Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Adventures and antics of the Joker's Jokers.
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Post by Freemage »

Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara):

You are brought to a large room filled with other volunteers. Police Chief Lowell Grant is clearly relieved to see Tomorrow Legion veterans among the volunteer brigade. "Simply put, people, we're trying to keep the lid on here, without stirring up too much resentment. The protests are pretty peaceful right now--there's a lot of complaining about the quarantine, of course, but thus far, there's been no actual trouble. So we're going to just have you posted as a presence near the gates, make sure everyone knows that we are in fact watching for people trying to breach the quarantine. Stick to the stun weapons we've provided unless someone starts real trouble--even if you see someone brandishing a laser or other serious weapon, if you can, we'd prefer the perpetrator brought down non-lethally. If a really bad situation arises, fall back a bit if you can, see if that can relieve some pressure; only if there's no other choice should you engage with actual lethal force. Unfortunately, the radio black-out means that we can't have you contact home base directly while in the field, so we're trusting your judgement. Please keep the body-cams we've issued you all active at all times. If there is an incident, we'll need proof that you had no choice."

Sara and Jacob's enlistment means that the Creeper and Sasha can be brought into play--the city's mechanics will outfit them with a fire hose and water tank; they also get a mounted grenade launcher equipped with tear gas grenades.
Note
The Water Cannon counts as 2 mod slots, due to the water tank; the grenade launcher counts as a single slot weapon. If you lack the slots, then the mechanics will handle the swapping out of your current armament, as needed.
The Tear Gas Grenades are both larger than handheld grenades, and include acrid chemicals that mix with the standard smoke grenade--anyone caught in the 4" radius must make a Vigor check each round to resist Fatigue; this can Incapacitate but not kill. It takes 1d4+1/Fatigue Level hours to shake off the gas unless the victim receives medical treatment--a Healing Skill check will clear up one level of Fatigue, or two with a Raise.

With that, he sends out out with whatever weapons you've taken out of the armory.

Instructions
Currently, there's no serious efforts at breaches, nor major unrest, so the job is fairly easy for now.

Roll once each for Day 2 and Day 3.
Roll Options:
Any Social Skill, no penalty.
Notice.
Sara and Jacob Only: Electronics

Success gets 1 Token; a Raise gets 2 (but no more than that).
On Day 2, you need a total of 2 Tokens
On day 3, you need 3 Tokens
Tokens do NOT carry over from one day to the next, however.

Doing All the Things: Anyone who rolls in both the QEB and SIT threads gets a -2 to both rolls, as a MAP.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Post by Chok'lat »

Day 2, 2 tokens
Day 2, Notice:
[dice:8olkjbni]63839:0[/dice:8olkjbni]

WD Notice
[dice:8olkjbni]63839:1[/dice:8olkjbni]
Day 3, 2 tokens
Day 3 Notice
[dice:8olkjbni]63839:2[/dice:8olkjbni]

WD Notice
[dice:8olkjbni]63839:3[/dice:8olkjbni]
Chok'lat acknowledges the instructions, and does his best to be as non-threatening, yet imposing, as possible. He puts his new cyber to work, yielding a flood of information on any and all happenings within eye or earshot, and then some. He's able to direct security assets to break up some of the breaching attempts before they get in motion, while still maintaining a pleasant demeanor (for a demon).
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Growler
Diamond Patron
Diamond Patron
Posts: 184
Joined: Fri Aug 18, 2017 7:42 am

Re: Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Post by Growler »

Day 2 - 2 Tokens Earned
Notice (+2 due Superior Hearing, -2 due MaP)
  • Notice: [dice:2ntxtxp4]63968:0[/dice:2ntxtxp4]
    • Ace: [dice:2ntxtxp4]63968:4[/dice:2ntxtxp4]
    Wild: [dice:2ntxtxp4]63968:1[/dice:2ntxtxp4]
    Result: 14 - Success with Raise(s). 2 Tokens Earned.
Day 3 - 1 Token Earned
Notice (+2 due Superior Hearing, -2 due MaP)
  • Notice: [dice:2ntxtxp4]63968:2[/dice:2ntxtxp4]
    Wild: [dice:2ntxtxp4]63968:3[/dice:2ntxtxp4]
    Result: 5 - Success. 1 Token Earned.
Getting his Gamma Rifle back, Growler draws out 5 Stun Grenades and loads them into the under barrel launcher. Slinging it over his shoulder, Growler is now ready.

