Signal Check: All Quiet

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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Signal Check: All Quiet

Post by Freemage »

The road north of the village is increasingly rough terrain; even with the Caravan's all-terrain capacity, it's slow-going through broken terrain. Occasionally, you have to use the horse-cannons to clear deadfalls of trees. Still, you're on-track with your schedule as your map indicates the ruined town where the radio array was stashed is located just beyond the next hill. Per your discussion, Herra prepares to scout the area with clairvoyance before anyone gets sent in.
Instructions
Okay, the Caravan is currently about 50" away from the peak of the hill; once at the top of it, according to the map, it should be another 50" to the church where the radio array is located. I need an initial Psionics roll and Notice roll from Herra, along with any details of the Clairvoyance being used.

Once that's done, there may be a few rounds of additional scanning.
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?)
.
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Peta Chante
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Re: Signal Check: All Quiet

Post by Peta Chante »

Clairvoyance 26
Psionics [dice:1v0moxc0]46447:0[/dice:1v0moxc0]
Ace [dice:1v0moxc0]46447:2[/dice:1v0moxc0]
Ace [dice:1v0moxc0]46447:3[/dice:1v0moxc0]
Wild [dice:1v0moxc0]46447:1[/dice:1v0moxc0]
"While I can protect myself, you may watch over my body for something to do while I see everything within this village," Herra informs the group boldly.

Having prepared for her out of body experience during their short journey, Herra is properly focused on entering the astral realm. With her mind clear and her confidence running sky high, she sets out to stroll unseen through the nearby town. If anything catches her third eye she makes a mental note of it, storing it in her huge mind and memory to report to the team later.

Notice 10
Notice [dice:1v0moxc0]46447:4[/dice:1v0moxc0]
Wild [dice:1v0moxc0]46447:5[/dice:1v0moxc0]
Ace [dice:1v0moxc0]46447:6[/dice:1v0moxc0]
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Freemage
Savage Senior
Posts: 1927
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Re: Signal Check: All Quiet

Post by Freemage »

Herra extends her vision just over the rise where their map indicates the ruins should be--and indeed, there they are. Her viewpoint is directly over the center of the cluster of buildings, the former town overgrown and, in many cases, falling apart. The majority of structures have holes in their roofs or walls, and one even has a tree growing up from the inside, through the rooftop. The roadway is badly cracked, but still passable, at least--the terrain between the asphalt, though, is thick with brush and undergrowth--not so much as to be impossible to move through, but definitely enough to slow down the Caravan or anyone traveling on foot.

To the western edge of the ruins, though, a remarkably intact church still stands, slat-windowed steeple looking over the rest of the buildings. According to the mission brief, the malfunctioning radio array is inside the steeple.
Steeple.jpg
Steeple.jpg (15.83 KiB) Viewed 32810 times
The only other truly intact building is also one of the taller ones--an old grain silo stands on the northern edge of town, with a metal building attached to the base--probably a packaging facility, now long defunct.

There are no signs of life from this high vantage point; of course, she can port her 'sensor' to anyplace in the ruins from here, and presumably would like to take a quick glance around before the team gets sent in.

One thing she does notice immediately with her keen 'eyes'--the ground, especially the broken roadway--has been disturbed lately, as if someone has been driving through here. Slabs are askew at several spots, revealing dirt at the edges that wouldn't have been visible after a rainfall, for instance.

Map, Instructions for Herra
Clairvoyance Point (CP) is initially at CC19; Herra can relocate it immediately this round as a free action, and then once per round afterwards as a free action. She also gets a free Notice Roll each round, from the new CP. Buildings have roofs more or less intact, but few have doors remaining. Per the mission briefing, the radio array that needs to be checked out is in the steeple at the north end of the Church.

So, from Herra, we need:
Round 1 New CP, Notice roll:
Round 2 New CP, Notice roll:
Round 3 New CP, Notice roll:
After 3 rounds, Maintenance will start on the Power, so we'll pause there to see what intel she's gathered so far.
If any of the Notice rolls turns something up, you can choose to change or halt the cycle based on new intel.

Finally, unless otherwise stated, if you pick a square that's part of a building, I'll assume the CP is IN the building, rather than over it. Other than the silo and the steeple, every building is only one story high, and any cellars have long since collapsed or otherwise filled with mud coming in through the walls.
SignalCheckBase.jpg
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?)
.
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Peta Chante
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Re: Signal Check: All Quiet

Post by Peta Chante »

Notice 5, 4, 4
Round 1 Church, Notice roll:
Notice [dice:3eznr2lm]46450:0[/dice:3eznr2lm]
Wild [dice:3eznr2lm]46450:1[/dice:3eznr2lm]
Round 2 Grain Silo, Notice roll:
Notice [dice:3eznr2lm]46450:2[/dice:3eznr2lm]
Wild [dice:3eznr2lm]46450:3[/dice:3eznr2lm]
Round 3 Recently disturbed area, Notice roll:
Notice [dice:3eznr2lm]46450:4[/dice:3eznr2lm]
Wild [dice:3eznr2lm]46450:5[/dice:3eznr2lm]
After getting a bird's eye view herra moves her focus to the areas of interest, particularly the church where the radio antenna is located. She then takes a moment to clear the granary, and get a closer look at the signs of recent activity she spotted from above.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Freemage
Savage Senior
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Re: Signal Check: All Quiet

Post by Freemage »

Herra first peers into the Church. It is, of course, dark inside, beyond the natural light filtering in from outside, though there are enough holes in the building to allow for a few sunbeams here and there, as well as through the missing doors. She can make out the workings of the radio array, though of course such mechanical devices are really beyond her ability to understand what might be wrong with it.

Shifting her sensor to the grain-silo, she looks around, finding it completely abandoned--no wait! In a spot she was SURE was completely empty just a moment ago, there's suddenly a figure in lightweight CS-issue armor and carrying a plasma ejector, running down the steps and into the side-building as fast as their legs can carry them, almost like a spooked animal.

Abandoning the original plan to check out the slabs, Herra tracks this apparent quarry as they flee through the side-building--which results in a second surprise, as once again, a spot she was sure held only shadows is suddenly filled with the unmistakable form of a CS Deadboy. He pauses for a moment, then apparently says something into his radio, and the first figure comes to a dead halt a moment later, looking around, and then pointing directly at Herra's sensor.
Logical Deductions
Herra realizes that if these folks hadn't moved, she never would've seen them--apparently, when you stack illumination, cover, motionlessness and armor mods, the bonus to the stealth roll can get pretty insane.... There's probably more folks hunkered down in this area. Weird that the one that can apparently tell where Herra's sensor is panicked like that. Oh, she IS sure that the one pointing is not a Dogboy--the helmet has no snout. But also not a standard Deadboy Grunt (the second figure, who got on his radio, is one of those)--lighter weight armor.
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?)
.
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Peta Chante
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Re: Signal Check: All Quiet

Post by Peta Chante »

Having seen enough, Herra snaps back to the physical plane and reports to the group.

"There is a Coalition patrol in town, it appears they - or someone else - are searching for something. Our radio tower is still present but I do not know the status of such feeble devices." She pauses momentarily, "I belive they have a psi-stalker in their midst who caught the scent of my intrusion. It is unlikely to track us back to here, but the element of surprise is lessened."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Echo
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Re: Signal Check: All Quiet

Post by Echo »

Upon hearing the report of their adversaries Echo renews her Amulet's power ensuring she will not be an attractive target for the psi-stalker CS patrols so often have with them. "Did their hounds or stalkers appear to notice you watching them?"

Waiting for Hera's reply Echo looks to Snack Happy. "So how are we going to handle this Commander? Their fanaticism makes them very difficult to capture and we are already using all our supplies on the Cyber-Knight."

Conceal Arcana = 9 Raise, Spirit Contest is -2 for opponent
Spirit [dice:26dkiwao]46468:0[/dice:26dkiwao]
Wild Die [dice:26dkiwao]46468:1[/dice:26dkiwao] Ace [dice:26dkiwao]46468:2[/dice:26dkiwao]
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

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


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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Sara Turner
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Re: Signal Check: All Quiet

Post by Sara Turner »

Radio Tower
Afternoon
Round 0

Sara sat quietly in the back of the Caravan, powered down to preserve power, though aware of her surroundings. The others hadn’t much talked to her on the trip here, going north instead of south to this Castle Refuge place. Apparently they had some sort of mission to fix a radio tower. Well, Sara knew a bit of two about fixing things, so at least she would be useful.

