries to do everything she can to be accommodating to the people of this village.
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+4 (+9 when scouting), Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
    -2 on Party God scene
    -1 Extra effort on Cyber-knight Electrical Field

Inspiration "Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round."


Once More With Feeling "Play to take any one Adventure Card from the discard pile."
GM Quick Reference

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Sara Turner
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Re: Signal Check

Post by Sara Turner » Wed Nov 21, 2018 5:16 am

Village
Night
Round 0

Sara noted the dogboy sniffing around. The Legionnaires seemed to have a plan to secure the Fennodi. Sara figured it was time to cut her time in the village short. She slipped out of the crowd and back to Janine’s hut. She quickly pulled on her torn traveler’s clothes and Huntsman armor. She secured her weapons.

Sara pulled up short as she opened the door to leave, coming face to face with Growler. She saw him sniff and snarl. Shit. Sara scrambled for the laser pistol at her hip. She wasn’t going to be drug in and taken apart to satisfy someone’s curiosity!
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 15 (5); Pace: 4 (Run d4); Charisma: -2
ISP: 30/30; PPE: 5/5
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 20
  • Reloads: 2 x 20 shots
Brave: +2 Fear tests
Gadgeteer (1/s): Jury-rig Psionics device, 1d20 minutes.
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 4/4
Adventure Card
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

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Growler
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Re: Signal Check

Post by Growler » Wed Nov 21, 2018 11:33 pm

"Pack Leader Snackhappy, I have found what I thought was the Automoton just about to exit a hut. She is disguised as a human female in Huntsman armor, and is pulling a pistol on me. Drawing Non-Lethal melee weapon and closing in, but waiting for orders before I attack. If it attacks or tries to flee, I will use Non-Lethal Force to subdue."

With that, Growler draws his Gamma Snipers Rifle and converts it to melee mode. Walking the last few steps to block her exiting the hut, Growler waits for her to make the next move.

"Stay where you are. You are not the human female you appear to be. Wait here until my Pack Leader gets here. If you try to leave, I will use this Neural Mace on you. If you attack me, it will not go well for you."
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 11 / 20

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 2/3
[list]Base Amount
[*]-1 due Rerolling Damage on Fennodi Sniper[/list]
OOC Comments
Skills
[list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
[*]Survival: 1d8 (+2 With Woodsman)
[*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
[*]Stealth 1d10 (+2 in Wilderness or Urban)
[*]Fighting: 1d12
[*]Shooting: 1d12
[*]Knowledge (Arcana): 1d4
[*]Psionics: 1d8
[*]Intimidation: 1d6
[*]Taunt: 1d6[/list]

Abilities
[list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
[*]Slow Regeneration (Natural Healing Roll Each Day)
[*]+4 vs. Fear, Mind Control, and Magic
[*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

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Freemage
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Re: Signal Check

Post by Freemage » Thu Nov 22, 2018 12:17 am

And just as things get VERY tense, everyone is reminded just how small this settlement is, as Janine calls out to Growler. "Excuse me, but that woman is a guest of our village, and you're one of our rescuers. I would greatly appreciate it if neither of you started an altercation here. Perhaps we could all go into my parlor for a nice polite chat, instead?"
OOC Comments
Seriously, it's a ring of small shacks around a central clear space with a well. If they all had windows, everyone in town would know who was happily married versus who had separate sleeping arrangements....

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Sara Turner
Posts: 22
Joined: Sat Oct 20, 2018 2:46 am

Re: Signal Check

Post by Sara Turner » Thu Nov 22, 2018 2:50 am

Village
Night
Round 0

Sara leveled her pistol at the dog boy. “What I am is no business of yours,” she said. She was a proficient shot, but she doubted her combat skills could match the dog boy’s. “I don’t want to hurt anyone, but I won’t let you take me in.”

Janine interrupted then and Sara looked over to the woman. She didn’t know how dangerous this all was to Sara, what she was. But Sara also didn’t want to start something with the Tomorrow Legion. She had been heading there to try and find her niece anyone. This would all just complicate everything.

“I don’t want trouble either, Janine,” Sara said, slowly, warily lowering her pistol, but she didn’t put it away as she kept her eyes on Growler.
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 15 (5); Pace: 4 (Run d4); Charisma: -2
ISP: 30/30; PPE: 5/5
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 20
  • Reloads: 2 x 20 shots
Brave: +2 Fear tests
Gadgeteer (1/s): Jury-rig Psionics device, 1d20 minutes.
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 4/4
Adventure Card
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

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Chok'lat
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Joined: Fri May 04, 2018 4:41 pm

Re: Signal Check

Post by Chok'lat » Tue Nov 27, 2018 7:19 pm

Chok'lat wanders over to Growler and his quarry. He gives the woman a once-over. "She don't look like fennodi. No weird eye flaps." He gives Growler the side-eye. "Why you barkin' at this one? She looks fine to Chok'lat."
Chok'lat
Chok'lat
Current Status Post
Bennies: 3
Current Status:
Wounds / Fatigue: 0 / 0
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
GAW Throwback:
Chainsword:
Shield of Faith
Adventure Cards:
  • Love Interest: desc here
    Rabbit out of my Hat: desc here
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Growler
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Re: Signal Check