Growler's keen ears are very useful when trying to find out where there could be some trouble brewing nearby. Many times during the two days Growler is able to hear some muttering from various people to know where trouble could be coming from. This allowed Growler and his team to be able to react to situations where quick action was able to prevent the situation from escalating.
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
User avatar
Sara Turner
Posts: 109
Joined: Sat Oct 20, 2018 2:46 am

Re: Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Post by Sara Turner »

Kingsdale/Gate
Morning
Round 0

Sara’s tour on quarantine duty the first two days were uneventful. She was posted on the Creeper’s sensors and vehicle weapons and kicked her feet up. Chok’lat and Growler caught a few troublemakers, but eventually Sara even took her boots off and got comfortable, popping in some music. With her brain keyed into the sensors, she pulled out some playing cards to keep herself occupied.
Item being built
A module with:
  • Speed power, Self Only limitation, Quickness, Exalted Quickness, Greater Speed.
  • Wall Walking, Self Only limitation, Greater Wall Walker


Weapons carried
C-20 Laser Pistol (2 reloads)
Vibro-longsword
***
Character Tracker
Sara Turner Character Sheet
Parry: 5; Toughness: 20 (10); Pace: 6
ISP: 40/40
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
UEMC: 10/10 PP
  • 1 spare E-clip 10 PP
First Aid Kit: 3/3
Artificer (1h/power): arcane protection*, bolt, boost Trait†, detect/conceal arcana*, confusion, darksight*, disguise*, divination, empathy, entangle, environmental protection*, farsight*, fear, fly*, havoc, healing, mind link, object reading, relief, telekinesis, warrior’s gift*.
Automated Repair Unit: Make a Vigor roll as a free action once per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”.
Construct (Improved Nerves of Steel): Ignore 3 Wound modifiers, +2 recover from Shaken, immune to poison and disease, doesn’t breathe.
Major Psionic: Spend 2 ISP to gain +1 to the roll, or 4 ISP for +2
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Synthetic Immortality
Bennies: 3/3
Creeper stats
The Creeper
Size: 6
Acc/TS: 3/11
Toughness: 39 (21)
Crew: 2+6
Handling: +1
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 120 Shots; 5 Mod Slots
Amphibious: Cross water at half-speed
All-Terrain: Difficult terrain only costs 1.5x movement
Targeting System: +2 to all Shooting rolls with Vehicular Weapons
Sensor Suite: +2 to Notice rolls made by the driver or co-pilot
Handling I: +1 to Drive rolls for maneuvers

Upgrades
Minor Upgrades:
+2 Driving
+10 PPts, useable for Wall Walker (see below)
Major Upgrades:
Edge: Sidekick (Drivebot, see below)
Special: Leaper (double distance when making jumps)
Power (2 Upgrades): Molecular Adhesion Locomotion (Mega Wall Walker): Vehicle Only, Activated with Driving Roll, Costs 4 PPts and has a duration of 5 rounds; Success: bypass vertical obstacles, on battlefield move at 6" easily or 12" with Driving roll when going up walls; On Raise, speed doubles).