As the Caravan came to a lumbering stop, Sara powered up again, sitting up straight and looking around. They were still in the middle of the woods, part way up a hill. Hera was lying out, saying something about watching over her body.

“So...what’s happening? Trouble?” Sara asked, looking out the windows. She didn’t see any danger.
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
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Peta Chante
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Re: Signal Check: All Quiet

Post by Peta Chante »

Herra responds to Sara with a big smile, "No trouble. The Coalition is present in the area. Either they are the reason for our problems, or whatever hurt our talking wire has attracted their attention as well. Regardless, they are an unwanted complication."

Looking to the group she pushes for a plan, "While I have no doubt we could over run them unnecessary violence is waste of our talents. Shall we try to run them off instead?"
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: All Quiet

Post by Chok'lat »

Chok'lat puts on his best thinking face. Then in what is surely a remarkable revelation, he offers advice. "Maybe they don't get a look at Chok'lat unless we wanna fight. You guys talk 'em into leaving, or you wanna scare 'em off? Chok'lat can help scare 'em." He grins his best menacing grin, reinforcing his intimidating visage.
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Sara Turner
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Re: Signal Check: All Quiet

Post by Sara Turner »

Radio Tower
Afternoon
Round 0

Sara frowned at Herra’s words. “I would say the Coalition is trouble,” she said. “They would like nothing to destroy something like me, and the most of the rest of you as well. So now we have to deal with them, too?” She checked her Liberator rifle, laser pistol, and impact hammer to be sure they were ready.
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
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Henry_Price
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Re: Signal Check: All Quiet

Post by Henry_Price »

Henry's eyes light up. "Psi-Stalker?" he turns his head and spits, the very word causing discomfort in his mouth. He shakes his head, listening for a bit. Finally, he pipes up again. "If we need to scare them, I can help out with that." He smooths out the feathers of his cloak, and nods.
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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Echo
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Re: Signal Check: All Quiet

Post by Echo »

Echo listens to the conversation. "If we chose to talk with them, I can help. But my experiences with them in the past have always been with them shooting before getting answers."

Then responding to the alternative she says. "Scaring them away may not be the best option. They would be likely to go get reinforcements and return later as a problem to big to deal with. We need other options. Perhaps the humans in town can help us discourage the CS. They usually try to protect humans as much as possible."

OOC Comments
Knowledge (Politics) [dice:3213gg6x]46604:0[/dice:3213gg6x]
Wild [dice:3213gg6x]46604:1[/dice:3213gg6x]
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

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


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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Growler
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Re: Signal Check: All Quiet

Post by Growler »

"Herra... can you tell if the Coalition are from Lone Star, or are they more local? Either way, as Echo said, if they are scared off, the SOP are to call in for reinforcements. It will be best to either take them out silently and quickly, or to try to come up to an agreement with them. The problem with the latter is that some of them are VERY much against any non-humans. Pack Leader, Snackhappy... what are your orders?"
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
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Sara Turner
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Re: Signal Check: All Quiet

Post by Sara Turner »

Radio Tower
Afternoon
Round 0

“Can we wait them out?” Sara asked. “Find somewhere to hole up, keep an eye on them, and let them do their business and leave? Then you can move in and put up your tower.”
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
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Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: Signal Check: All Quiet

Post by Chok'lat »

Chok'lat snorts at the suggestion of waiting. "Chok'lat ain't waiting on them. What if they don't leave? Chok'lat says make 'em move on or make 'em wish they did." He looks at SnackHappy. "What you say, boss?"
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Echo
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Re: Signal Check: All Quiet

Post by Echo »

"If we wait them out, we should have a time limit. I am thinking with the psi-stalker having noticed us, the dog boy scouts will be on us in no time. With that in mind, I think it would be best if you let me, and possibly Henry if he can hide his arcane nature, return to the skies and scout."
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

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


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


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Calyx
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Re: Signal Check: All Quiet

Post by Calyx »

Calyx listened to what was said, looking at each person as they spoke up. As the conversation went on longer, the more his face took on a look of incredulity. Finally he couldn't contain himself anymore. "Scare them off?? Wait them out??" He burst out in a loud peal of laughter. "You people are NUTS!" He grinned, however, to take the sting out of anyone taking that as an actual insult.

"Nah. They're the Coalition. An' they're almost certainly responsible for the relay not workin'. They're lyin' in wait for our repair teams t'come along so they can bag 'em. We gotta go smoke 'em, an' drive 'em off at the very least. Scare 'em off an' they'll just come back later an' it might be a less combat-capable group that gets stuck with 'em."
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: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers
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Henry_Price
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Re: Signal Check: All Quiet

Post by Henry_Price »

He looks to Echo. "I can't conceal my nature like some can... but so long as I'm out of... it's... perception, I should be alright. Hell, if you want, I can be the bait to draw them into an ambush if that serves our purposes." His dark eyes reveal nothing, but his hand touches the shard pistol as if it's a protective talisman.
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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Sara Turner
Posts: 109
Joined: Sat Oct 20, 2018 2:46 am

Re: Signal Check: All Quiet

Post by Sara Turner »

Radio Tower
Afternoon
Round 0

Sara looked at Calyx and shook her head. “Rushing just gets you dead,” she told him. “Trust me.” She had a bit of a haunted look before she continued, “If they send out a dog boy patrol, we could ambush it, pick it off, whittle down their numbers. It would also remove their ability to notice our magical signatures.”
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
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Echo
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Re: Signal Check: All Quiet

Post by Echo »

Sara Turner wrote: Fri Dec 07, 2018 1:11 am Radio Tower
Afternoon
Round 0

Sara looked at Calyx and shook her head. “Rushing just gets you dead,” she told him. “Trust me.” She had a bit of a haunted look before she continued, “If they send out a dog boy patrol, we could ambush it, pick it off, whittle down their numbers. It would also remove their ability to notice our magical signatures.”
"My experience is dog boys come in packs. They tend to have the most noble of sapient characteristics and harming one will only ensure the wrath of the others.

"I think it would be better if we tried to free them, or try and get them to join the legion fighting for all life."
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

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


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


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Peta Chante
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Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Signal Check: All Quiet

Post by Peta Chante »

"Well, let us draw them out and send in another team to repair the relay while they give chase. As the psi-stalker has already sensed my presence I can certainly make a big enough show to get their attention. Perhaps draw them to a kill zone with the Gunwolf and Chok'lat and offer a chance to join the Legion, retreat, or die."

Shrugging without much care for the dangers involved she looks to the group, "Every moment we stand here we lose the advantage."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
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SnackHappy
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Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Signal Check: All Quiet

Post by SnackHappy »

OOC Comments
Knowledge: Battle: [dice:3910qsc5]46779:0[/dice:3910qsc5]
Wild: [dice:3910qsc5]46779:1[/dice:3910qsc5]
Quietly Jacob sits contemplating what everyone is reporting. Waiting for everyone to have said their piece he finally chimes in. "I think luring them to a kill box may be the best idea, at the very least we should be able to fight a few of them and sneak in to get the ones remaining and repair the tower." Whilst everyone is near by he draws up a small map from everyone's reports and comes up the best location they can for the kill box given the sweeps and scans they have done. "I think this will be our best spot for the ambush. We cannot have these coalition in our back yards."
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: All Quiet

Post by Echo »

"From the sounds of it I do not think they will let themselves be drawn out unless they see prey. Let me go in and see if we can at least identify how many their are." Seeing Snackhappy nod his approval Echo closes. "I should be back within the hour." Then turning into a small blue jay with feathers a flat color instead of the normal reflective oil she takes wing.