Post by Growler » Wed Nov 28, 2018 2:44 pm

"She seems to some kind of magic construct. I would think perhaps she is some sort of infiltration unit for the Federation of Magic, meant to scout out a settlement before committing more resources. Pack Leader SnackHappy, what are your orders?"
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 8 [11] (d10) ; Parry: 8; Toughness: 19 (8)
ISP: 11 / 20

Active Powers:
Quickness with Jazz (+2 Pace, +1d Agility)

Bennies: 2/3
[list]Base Amount
[*]-1 due Rerolling Damage on Fennodi Sniper[/list]
OOC Comments
Skills
[list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
[*]Survival: 1d8 (+2 With Woodsman)
[*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
[*]Stealth 1d10 (+2 in Wilderness or Urban)
[*]Fighting: 1d12
[*]Shooting: 1d12
[*]Knowledge (Arcana): 1d4
[*]Psionics: 1d8
[*]Intimidation: 1d6
[*]Taunt: 1d6[/list]

Abilities
[list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
[*]Slow Regeneration (Natural Healing Roll Each Day)
[*]+4 vs. Fear, Mind Control, and Magic
[*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

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Sara Turner
Posts: 22
Joined: Sat Oct 20, 2018 2:46 am

Re: Signal Check

Post by Sara Turner » Thu Nov 29, 2018 2:14 am

Village
Night
Round 0

Sara tensed again as the brodkil came over and lifted her pistol, this time the barrel tracking toward the demon. Tara had fought so many of them through the hellscapes as they were struggling to get back to their world.

“I am not with the Federation,” Sara said. She didn’t deny the part about being a construct. He had already sniffed that out, damn dog boys. “I was just passing through, helping out around the village, and got caught up in all this. I am not looking to cause trouble. In fact, I was heading south from Lazlo to try and find you guys.”
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 15 (5); Pace: 4 (Run d4); Charisma: -2
ISP: 30/30; PPE: 5/5
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 20
  • Reloads: 2 x 20 shots
Brave: +2 Fear tests
Gadgeteer (1/s): Jury-rig Psionics device, 1d20 minutes.
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 4/4
Adventure Card
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

User avatar
Calyx
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Diamond Patron
Posts: 102
Joined: Thu Sep 07, 2017 7:43 am

Re: Signal Check

Post by Calyx » Wed Dec 05, 2018 7:51 pm

Calyx slowly made his way back, once he'd drained some of his emotional (and thereby physical) energy off. He'd missed most of the conversation, and especially the confrontation brewing between Growler and the mouthy lady. He raised an eyebrow and looked between them and then he shook his head. To Growler he said, "Stand down, Growler. Ain't our job t'police the guests o'this place. If she's been welcomed here, regardless o'who or what she may be, then far be it from us t'say otherwise or try an' detain her."

He glanced at the woman who claimed to have been looking for them. "Yah? May I ask why you're lookin' for us?"
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
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: 26/30

Charisma: 0
Bennies: 2

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
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
Sara Turner
Posts: 22
Joined: Sat Oct 20, 2018 2:46 am

Re: Signal Check

Post by Sara Turner » Fri Dec 07, 2018 1:15 am

Sarah took a breath as she looked to the blond man with the military haircut. “I am looking for some people, my niece and her father, my brother-in-law. I was in Lazlo and told to find the Tomorrow Legion. It was all rather...cryptic,” she admitted. “They didn’t say why. Only that the Legion could help.”
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 15 (5); Pace: 4 (Run d4); Charisma: -2
ISP: 30/30; PPE: 5/5
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 20
  • Reloads: 2 x 20 shots
Brave: +2 Fear tests
Gadgeteer (1/s): Jury-rig Psionics device, 1d20 minutes.
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 4/4
Adventure Card
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.

User avatar
Echo
Diamond Patron
Diamond Patron
Posts: 187
Joined: Tue May 23, 2017 7:43 pm

Re: Signal Check

Post by Echo » Fri Dec 07, 2018 9:54 am

Watching the interaction from a distance Echo wonders what the nature of the commotion really was. Growler had not shown a tendency to fly off the handle or endanger people. If he said their was something off or dangerous about the woman. then again Echo itself often found people uncomfortable over its natures, especially when it failed to follow expected male/female lines. Echo would have to remember to keep an eye out for her to make sure nothing unnecessary puts her at risk. Then again, maybe with shape shifters, demons, magic users and psychics all on the team Growler is trying to found grounding he does not know he misses.
Character Summary
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d10+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Skills: Fighting d6, Healing d4+4, Intimidation d4, Notice d12+4 (+9 when scouting), Persuasion d6+6, Shooting d4, Stealth d12+2, Streetwise d6+6, Survival d4, & Tracking d6+2. All others d4.
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    +1 3rd Q 2018 Posting rate
    -2 on Party God scene
    -1 Extra effort on Cyber-knight Electrical Field

Inspiration "Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round."


Once More With Feeling "Play to take any one Adventure Card from the discard pile."
GM Quick Reference

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