Drivebot
Intelligent Construct
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12, Vigor d12
Skills: Athletics d6, Common Knowledge d6, Notice d8, Persuasion d4, Stealth d4, Driving d12, Shooting d12, Fighting d8, Repair d12, Survival d8, Electronics d8
Hindrances: Can't Swim, Loyal, Clueless
Edges: Ambidextrous, Brave
IC Mods (24 Base, 19 Drawbacks, 43 Features)
Neural Net AI (-2)
Technological System (-2); Must charge for 2 hours/day, only charger that works is the Creeper's engine
Medium Frame (0)
Base Locomotion: Tracks (Pace 6, d4 Run Die, Cannot navigate obstacles more than 1/2 height)
Advanced Senses (+2): IR/UV, Nightvision, Radar, 360 degrees; ignore Illumination, =4 Notice rolls
Obvious Construct (-2): If attempting to hide nature, opponents gain +2 Notice to spot
Standard Vocal Unit (0)
Obscure Construction (-3): -4 to all checks to Repair
Feature-Locked Physiology (-4): Cannot upgrade Strength, Agility or Vigor with Advances
Specialized Construction (-6): -2 to any roll not involving operating the Creeper or its systems
Automated Repair Unit (+2): Self-repair with Vigor roll 1/day, +4 to resist Bleeding Out
Attribute (+9): +3 Agility, +3 Strength, +3 Vigor
Edges (+10): Ace, Combat Ace, Steady Hands, Rock & Roll!, Strong Willed, Iron Willed, Combat Reflexes, Iron Jaw, Nerves of Steel, Improved Nerves of Steel, Rapid Fire
Hardwired Skills (+10): x5 Driving/Shooting, x2 Repair, x1 Notice, x1 Common Knowledge/Athletics, x1 Electronics
Vehicular Interface (+1): +2 Driving rolls
Universal Toolkit (+1): +2 Repair rolls
Computer Interface (+1): +2 Electronics rolls
Additional Action (+3): Reduce MAP by 2
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
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: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • 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: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Post by Freemage »

The strain of the strict quarantine order is clearly starting to put some pressure on the population--while there's still no major efforts at fleeing, nor active violence, the protests are both more frequent and louder, as various inconveniences start to mount. There's also reports of hoard-shopping--food and water, of course, and medicines (mostly aspirin and other medical supplies that treat some of the symptoms). And, for some reason, there's almost immediately a shortage of toilet paper, as if some sort of bell had been rung in the citizenry's populace.



OOC Comments
There's still no serious efforts at breaches, but the protests, while peaceful, are a bit more vocal, so the job is just a bit tougher

Roll once each for Day 4 and Day 5.
Roll Options:
Any Social Skill, at -1 due to unrest.
Notice, no penalty,
Sara and Jacob Only: Electronics, no Penalty

Success gets 1 Token; a Raise gets 2 (but no more than that).
On Day 4, you need a total of 3 Tokens
On day 5, you need 4 Tokens
Tokens do NOT carry over from one day to the next, however.

Doing All the Things: Anyone who rolls in both the QEB and SIT threads gets a -2 to both rolls, as a MAP.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Post by Chok'lat »

No, these aren't Herra's rolls
Notice
[dice:va83v8ja]65542:0[/dice:va83v8ja]

WD Notice
[dice:va83v8ja]65542:1[/dice:va83v8ja]

Interlude Benny to reroll, with Elan
[dice:va83v8ja]65542:2[/dice:va83v8ja]

WD reroll Notice
[dice:va83v8ja]65542:3[/dice:va83v8ja]

TD: Audio
[dice:va83v8ja]65542:4[/dice:va83v8ja]
Chok'lat tries to run his same beat, but the unrest and the crowding are creating more chaos than he had prepared himself for. He moves to break up a protest, but ignores his new system's alarms. An unruly protestor manages to clock Chok'lat upside the head, striking him directly in the ear. He ignores the strike and the neural shock, but the burst shorts out his cyber audio package. The tinnitus from the feedback in his ears sends him reeling, strangely off-balance. He manages to drive off a few of the protestors, but his hearing is almost completely shot. "AAARGH! SHUT IT OFF! SHUT IT OFF!" He is of little use at this point until he can make his way to a cyber doc.
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
User avatar
Growler
Diamond Patron
Diamond Patron
Posts: 184
Joined: Fri Aug 18, 2017 7:42 am

Re: Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Post by Growler »