Once within 100 yards of the facility Echo moves in, taking on the form of the tiniest shrew she can she moves in. Going from one point of cover to another, not letting herself be exposed for even a single unneeded moment she moves at what felt like a snails pace creeping and crawling along. relying on her sense of smell and hearing to compliment her supernatural awareness she scouts gaining as much information as possible, going to each building and potential line of site spot in the woods around the encampment on the number of scouts hidden. Never allowing herself to get to close to any individual.

Stealth 16, Notice 9 (Ignores Illumination and obscurement bonuses), 6 EP spent!, Failed Second Conceal Arcana Roll
Size mod +2 (per GM), Crawling +2, Cover bonuses, other bonuses or penalties?
Stealth [dice:3nkx23cc]46801:0[/dice:3nkx23cc]
Wild [dice:3nkx23cc]46801:1[/dice:3nkx23cc]

Benny to reroll: ELAN +2
Stealth [dice:3nkx23cc]46801:2[/dice:3nkx23cc]
Wild [dice:3nkx23cc]46801:3[/dice:3nkx23cc]

EP 1 for Benny to reroll: ELAN +2
Stealth [dice:3nkx23cc]46801:4[/dice:3nkx23cc]
Wild [dice:3nkx23cc]46801:5[/dice:3nkx23cc]

EP 2 for Benny to reroll: ELAN +2
Stealth [dice:3nkx23cc]46801:6[/dice:3nkx23cc]
Wild [dice:3nkx23cc]46801:7[/dice:3nkx23cc] Ace [dice:3nkx23cc]46801:8[/dice:3nkx23cc]


Notice (Ignores Illumination and obscurement bonuses)
Notice [dice:3nkx23cc]46801:9[/dice:3nkx23cc]
Wild [dice:3nkx23cc]46801:10[/dice:3nkx23cc]


EP 3 for Benny + Elan for Reroll Notice (Ignores Illumination and obscurement bonuses)
Notice [dice:3nkx23cc]46801:11[/dice:3nkx23cc]
Wild [dice:3nkx23cc]46801:12[/dice:3nkx23cc]

EP 4 for Benny + Elan for Reroll Notice (Ignores Illumination and obscurement bonuses)
Notice [dice:3nkx23cc]46801:13[/dice:3nkx23cc]
Wild [dice:3nkx23cc]46801:14[/dice:3nkx23cc]


GM REQUESTED SPIRIT ROLLS
Spirit Rolls: Their Notice is -2, Echo wins ties
Spirit [dice:3nkx23cc]46801:15[/dice:3nkx23cc] Ace [dice:3nkx23cc]46801:17[/dice:3nkx23cc]
Wild [dice:3nkx23cc]46801:16[/dice:3nkx23cc]

Spirit [dice:3nkx23cc]46801:18[/dice:3nkx23cc]
Wild [dice:3nkx23cc]46801:19[/dice:3nkx23cc]
  • GM stated Target 15 needed here: Spent 2 EP for +4 and Benny reroll turning Spirit d10+2, +2 Elan, +4 Twist of Fate
    Spirit [dice:3nkx23cc]46801:26[/dice:3nkx23cc]
    Wild [dice:3nkx23cc]46801:27[/dice:3nkx23cc]
Spirit [dice:3nkx23cc]46801:20[/dice:3nkx23cc]
Wild [dice:3nkx23cc]46801:21[/dice:3nkx23cc] Ace [dice:3nkx23cc]46801:22[/dice:3nkx23cc]

Spirit [dice:3nkx23cc]46801:23[/dice:3nkx23cc]
Killer Instinct Spirit [dice:3nkx23cc]46801:25[/dice:3nkx23cc]
Wild [dice:3nkx23cc]46801:24[/dice:3nkx23cc]

Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

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


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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Freemage
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Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: All Quiet

Post by Freemage »

OOC Comments
Notice Modifiers: Dogboys: -2 for Echo's Raise; +2 Racial, +2 Alertness: Net +2
Notice Modifiers: Stalker: -2 Echo Raise; +2 Alertness

Dogboy 3 Notice [dice:23qbp9kn]46836:0[/dice:23qbp9kn]

Psi-Stalker Notice [dice:23qbp9kn]46836:1[/dice:23qbp9kn] ACE [dice:23qbp9kn]46836:5[/dice:23qbp9kn]
Wild Notice [dice:23qbp9kn]46836:2[/dice:23qbp9kn]

Dogboy 2 Notice [dice:23qbp9kn]46836:3[/dice:23qbp9kn]

Dogboy 1 Notice [dice:23qbp9kn]46836:4[/dice:23qbp9kn]

If Needed:
Grunt Agility [dice:23qbp9kn]46836:6[/dice:23qbp9kn] ACE [dice:23qbp9kn]46836:9[/dice:23qbp9kn]

Psi-Stalker agility [dice:23qbp9kn]46836:7[/dice:23qbp9kn]
Wild Agility [dice:23qbp9kn]46836:8[/dice:23qbp9kn]

Not sure how to transfer dice rolls from the GM Forum.
As Echo starts to scurry through the ruins, the first building she comes to is completely empty. As she scampers to the next one, she notes one of the spots that Herra mentioned, where the old asphalt road has had pieces shifted around. Her keen nose picks out the scent of dog-boys around the spot.

Continuing on through the second building, she comes across a CS Deadboy--his armor in a camouflage mode that doesn't hinder her extraordinary awareness, but even so, his ability to stay motionless and silent is impressive--she nearly ran right past him without realizing it! This unit, whatever else they may be, is definitely capable of covert activities.

The third building contains the first Dog-boy, not as well hidden as his Deadboy cohort, but honestly, she's not sure how many of her allies would've seen him there, either. He doesn't react to her presence as she scampers through the building to continue her rounds.

The fourth building is empty; the fifth contains another nearly-ghosted Deadboy. This unit is definitely showing serious skills, more than the typical front-liners.

Another empty building, and then through the side-shed of the grain silo Herra mentioned. Sure enough, there's an unconcealed Deadboy and a female Psi-stalker (the armor might hide her sex, but Echo picks up the difference in scent). As Echo moves through the grain processing shack, however, the Psi-Stalker suddenly points directly at her, leveling her laser rifle at Echo--but at the last second, the Deadboy actually steps in and jerks the barrel high, causing the shot to go wide.

"Misty, dammit, McComb said not to open fire first! Get your head in the game!" Then, apparently over his comm, as Echo takes advantage to run out the door, she hears him shout, "Sir, there's a supernatural critter running around, probably a shapeshifter of some sort."

As Echo enters the brush outside the silo and considers her next move, there's suddenly a very loud, amplified voice--coming from the steeple of the old church.

"Attention, supernatural entity. This is Sgt. Arthur McComb of the Coalition States military. If you do not present yourself immediately to answer questions, we will have no choice but to assume you are hostile, possibly even unintelligent, and therefore have to put you down. Likewise, that will mean we presume the radio array here is for hostile purposes and destroy it. You have until the count of three. One..."

Naturally, the rest of the team on the far side of the hill hears the amplified voice, as well. Still, Echo is the one on the spot.
SignalCheckEchoPath.jpg
OOC Comments
Okay, so, Echo should be the first one to decide what to do, then the rest of you can post reactions, etc.
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
Echo
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Posts: 218
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Re: Signal Check: All Quiet

Post by Echo »

Sneaking into the store and dividing in two Echo looks to Splinter as the two understand what needs done. Echo knows how bad it hurts being killed, and Splinter know that Echo knows. But the only way the two of them can survive this is if Echo gets the team for help.

Letting her mouse form melt away as she grows into a small human girl in her late teens Splinter then comes out of the brush. Walking out away from the silo she removes her helmet holding it over her head she walking into the middle of the compound ready to cooperate and buy whatever time she can.

Echo meanwhile uses Splinters movement to allow her to move through the brush to the empty building west of the store house. Looking to ensure no others or surveillance near then assumes the same human form she always prefers, the same one Splinter wears now of the small Latino girl. She turns the volume really low on her own radio so she cannot hear any replies and the replies cannot give away her existence speaks very quietly into the mic. "This is Echo, I am caught, there are 6 I saw hidden in each building. Land mines buried on west side. Was unable to finish scouting. the store or the office building can be a nest, the church is dangerous." Once the message is out Echo turns into a rock and waits for the fighting to begin.