Day 4 - 1 Token
Notice (+2 due Superior Hearing, -2 due MaP)
  • Notice: [dice:2mtqzqop]65655:0[/dice:2mtqzqop]
    Wild: [dice:2mtqzqop]65655:1[/dice:2mtqzqop]
    Result: 5 - Success. 1 Token.
Day 5 - 1 Token
Notice (+2 due Superior Hearing, -2 due MaP)
  • Notice: [dice:2mtqzqop]65655:2[/dice:2mtqzqop]
    Wild: [dice:2mtqzqop]65655:3[/dice:2mtqzqop]
    • Bennie Reroll
      • Notice: [dice:2mtqzqop]65655:4[/dice:2mtqzqop]
        Wild: [dice:2mtqzqop]65655:5[/dice:2mtqzqop]
    Result: 6 - Success. 1 Token.
During his time with the QEB, Growler's keen ears are very useful in determining any dangerous situations... paying special attention to Grackles after remembering what he noticed in the City Hall. Unfortunately his following some of the Grackles that seem of interest distracts him from applying his full attention to his QEB work.
Last edited by Growler on Wed Apr 15, 2020 5:41 pm, edited 1 time in total.
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
User avatar
Sara Turner
Posts: 109
Joined: Sat Oct 20, 2018 2:46 am

Re: Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Post by Sara Turner »

Day 4 Electronics 9; 2 tokens
+2 Telemechanics
Electronics [dice:yzdzzp7l]1d+2[/dice:yzdzzp7l]
Wild [dice:yzdzzp7l]65678:0[/dice:yzdzzp7l]
Ace [dice:yzdzzp7l]65678:3[/dice:yzdzzp7l]
Day 5 Electronics 7; 1 token
+2 Telemechanics
Electronics [dice:yzdzzp7l]65678:1[/dice:yzdzzp7l]
Wild [dice:yzdzzp7l]65678:2[/dice:yzdzzp7l]
Kingsdale
Morning
Round 0

After her shift on the investigation team, Sarah works her quarantine shift, though she can sift through the old camera footage on her shift when it is quiet. She set up the sensor screen on the Creeper to keep her alerted to any trouble around.

When Chok’lat got hurt, Sara asked, “Can I do anything to help?” She wasn’t a cyber-doc, but maybe her she could attempt some repair or alleviate his pain electronically.
Item being built
A module with:
  • Speed power, Self Only limitation, Quickness, Exalted Quickness, Greater Speed.
  • Wall Walking, Self Only limitation, Greater Wall Walker


Weapons carried
C-20 Laser Pistol (2 reloads)
Vibro-longsword
***
Character Tracker
Sara Turner Character Sheet
Parry: 5; Toughness: 20 (10); Pace: 6
ISP: 40/40
  • Powers: Smite, Telekinesis, Mind Link
Bennies: 3/3
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
UEMC: 10/10 PP
  • 1 spare E-clip 10 PP
First Aid Kit: 3/3
Artificer (1h/power): arcane protection*, bolt, boost Trait†, detect/conceal arcana*, confusion, darksight*, disguise*, divination, empathy, entangle, environmental protection*, farsight*, fear, fly*, havoc, healing, mind link, object reading, relief, telekinesis, warrior’s gift*.
Automated Repair Unit: Make a Vigor roll as a free action once per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”.
Construct (Improved Nerves of Steel): Ignore 3 Wound modifiers, +2 recover from Shaken, immune to poison and disease, doesn’t breathe.
Major Psionic: Spend 2 ISP to gain +1 to the roll, or 4 ISP for +2
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Synthetic Immortality
Creeper stats
The Creeper
Size: 6
Acc/TS: 3/11
Toughness: 39 (21)
Crew: 2+6
Handling: +1
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 120 Shots; 5 Mod Slots
Amphibious: Cross water at half-speed
All-Terrain: Difficult terrain only costs 1.5x movement
Targeting System: +2 to all Shooting rolls with Vehicular Weapons
Sensor Suite: +2 to Notice rolls made by the driver or co-pilot
Handling I: +1 to Drive rolls for maneuvers

Upgrades
Minor Upgrades:
+2 Driving
+10 PPts, useable for Wall Walker (see below)
Major Upgrades:
Edge: Sidekick (Drivebot, see below)
Special: Leaper (double distance when making jumps)
Power (2 Upgrades): Molecular Adhesion Locomotion (Mega Wall Walker): Vehicle Only, Activated with Driving Roll, Costs 4 PPts and has a duration of 5 rounds; Success: bypass vertical obstacles, on battlefield move at 6" easily or 12" with Driving roll when going up walls; On Raise, speed doubles).