OOC Comments
I do not know if it is needed, but just in case, obviously plus or minus any cover.
Stealth [dice:3eqjndux]46874:0[/dice:3eqjndux]
Wild [dice:3eqjndux]46874:1[/dice:3eqjndux]

Charisma for Splinter may be needed? But unless told to I am not rollng because the dice roller is evil this week.
Persuasion 1d8+6
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

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


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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Growler
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Posts: 184
Joined: Fri Aug 18, 2017 7:42 am

Re: Signal Check: All Quiet

Post by Growler »

Stealth 15
Stealth (1d10... +2 Dice and +2 to Stealth (Cloak), +2 to Stealth (Woodsman/Thief), +1 due Moderate Cover (or +1 die due Teleport)... giving 1d12+6
  • Stealth: [dice:mw7maw4m]46893:0[/dice:mw7maw4m]
    Wild: [dice:mw7maw4m]46893:1[/dice:mw7maw4m]
    Result: 15 on Opposed Rolls
Teleport Psionics 6
Psionics Spending 9 ISP/6 if Raise
  • Psionics: [dice:mw7maw4m]46893:2[/dice:mw7maw4m]
    • Extra Effort: [dice:mw7maw4m]46893:4[/dice:mw7maw4m] (Elan)
    Wild: [dice:mw7maw4m]46893:3[/dice:mw7maw4m]
    Result: 6 - Success
After Echo heads out to investigate the ruins, Growler starts making his way to the ruins in the hopes of setting himself up on the roof of the building Herra described as the Store. Creeping through the bushes, Growler doesn't leave any evidence of his passing. Once he makes it to the top of the ridge, Growler concentrates and disappears, reappearing up on top of the Store in the Ruins.

"Pack Leader SnackHappy, Growler in position on the Store's roof, about to set up a Sniper's Nest. Awaiting further orders."
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: Signal Check: All Quiet

Post by Sara Turner »

Village
Afternoon
Round 0

The message boomed over some loudspeaker and Sara took a breath. “So what’s the plan now?” she asked. She checked the loads in her rifle. “They are entrenched in there. But do they have heavy weapon support? If Echo can give us exact locations we can go building to building. There are only six, and they’re spread out alone.”
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: Signal Check: All Quiet

Post by Freemage »

When Splinter appears in the tall grass, the voice speaks again from the steeple. "Good. Now move over to my trooper there; we've got some questions for you. First off, who are you, and are you associated with the equipment we found in this place? If so, what is its purpose? Just speak to the Private; I'll hear your answers." The Deadboy she saw in the grain shed comes out and holds his radio to her, so the answers will get transmitted clearly. Behind him, the Psi-Stalker has switched from her laser rifle to a plasma ejector, still looking extremely agitated and tense.
Timing
The original announcement is made on 'Round 0', which is also when Growler gets to the ridge. Splinter appears and is being questioned on Round 1, and her replies to the first questions need to come then. On Round 2, Echo radios in to SnackHappy as Growler gets to the roof of the store.

If Splinter is just answering in a straightforward, just-the-facts manner, no rolls are needed yet. If she's attempting to not answer completely, or otherwise manipulate the situation, you will need to roll Persuasion at -2. If she's specifically attempting to calm the jumpy Psi-stalker down, then it's -4.
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
Echo
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Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Signal Check: All Quiet

Post by Echo »

Freemage wrote: Fri Dec 14, 2018 1:02 pm When Splinter appears in the tall grass, the voice speaks again from the steeple. "Good. Now move over to my trooper there; we've got some questions for you. First off, who are you, and are you associated with the equipment we found in this place? If so, what is its purpose? Just speak to the Private; I'll hear your answers." The Deadboy she saw in the grain shed comes out and holds his radio to her, so the answers will get transmitted clearly. Behind him, the Psi-Stalker has switched from her laser rifle to a plasma ejector, still looking extremely agitated and tense.
Moving forward Splinter looks around confused for a moment until she sees the soldier she is too approach. Then heading over to him and talking she says nervously out-loud as if not sure if she should speak at the church tower where the voice comes from or the soldier. "My name is Splinter, I am not associated with this gear, I came to scrounge, but there were too many other people. I have seen the " Splinter does her best to show the restraint of someone intimidated by the situation, but not show any fear that would trigger the Psi-Stalkers predatory nature.

Looking around again she adds. "I did not know the Coalition protected this area. I thought this was unclaimed wilderness. Please let me go and I will head whatever direction you say."

Persuasion 5 Success, defuse Psi-Stalker
Persuasion d8+6, -4 to defuse Psi Stalker
Persuasion [dice:pu5vaa6w]47094:0[/dice:pu5vaa6w]


Forgot no wild die for Splinter Wild [dice:pu5vaa6w]47094:1[/dice:pu5vaa6w]
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

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


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: All Quiet

Post by Freemage »

OOC Comments
Smarts [dice:21c7gaun]47170:0[/dice:21c7gaun]
Wild Smarts [dice:21c7gaun]47170:1[/dice:21c7gaun]

Notice [dice:21c7gaun]47170:2[/dice:21c7gaun] ACE [dice:21c7gaun]47170:4[/dice:21c7gaun] Ace [dice:21c7gaun]47170:5[/dice:21c7gaun] ACE [dice:21c7gaun]47170:6[/dice:21c7gaun]
Wild Notice [dice:21c7gaun]47170:3[/dice:21c7gaun]
Splinter's mollifying tone is enough to keep the Psi-Stalker from pre-emptively ending the conversation, fortunately.

Once she's said her piece, there's a brief pause, then the voice from the steeple speaks again. "Very well, then, clear out of this area; we're expecting potentially hostile action, and it would be best for civilians to be out of the area. Private, give 'Splinter' one of your spare transmitters after turning it on. Splinter, take the transmitter, and head due east, at speed, please. Go at least one mile before ditching the transmitter or turning it off; if it stops moving before then, we'll assume you are up to no good and come after you, after destroying this site."

By the time he's done speaking, the soldier has pulled out a small device and turned it on, and is holding it out for Splinter to take. It's just a box with a button, an antenna and a light, which is currently flashing.

Then, as Splinter is turning to leave, the Sergeant speaks again. "Actually, apologies, Splinter, but I must ask you to stay there a moment. Would whoever is in the store to the northwest corner of these ruins please come out; likewise, whoever is on the south side of the ruins? By all means, though, inform whoever is listening to that radio signal you're sending that you're doing so. I suspect they'll be the ones who decide how you answer the same questions I just asked Splinter, here. At a guess, I'm assuming they're in that vehicle parked over the next rise."

As he speaks, the Psi-Stalker swings her plasma ejector to point towards the store that Echo ducked into to make her report.


OOC Comments
Splinter should make a Knowledge: Electronics roll to identify the nature of the transmitter.

Calyx and Sara should both give me Knowledge: Electronics rolls for totally unrelated reasons.
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
Echo
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Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Signal Check: All Quiet

Post by Echo »

Turning away to leave Splinter only makes a couple steps before being told to hold still. Looking around she is confused at who the other people are the voice is talking about. Straining her eyes she tries to make out someone in either of the locations, but seeing only trees and rocks she does not know. Whispering to the psi-stalker next to her she asks. "Are those the people your fighting with?" Then she moves a bit trying to hunch down a little and move to the side where she would not be so obvious if a firefight breaks out.

Rocks
Sitting there the rock is aware of most of what is going on, but sees no point in doing anything, I mean as a rock, rock rarely every does anything. Well sometimes rock gets dry, and sometimes rock gets sunny, but it is all the same to rock, let other people worry about doing things, rock is content to rock.

Splinter Knowledge (Electronics) 10
Knowledge Electronics [dice:9sszyvzr]47181:0[/dice:9sszyvzr] Ace [dice:9sszyvzr]47181:1[/dice:9sszyvzr] Ace Aced [dice:9sszyvzr]47181:2[/dice:9sszyvzr]
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

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


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
User avatar
Echo
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Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Signal Check: All Quiet

Post by Echo »

Reference
Reference image of Echo rocking her disguise from post before last.
Echo in Hiding.jpg
.

Post where Echo turns into a rock
Echo wrote: Wed Dec 12, 2018 8:49 am Sneaking into the store and dividing in two Echo looks to Splinter as the two understand what needs done. Echo knows how bad it hurts being killed, and Splinter know that Echo knows. But the only way the two of them can survive this is if Echo gets the team for help.

Letting her mouse form melt away as she grows into a small human girl in her late teens Splinter then comes out of the brush. Walking out away from the silo she removes her helmet holding it over her head she walking into the middle of the compound ready to cooperate and buy whatever time she can.

Echo meanwhile uses Splinters movement to allow her to move through the brush to the empty building west of the store house. Looking to ensure no others or surveillance near then assumes the same human form she always prefers, the same one Splinter wears now of the small Latino girl. She turns the volume really low on her own radio so she cannot hear any replies and the replies cannot give away her existence speaks very quietly into the mic. "This is Echo, I am caught, there are 6 I saw hidden in each building. Land mines buried on west side. Was unable to finish scouting. the store or the office building can be a nest, the church is dangerous." Once the message is out Echo turns into a rock and waits for the fighting to begin.

OOC Comments
I do not know if it is needed, but just in case, obviously plus or minus any cover.
Stealth [dice:117ar758]46874:0[/dice:117ar758]
Wild [dice:117ar758]46874:1[/dice:117ar758]

Charisma for Splinter may be needed? But unless told to I am not rollng because the dice roller is evil this week.
Persuasion 1d8+6
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

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


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
User avatar
Calyx
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Posts: 112
Joined: Thu Sep 07, 2017 7:43 am

Re: Signal Check: All Quiet

Post by Calyx »

Knowledge Electronics and Notice if needed
Knowledge die [dice:1w5di52x]47243:0[/dice:1w5di52x], Wild die [dice:1w5di52x]47243:1[/dice:1w5di52x]
Extra Effort [dice:1w5di52x]47243:4[/dice:1w5di52x].

Notice if needed as well.
Notice die [dice:1w5di52x]47243:2[/dice:1w5di52x], Wild die [dice:1w5di52x]47243:3[/dice:1w5di52x].
Calyx was sitting, and actually being unusually quiet. He didn't like this plan. He actually thought it was a dumb plan. They should have just gone in and attacked. The Coalition would try to wipe them out, especially if the situation were reversed. The CS troops were sitting there waiting to ambush any Legion members that showed up to fix the radio they had deliberately damaged, after all.

He played with the sensors and the radio controls, just seeing what he could find.
Last edited by Calyx on Fri Dec 21, 2018 5:19 pm, edited 1 time in total.
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: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: All Quiet

Post by Freemage »

As the negotiation continues down in the ruins, Sara and Calyx both spot something of note on the instrument panel in the Caravan--namely, every time the CS Sergeant speaks from the steeple, there's a brief flicker of short-range radio-traffic. This would suggest that he's actually using the relay's receiver, connected to a PA system--given the relatively weak signal strength, he could be located anywhere in the town ruins, or even the woods surrounding the area. Calyx isn't able to get a fix on his location, though.
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: Signal Check: All Quiet

Post by Chok'lat »

Chok'lat whispers to whoever happens to be nearby. "Why ain't we killin' these guys yet? Don't sound like they're goin' away."
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: Signal Check: All Quiet

Post by Sara Turner »

K. Electronics 7
K. Electronics [dice:2r6ant4d]47264:0[/dice:2r6ant4d]
Ace [dice:2r6ant4d]47264:2[/dice:2r6ant4d]
Wild [dice:2r6ant4d]47264:1[/dice:2r6ant4d]
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
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Calyx
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Posts: 112
Joined: Thu Sep 07, 2017 7:43 am

Re: Signal Check: All Quiet

Post by Calyx »

Calyx quietly called out over the radio what he had found. "Guys an' girls, I think...somethin's fishy, which is an oxymoron in this situation. Every time the CS Sergeant speaks from the steeple, there's a brief flicker of short-range radio traffic. I think he's actually USING the relay's receiver connected to a PA system. So he's in the town ruins or the nearby surrounding woods, since it wouldn't reach far. Can't give you a more accurate location than that, though."

He paused. "Are we ready t'just attack 'em yet?"
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: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: Signal Check: All Quiet

Post by Chok'lat »

Chok'lat nods emphatically. "Like Zappy said. Chok'lat's ready to kill!" He fidgets with the weapons in his hands, clearly eager to put them to use.
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: Signal Check: All Quiet

Post by Growler »

"That Sergeant is not following Coalition SOP. He was going to allow Echo, an obvious Supernatural Shapeshifter, leave the area. Also while he knows she has us as allies, he still has not instigated any hostiles. It seems either they are not who he seems... either deserters or imposters... or there is something else up. Pack Leader SnackHappy, what are your orders? As soon as we commence hostilities, if that is the plan, I will Teleport to the roof of the home just Northeast of the Store I am currently on (AA26)."
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
Henry_Price
Bronze Patron
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Posts: 112
Joined: Sun Apr 29, 2018 7:09 pm

Re: Signal Check: All Quiet

Post by Henry_Price »

Divination 6
Divination
Mysticism [dice:3ert72er]47414:0[/dice:3ert72er]
Wild Die [dice:3ert72er]47414:1[/dice:3ert72er]
Henry walks away from the group a bit during the discussion, looking for a little bit of alone time. When he is by himself, he pulls off his helmet. His eyes roll back into his head as he whispers the ancient word, communing with Raven. All knower All see er, please tell your humble servant...Please show me via your infinite wisdom... Are there any enemy psychics present?
Last edited by Henry_Price on Fri Dec 28, 2018 12:09 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.
User avatar
SnackHappy
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Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Signal Check: All Quiet

Post by SnackHappy »

OOC Comments
Piloting: [dice:3nxr65ki]47443:0[/dice:3nxr65ki]
Wild: [dice:3nxr65ki]47443:1[/dice:3nxr65ki]

Notice: [dice:3nxr65ki]47443:2[/dice:3nxr65ki]
Wild: [dice:3nxr65ki]47443:3[/dice:3nxr65ki]
+2 from Sensors.

Leaping to the front of the store at W30. Dropping the adventure card spill the beans.
Over the radio to the group: “I will attempt to defuse the situation. Growler is right it is rare for them not to capture or murder us on sight. Be ready as it may get real fast. Diplomacy has never been my forte.” Ready for fun no matter which way his diplomacy goes Jacob confidently cracks his knuckles in anticipation of the upcoming action shaking it out his he grabs the controls letting out the Gunwolf’s signature howl.

In a display of combat prowess Jacob eases Sasha into a run and leaps onto the nearest building with a crash as some debris gives way drawing the attention of the nearby enemy forces. Over the loudspeaker “I Jacob Grimlock seek to parlay. On behalf of the legion, we seek a peaceful resolution. What brings the coalition here? And how can we help see you boys on your way so that we can finish what we came here for?”
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

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

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

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

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

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

Currently playing in: 7th Set Joker's Jokers
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: All Quiet

Post by Freemage »

The voice comes from the steeple again. "Legion? Ah, right, the self-styled Legion of Hope. Alright, then. Well, we're here to investigate this radio relay and determine if it poses a threat to the Coalition States or our interests. So, then--what's its purpose? See, it's a radio relay with an effective range of about a hundred miles, but it's only 50 miles from the border. Even if it's not being used to communicate to dissidents in our territory, it could still be used to coordinate offensive maneuvers--say, in an alliance between the Legion and the Federation, to launch an assault on our eastern flank? The encrypted signals could be anything, really." Despite the tone, Snack gets the impression he's being tested--this guy is willing to listen, at least, to a more acceptable option.
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
SnackHappy
Bronze Patron
Bronze Patron
Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Signal Check: All Quiet

Post by SnackHappy »

"It is for our communications with our forward operating units. We are a peaceful organization and only seek to help those in need from hostilities no matter how far they are from us. We have no quarrel with the coalition nor do we seek one."
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

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

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

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

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

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

Currently playing in: 7th Set Joker's Jokers
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: All Quiet

Post by Freemage »

There's a pause, then he speaks again. "Even if I believe you, my superiors are not big on trust. But there's an option on the table. As I said--encrypted messages could be anything. So give us the encryption key. If the messages being transmitted through here aren't ones we need to worry about, then that will let the commanders feel secure."
OOC Comments
Just to be clear, nothing in your missing briefing indicates that the communication with Lazlo is anti-CS in nature. Of course, that isn't necessarily the sort of intel a field team would be given, either. So it's up to you--give him the code (consequences unknown), let him destroy the relay (definite mission failure), or try to stop him from doing so (outcome uncertain).
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
Peta Chante
Bronze Patron
Bronze Patron
Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Signal Check: All Quiet

Post by Peta Chante »

Assumption
Assuming SnackHappy's conversation can be heard on radio
Confident the group can rout the forces in front of them, Herra is not so confident the CS will not just return later. However, handing over the Legion's communications infrastructure to Coalition is a bad move. There seems to be little to be done to salvage the missions. Sighing she gives her opinion, nobody asked but no doubt it is appreciated.