Drivebot
Intelligent Construct
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12, Vigor d12
Skills: Athletics d6, Common Knowledge d6, Notice d8, Persuasion d4, Stealth d4, Driving d12, Shooting d12, Fighting d8, Repair d12, Survival d8, Electronics d8
Hindrances: Can't Swim, Loyal, Clueless
Edges: Ambidextrous, Brave
IC Mods (24 Base, 19 Drawbacks, 43 Features)
Neural Net AI (-2)
Technological System (-2); Must charge for 2 hours/day, only charger that works is the Creeper's engine
Medium Frame (0)
Base Locomotion: Tracks (Pace 6, d4 Run Die, Cannot navigate obstacles more than 1/2 height)
Advanced Senses (+2): IR/UV, Nightvision, Radar, 360 degrees; ignore Illumination, =4 Notice rolls
Obvious Construct (-2): If attempting to hide nature, opponents gain +2 Notice to spot
Standard Vocal Unit (0)
Obscure Construction (-3): -4 to all checks to Repair
Feature-Locked Physiology (-4): Cannot upgrade Strength, Agility or Vigor with Advances
Specialized Construction (-6): -2 to any roll not involving operating the Creeper or its systems
Automated Repair Unit (+2): Self-repair with Vigor roll 1/day, +4 to resist Bleeding Out
Attribute (+9): +3 Agility, +3 Strength, +3 Vigor
Edges (+10): Ace, Combat Ace, Steady Hands, Rock & Roll!, Strong Willed, Iron Willed, Combat Reflexes, Iron Jaw, Nerves of Steel, Improved Nerves of Steel, Rapid Fire
Hardwired Skills (+10): x5 Driving/Shooting, x2 Repair, x1 Notice, x1 Common Knowledge/Athletics, x1 Electronics
Vehicular Interface (+1): +2 Driving rolls
Universal Toolkit (+1): +2 Repair rolls
Computer Interface (+1): +2 Electronics rolls
Additional Action (+3): Reduce MAP by 2
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
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: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • 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: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Post by Chok'lat »

Chok'lat slams his hands onto his ears. "STOP....shouting. It hurts Chok'lat's ears. You fix Chok'lat's ears?"
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
User avatar
Sara Turner
Posts: 109
Joined: Sat Oct 20, 2018 2:46 am

Re: Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Post by Sara Turner »

Time to repair 3 days
[dice:2m1yrmx2]65795:0[/dice:2m1yrmx2] days
Repair 19; and takes only 18 hours
+2 Telemechanics, +2 UEMC, Mr. Fixit halves time, UEMC halves time again
Repair [dice:2m1yrmx2]65795:1[/dice:2m1yrmx2]
Wild [dice:2m1yrmx2]65795:2[/dice:2m1yrmx2]
Kingsdale
Morning
Round 0

Sara put a hand on Chok’lat’s shoulder. “Calm,” she said. “Grab my tools, and let me take a look.”

Sara settled down beside the cybernetically enhanced brodkil and pulled out her UEMC and other tools she needed to take a look at the cybernetics enhancing his hearing.

“This is going to take a while,” Sarah told Chok’lat. “I’ll have to remove this and work on it for a couple days. And it’s going to be expensive. It got really damaged.”

Taking it to her workbench, Sarah laid out everything she needed and set to work. She proved better than her word, however, getting it done in much less time.
Item being built
A module with:
  • Speed power, Self Only limitation, Quickness, Exalted Quickness, Greater Speed.
  • Wall Walking, Self Only limitation, Greater Wall Walker