"I know little of the technical reality involved, but the logic is obvious. Let us give them what they wish and inform our commanders that the signal is compromised. They may be able to make alternate arrangements until a new tower can be set-up, and this can be used to feed false information to the Coalition. Or provide them with information we wish them to have but they would not normally be open to hearing."

Regardless, she prepares for a fight.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
User avatar
SnackHappy
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Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Signal Check: All Quiet

Post by SnackHappy »

OOC Comments
Notice: [dice:1my4dhbr]47515:0[/dice:1my4dhbr]
Wild: [dice:1my4dhbr]47515:1[/dice:1my4dhbr] Ace:[dice:1my4dhbr]47515:2[/dice:1my4dhbr]
Total: 9
I would like to engage any targets I can discern close enough to do any damage to the radio tower.
Jacob engages the thermals to locate any targets in nearby buildings and begins to scan the area.
"Well Sir, as my superiors will not give the Coalition any of our encryption keys, it seems we are at an impasse. I suggest you and your men vacate the premises."
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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Henry_Price
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Posts: 112
Joined: Sun Apr 29, 2018 7:09 pm

Re: Signal Check: All Quiet

Post by Henry_Price »

Henry looks to Herra. "I don't think that's a good idea. We have no way to ensure that they won't transmit something they don't want the Coalition to know between the time they have the code and the time we get back to Castle Refuge and let them know the CS has the code..."
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
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: All Quiet

Post by Freemage »

"Well, I tried to be reasonable. Alright, folks, time to pull out." About a dozen figures, all told, emerge from buildings around the ruins and start walking towards the north side of town. One of them, Splinter notes, actually came from a building Echo had cleared as 'empty' on her pass-through; judging by the heavier armor he's wearing, that's probably the commander. The withdrawal is textbook, with the troops moving quickly through open areas and making as much use of the buildings and trees to provide cover from the Gunwolf as possible. The lone psi-stalker takes point, followed by the Deadboys and the commander, with a trio of Dogboys bringing up the rear, their guns leveled but not firing. As each soldier reaches the northern treeline, their armor shifts from urban camo they were using in the buildings to forest camo, causing them to blend like ghosts in the woods.

As the last of the Dogboys pass the treeline on the north side of town, there's a thunderous cacophony, as the steeple virtually evaporates in a cloud of fire and debris--there was almost certainly a fusion block in there, and it's a safe bet there's nothing left of the radio relay. A broadband radio transmission comes immediately after that. "The remaining fusion blocks have now had their proximity sensors armed. Your best bet is to strafe the ground with your railguns until you're sure you've triggered them all, and even then you probably want to put up signage telling civilians about the danger of unexploded ordnance. Oh, and I suggest your shapeshifter fly out of here--be a shame if she triggered one of the mines while walking out. Of course, you can always opt to come after us so we all try to kill one another, or you can just go back and tell your superiors that they shouldn't put relays so close to the border. Your call."

Decision Time
If you guys choose to pursue them, it'll become a chase scene--they have no real desire to engage the Gunwolf, as they clearly lack armor units of their own.

Alternately, you can either do as he suggested (detonating the fusion blocks buried around the ruins), or just leave and let wandering folks deal with the danger of being blown up by wandering into a minefield.

Or, hell, you could try to send in your demolitions expert to defuse the blocks without setting off the proximity sensors and acquiring the bombs for yourselves. Oh, wait, you guys don't have a demo expert. Well, you could certainly try it anyway. If you want.

In case folks were wondering
This is how they were positioned through town when you arrived.
G = Grunt Deadboy
D = Dogboy
M = Misty (the Psi-Stalker)
A = "Artiste", the unit commander
X1 = buried Type I Fusion Block
X2 = buried Type II Fusion Block
SignalCheckAmbush.png
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: Signal Check: All Quiet

Post by Chok'lat »

Chok'lat growls as the steeple blows up. "HEY! They broke our stuff! We just gonna let 'em do that?!" He immediately puts his eyes down the scope, sighting at one of the fleeing CS soldiers. "BOSS! Let Chok'lat FIGHT! Come on! They broke our stuff!" He has indexed the trigger, but is surprisingly waiting for the order.
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Calyx
Diamond Patron
Diamond Patron
Posts: 112
Joined: Thu Sep 07, 2017 7:43 am

Re: Signal Check: All Quiet

Post by Calyx »

Calyx listened over the radio and let out a heated sigh when he heard how things went down. He especially didn't like the Coalition basically mining a town - even if it wasn't currently inhabited. That was just plain RUDE! AND they blew up the steeple where the radio relay was! Jerks!

"...too close to our border, nyeh..." He parodied the CS speaker in a silly, angry voice.

Then he let it go and headed in to back up Snack Happy, asking along the way. "We blowin' up mines? We chasin' 'em? What's the play here, boss?"
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: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers
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SnackHappy
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Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Signal Check: All Quiet

Post by SnackHappy »

"Well first things first, Lets clear as many mines as we can, then I have some ideas on how we can recreate a new radio. Stay clear as I am going to scan for heat signatures and shoot some of these fusion blocks."

Scanning the area for heat signatures Jacob finds a couple low ones in the ground. Upon finding them he shoots each with a railgun round watching it explode. Taking his time to ensure he gets as many as possible he waits for the dust to settle between each shot before targeting the next with another blast. Systematically he takes each one at a time. After Jacob is confident they have been cleared.

"I think that's the last of them. Lets head east. If we put it a little farther from the border I think it will be alright. In order to make the radio relay though I will be rigging some sensor parts from Sasha and the transport. Once back to the legion we can get them fixed good as new. Without sensors though I need you guys to be on top of your game. Let's move out!"
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

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

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

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

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

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

Currently playing in: 7th Set Joker's Jokers
User avatar
Sara Turner
Posts: 109
Joined: Sat Oct 20, 2018 2:46 am

Re: Signal Check: All Quiet

Post by Sara Turner »

Village
Afternoon
Round 0

Sara listened to the loudspeaker communications between the Gunwolf and the CS commander.

“Do you even have the encryption codes?” she asked.

But the CS was leaving now. And then the steeple and the radio tower blew. Sara ducked, just in case there were more explosions, but that didn’t seem to be the case.

They were apparently letting them leave, and the Gunwolf cleared the mines from the town. Sara gathered her gear and loaded back into the caravan to head to the new site.

“How are we going to hide the new relay?” Sara asked.
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
Henry_Price
Bronze Patron
Bronze Patron
Posts: 112
Joined: Sun Apr 29, 2018 7:09 pm

Re: Signal Check: All Quiet

Post by Henry_Price »

Henry nods in response to Snack Happy saying that they had to be on top of their game. "Sounds like a plan. Just have someone wake me up when it's time to go, I want to be well rested so my eyes are nice and sharp." Henry pulls an apple from his pocket and takes a few bites from it as he looks for a comfortable place to sleep.
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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Peta Chante
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Re: Signal Check: All Quiet

Post by Peta Chante »

The technical aspect of the radio tower escapes Herra, so she has little comment on it's placement but she can contribute to concealment, "Place the tower in abandoned structure like this one would shield it from view, otherwise we may have to construct a blind of some sort...or find a method to hide it in plain site. Perhaps our first priority should be finding some ruins, are there any other technical factors to consider?"
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: All Quiet

Post by Freemage »

With a plan in place, the group manages to locate another set of ruins about a day's travel to the east; it should be far enough from the border that the CS won't actively come looking for it. There's several suitable buildings to use--it looks like an abandoned farming community. SnackHappy and Sara, working together, are able to cobble the parts together to make a suitable relay station. Of course, it takes them a moment to dial in the frequency. As they do so, they pick up some other signals....
OOC Comments
I need Knowledge: Electronics rolls from whoever has it.

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?)
.
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Peta Chante
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Re: Signal Check: All Quiet

Post by Peta Chante »

Notice
Notice [dice:fw2jf9b2]47968:0[/dice:fw2jf9b2]
Wild [dice:fw2jf9b2]47968:1[/dice:fw2jf9b2]
While the others work on the radio tower, Herra scouts the surrounding environment for any additional resources or concerns. Drawing on her previous training as a warrior and hard experience of being a slave on the run, she moves quietly through the landscape keeping her eyes open for trouble. Afterward, she inspects the radio tower and gives some thoughts onto how it might be better hidden to avoid future detection.

"The more we can do to blend the tower in with the environment, the less likely we will have to return. How much of it must be exposed for it to work properly?"

With that information in hand she sets out using simple materials from the surrounding ruins to obfuscate the tower's position.
Survival 13, Tracking, 7 (just in case)

Survival [dice:fw2jf9b2]47968:2[/dice:fw2jf9b2]
Wild [dice:fw2jf9b2]47968:3[/dice:fw2jf9b2]
Ace [dice:fw2jf9b2]47968:6[/dice:fw2jf9b2]
Ace [dice:fw2jf9b2]47968:7[/dice:fw2jf9b2]

Tracking [dice:fw2jf9b2]47968:4[/dice:fw2jf9b2]
Wild [dice:fw2jf9b2]47968:5[/dice:fw2jf9b2]
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Growler
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Re: Signal Check: All Quiet

Post by Growler »

Stealth 10 Notice 8
Stealth (d10+2 due Woodsman/Thief)
  • Stealth: [dice:3nxk000l]47972:0[/dice:3nxk000l]
    Wild: [dice:3nxk000l]47972:1[/dice:3nxk000l]
    Result: 10 on Opposed Rolls
Notice (d8... +2 if Scent)
  • Notice: [dice:3nxk000l]47972:2[/dice:3nxk000l]
    Wild: [dice:3nxk000l]47972:3[/dice:3nxk000l]
    • Ace: [dice:3nxk000l]47972:4[/dice:3nxk000l]
    Result: 8 on Opposed Rolls
As they arrive at the new Radio Tower site, Growler finds himself a nice sniper's perch to have a good line of site to as much of the site as possible.

"In position with good site lines... the top crook of the tree 25 meters northwest of the new Radio Tower site."
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
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Calyx
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Re: Signal Check: All Quiet

Post by Calyx »

"Sure, boss." He didn't like kowtowing to the Coalition and moving the relay from the border, but he certainly didn't want them to keep coming and messing with it either. So he supposed better safe than sorry. He helped loaded up what was needed for them to head out.

When they arrived at the new location for the relay, Calyx looked around carefully from inside his modified CS armor. He then kicked on his own ability to 'hear' radio broadcasts in the area, just to see what kind of traffic their relay might be dealing with in this new location.


Rolls and some junk
Knowledge Electronics for the relay = 4.
Knowledge die [dice:33m1v96h]48040:0[/dice:33m1v96h], Wild die [dice:33m1v96h]48040:1[/dice:33m1v96h].

Psionics (if needed) for Broadcast ability (if there are encrypted signals flying around) = 7 (or 5 if encrypted).
Psionics die [dice:33m1v96h]48040:2[/dice:33m1v96h], Wild die [dice:33m1v96h]48040:3[/dice:33m1v96h].

Broadcast: The hero can tap into radio and television broadcasts within one mile. Connecting to an encrypted transmission requires a Psionics roll at –2.
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: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: All Quiet

Post by Freemage »

Calyx picks up two voices, talking (arguing?) over an encrypted channel. If it weren't for the relay, he realizes, they'd be out of his range, but by keeping it tuned to their frequency, he can use the transmission signal from the relay and then use his innate ability to decrypt the messages. One of the voices (the fainter of the two), he recognizes as the sergeant of the demolitions squad they encountered the day before. The other is unknown to him, but he estimates it's closer, as the relay is having an easier time picking it up.

What do you mean, you didn't engage them? ### #### gone soft in the head? ### #### you're #### ####!

### #### it in your mother, ####. We ### ##### out here, and this ain't Tolkeen. We ain't gonna ### it any safer back home ### convincing every ### ### and alien #### they need to get together ### #### ### before we #### them.

Prosek's sac, you #### gone soft. You get a bunch of these scum out here with no support, you take 'em out! That's the job!

No, my job is eliminating active and #### threats to the security of the #### States and #### ####. I ### that job, and I'm #### to keep #### it as I #### ####.

Pussy. We'll see ### you ### have that job once I report back ###, ### first, me and the Hunt ### gonna ### up this filth you ### get away. Should be easy #### to intercept 'em before ### ##### back south.

#### yourself ###, Rabid.

At this point, the transmission (and presumably, the conversation) ends.
More Knowledge rolls
Characters can roll either or both of these, if they have them both:

1: Knowledge: Politics, at +2 if you're actually a former Coalition resident.
2: Common Knowledge, IF AND ONLY IF your Narrative Hook roll on your character sheet is "Tolkeen".
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?)
.
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Growler
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Re: Signal Check: All Quiet

Post by Growler »

Common Knowledge 2
Smarts: [dice:wsa7u4f0]48053:0[/dice:wsa7u4f0]
Wild: [dice:wsa7u4f0]48053:1[/dice:wsa7u4f0]
Result: 2 - Fail
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
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Peta Chante
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Posts: 246
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Re: Signal Check: All Quiet

Post by Peta Chante »

When (if) Calyx relays the nature of the conversation Herra frowns, she knows little of this world, and what little she does know is limited to the slave pits of Atlantis and the trenches of the Juicer Uprising. Nonetheless, that is enough to know the the Coalition are real bastards, especially for what they did to Spider. Fury wells up in her as she considers the fate of her mentor and fellow escapee.

"If they wish to seek us out for a fight, so be it. Let us make it on our terms and send them a message much louder and clearer than any radio signal."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
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Sara Turner
Posts: 109
Joined: Sat Oct 20, 2018 2:46 am

Re: Signal Check: All Quiet

Post by Sara Turner »

K. Electronics 2
K. Electronics [dice:ddnz41jh]48224:0[/dice:ddnz41jh]
Wild [dice:ddnz41jh]48224:1[/dice:ddnz41jh]
K. Politics 1
K. Politics [dice:ddnz41jh]48224:2[/dice:ddnz41jh]
Wild [dice:ddnz41jh]48224:3[/dice:ddnz41jh]
Ruins/Radio tower
Afternoon
Round 0

Sarah helped as well as she could with setting up the radio tower and getting it dialed in. She was having problems, though, as her psionic interface with her body was glitching. She’d gone too long without powering down. She pushed herself through it though and they got the transmitter working, picking up some local traffic.

“Well, that doesn’t sound good,” Sarah mused.

Herra suggested they set up for a fight. Sarah wiped her hands clean of grease as she approached the others. “Wouldn’t it be better to try and avoid a fight?” she asked. “Even if we get a favorable position, people still could get hurt or killed. We’re done here, so we should just bug out. We have their frequency. We can keep an ear on their movements and hopefully avoid them. If it comes to a fight, sure, but let’s not go looking for trouble.”
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
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Peta Chante
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Re: Signal Check: All Quiet

Post by Peta Chante »

@KahlessNestor

"We are not looking for trouble. Trouble is looking for us. Avoiding a confrontation is desirable, but if we are unsuccessful then we will be in a fight on the enemy's terms. Choosing our circumstances can minimizes casualties on both sides and possibly force a retreat rather than a fight to the death." Herra grins smugly, "If they are not yet afraid, they will be."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
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Growler
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Posts: 184
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Re: Signal Check: All Quiet

Post by Growler »

From his snipers perch in the tree watching over the new transmitter site...