Weapons carried
C-20 Laser Pistol (2 reloads)
Vibro-longsword
***
Character Tracker
Sara Turner Character Sheet
Parry: 5; Toughness: 20 (10); Pace: 6
ISP: 40/40
  • Powers: Smite, Telekinesis, Mind Link
Bennies: 3/3
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
UEMC: 10/10 PP
  • 1 spare E-clip 10 PP
First Aid Kit: 3/3
Artificer (1h/power): arcane protection*, bolt, boost Trait†, detect/conceal arcana*, confusion, darksight*, disguise*, divination, empathy, entangle, environmental protection*, farsight*, fear, fly*, havoc, healing, mind link, object reading, relief, telekinesis, warrior’s gift*.
Automated Repair Unit: Make a Vigor roll as a free action once per day to attempt to heal a Wound, gains +4 on rolls to resist “Bleeding Out”.
Construct (Improved Nerves of Steel): Ignore 3 Wound modifiers, +2 recover from Shaken, immune to poison and disease, doesn’t breathe.
Major Psionic: Spend 2 ISP to gain +1 to the roll, or 4 ISP for +2
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Synthetic Immortality
Creeper stats
The Creeper
Size: 6
Acc/TS: 3/11
Toughness: 39 (21)
Crew: 2+6
Handling: +1
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 120 Shots; 5 Mod Slots
Amphibious: Cross water at half-speed
All-Terrain: Difficult terrain only costs 1.5x movement
Targeting System: +2 to all Shooting rolls with Vehicular Weapons
Sensor Suite: +2 to Notice rolls made by the driver or co-pilot
Handling I: +1 to Drive rolls for maneuvers

Upgrades
Minor Upgrades:
+2 Driving
+10 PPts, useable for Wall Walker (see below)
Major Upgrades:
Edge: Sidekick (Drivebot, see below)
Special: Leaper (double distance when making jumps)
Power (2 Upgrades): Molecular Adhesion Locomotion (Mega Wall Walker): Vehicle Only, Activated with Driving Roll, Costs 4 PPts and has a duration of 5 rounds; Success: bypass vertical obstacles, on battlefield move at 6" easily or 12" with Driving roll when going up walls; On Raise, speed doubles).

Drivebot
Intelligent Construct
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12, Vigor d12
Skills: Athletics d6, Common Knowledge d6, Notice d8, Persuasion d4, Stealth d4, Driving d12, Shooting d12, Fighting d8, Repair d12, Survival d8, Electronics d8
Hindrances: Can't Swim, Loyal, Clueless
Edges: Ambidextrous, Brave
IC Mods (24 Base, 19 Drawbacks, 43 Features)
Neural Net AI (-2)
Technological System (-2); Must charge for 2 hours/day, only charger that works is the Creeper's engine
Medium Frame (0)
Base Locomotion: Tracks (Pace 6, d4 Run Die, Cannot navigate obstacles more than 1/2 height)
Advanced Senses (+2): IR/UV, Nightvision, Radar, 360 degrees; ignore Illumination, =4 Notice rolls
Obvious Construct (-2): If attempting to hide nature, opponents gain +2 Notice to spot
Standard Vocal Unit (0)
Obscure Construction (-3): -4 to all checks to Repair
Feature-Locked Physiology (-4): Cannot upgrade Strength, Agility or Vigor with Advances
Specialized Construction (-6): -2 to any roll not involving operating the Creeper or its systems
Automated Repair Unit (+2): Self-repair with Vigor roll 1/day, +4 to resist Bleeding Out
Attribute (+9): +3 Agility, +3 Strength, +3 Vigor
Edges (+10): Ace, Combat Ace, Steady Hands, Rock & Roll!, Strong Willed, Iron Willed, Combat Reflexes, Iron Jaw, Nerves of Steel, Improved Nerves of Steel, Rapid Fire
Hardwired Skills (+10): x5 Driving/Shooting, x2 Repair, x1 Notice, x1 Common Knowledge/Athletics, x1 Electronics
Vehicular Interface (+1): +2 Driving rolls
Universal Toolkit (+1): +2 Repair rolls
Computer Interface (+1): +2 Electronics rolls
Additional Action (+3): Reduce MAP by 2
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
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: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • 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: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
User avatar
SnackHappy
Bronze Patron
Bronze Patron
Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Bugged: Quarantine Enforcement Brigade (Growler, Jacob, Chok'lat, Sara)

Post by SnackHappy »

Day 4: 1d8: [3] = 3
Day 5: 1d8: [4] = 4
Benny to reroll Day 5: 1d8+2: [3]+2 = 5
One more Benny Just in Case: 1d8+2: [2]+2 = 4

Jacob spends the days mindlessly doing sensor sweeps. Lost in thought about the craziness of it all.
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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