"I say we set a spot to be ambushed... one away from this transmitter. Make them think the new area is of importance to us. Set up covert positions and a fake target for them to attack that they would think is us to attack. If they attack us there, they will be inviting whatever may happen to them there."
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
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: All Quiet

Post by Freemage »

OOC Comments
Knowledge: Politics [dice:12xski9z]48280:0[/dice:12xski9z]
Wild K:Pol [dice:12xski9z]48280:1[/dice:12xski9z]
Extra Effort Bennie because she won't need 'em after this anyway.
[dice:12xski9z]48280:2[/dice:12xski9z]
Echo's Departure

As the group discusses possible strategies, Echo suddenly begins to glow, a swirling purple-blue ambience, losing her human shape to assume her less-frequently seen amorphous form. "What? No--my friends, I'm being... called. I... I will return to you when, and if I can. But... Oh!" She actually begins to float, slightly, the globby form becoming an increasingly spherical form. "I am more open... more aware... This 'Rabid'. He is a very nasty piece of work, who delights in slaughter--not only of combatants, but also civilians, if they are not humans, or if they wield magic. His troop is sizeable, and they go by the name The Wild Hunt. Be wary of him, but... perhaps it would be best if--"

Her speech is cut off as she achieves a perfect sphere, and then disappears from view, leaving a purple after-image floating in her wake.
What the Hell, GM?
As many of you know, Rob is taking this quarter off, at least, from many of his characters--including Echo. We discussed it and agreed that as a 'living spell' she was arguably still vulnerable to being called by spellcasters. At the same time, since at least some intel on Rabid might be useful, I dropped the stuff that she might've learned from a successful roll.

We'll assume that Henry does his Mystic Divination thing, and discovers that Echo is 'intact', but will be occupied indefinitely by her current circumstance (and attempts to track her magically simply fail--she could be in another dimension, or simply being used by a mage strong enough to resist Henry's more direct divinations).

Let's all just hope Rob's life settles down enough for Echo to return at the start of next Quarter; I'm going to hold off posting for a replacement until then, at least.
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
Sara Turner
Posts: 109
Joined: Sat Oct 20, 2018 2:46 am

Re: Signal Check: All Quiet

Post by Sara Turner »

Ruins/Radio tower
Afternoon
Round 0

“Do we have a map of the area?” Sara asked. Everyone seemed gung ho on setting up for a fight. “Maybe we can retreat in that direction. Can we get triangulate just where this Wild Hunt is at the moment?”
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
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Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: Signal Check: All Quiet

Post by Chok'lat »

Chok'lat grits his teeth and grips his weapons. "They want a fight, Chok'lat give 'em one. Chok'lat ain't shot at nothin' since..." His thought is interrupted by the disappearance of Echo, which has utterly flummoxed him. "HEY! WHO TOOK ECHO?! Echo was nice to Chok'lat!" He spins around, weapons raised, looking for whoever might have captured her out from under their noses. "Now Chok'lat REALLY mad! Let's kill the bastards and eat Rabid! Maybe he tell us what he did to Echo!"
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Henry_Price
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Re: Signal Check: All Quiet

Post by Henry_Price »

When Echo vanishes Henry looks up. He holds his breathe for a moment and those who are paying attention notice his eyes have rolled back so that you only see the whites. "Echo she... she is gone... for now..." He shakes his head, eyeballs snapping back into place. He grins sheepishly, shaking his head. "I hate to say this" he says, a finger gently caressing his shard pistol, "But I think we might need to... ice them..."
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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Growler
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Re: Signal Check: All Quiet

Post by Growler »

"I say we set up our choice of place to fight them. Better to face them on a battlefield of our choosing than to have them pursue us and perhaps run into them at the same time as an additional threat... perhaps even being herded into the second threat."
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
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SnackHappy
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Re: Signal Check: All Quiet

Post by SnackHappy »

OOC Comments
Knowledge Battle: [dice:3gqagt9s]48399:0[/dice:3gqagt9s]
Wild: [dice:3gqagt9s]48399:1[/dice:3gqagt9s]
Benny to reroll.
Knowledge Battle: [dice:3gqagt9s]48399:2[/dice:3gqagt9s]
Wild: [dice:3gqagt9s]48399:3[/dice:3gqagt9s]
Well at least its a pass.
Upon seeing echo disappear before his eyes. "What in the world? Henry, Herra how is that even possible for them to blink Echo out of existence? I never heard of tech that can do that. Do you guys know of any magic mumbo jumbo?" Shaking his head in disbelief he continues. "Regardless we have to deal with those guys chasing us and I am not about to let these guys dictate the terms of our engagement. I agree with you all and think we should take the fight to them. Based on the terrain I have some good ideas where we might get the most bang for our buck so to speak.
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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Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: Signal Check: All Quiet

Post by Chok'lat »

Chok'lat begins shaking vigorously, the excitement of impending combat invigorating his spirit. "Yeah! Yeah! YEAH! Chok'lat's gonna crush some heads! Nobody steals Echo and lives! Chok'lat's gonna get some PAYBACK!" He turns to SnackHappy. "Where you want Chok'lat to go?!"
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Henry_Price
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Re: Signal Check: All Quiet

Post by Henry_Price »

Henry shakes his head. "It wasn't this Wild Hunt group that did that to Echo it was... well hell, I don't know exactly what it was, but it's not something I want to mess with. She's ok for now though...let's just hope she can make her way back somehow." Henry chamber checks his pistol, nodding in satisfaction at the ice crystals forming. "How do you want to do this boss?"
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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Growler
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Re: Signal Check: All Quiet

Post by Growler »

"I should end up about 50 yards from where we anticipate contact with the enemies... with my nice sniper's den. That new Gamma Rifle of mine should keep them from following back my fire. I can have a decent chance to hit anything up to 200 yards away with it, but my combat effectiveness will drop at that range."

Stealth and Notice if Needed
Stealth (1d10 (+2 due Woodsman, +2 due Cloak, +2 dice due Cloak) so 1d12+5 before situational Bonuses)
  • Stealth: [dice:u2yt1bqw]48413:0[/dice:u2yt1bqw]
    Wild: [dice:u2yt1bqw]48413:1[/dice:u2yt1bqw]
    Result: 16 0n Opposed
Notice (1d8, +2 due Scent)
  • Notice: [dice:u2yt1bqw]48413:2[/dice:u2yt1bqw]
    Wild: [dice:u2yt1bqw]48413:3[/dice:u2yt1bqw]
    Result: 7 on Opposed
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
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Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: Signal Check: All Quiet

Post by Chok'lat »

Notice and Stealth
Notice - add +2 for visual notice if applicable
[dice:3s8krys8]48435:0[/dice:3s8krys8]
Ace Notice with prior
[dice:3s8krys8]48435:4[/dice:3s8krys8]

WD Notice - add +2 for visual notice if applicable
[dice:3s8krys8]48435:1[/dice:3s8krys8]

Stealth
[dice:3s8krys8]48435:2[/dice:3s8krys8]
Ace Stealth with prior - add +6 for cover / immobility, -2 for Size 2
[dice:3s8krys8]48435:5[/dice:3s8krys8]

WD Stealth
[dice:3s8krys8]48435:3[/dice:3s8krys8]

GM: Permission to edit loadout?
Carrying ST JA-11 rifle in one set of hands, Shield of Faith in one off-hand, GL-20 auto grenade launcher loaded with AP grenades in the other. The GL-20 is not in a shooting position. Just drawn to facilitate easy transitions.
Chok'lat nods emphatically as Growler states his desired position. "Chok'lat will go sneak, other side of Growler. They shoot one side, we got guns on the other." Two of his free hands gesture, miming a flanking maneuver. "They won't know what hit 'em."
Once orders are given, he moves into the trees, far quieter than his bulk would suggest. He takes up a position with better than adequate cover and waits, as still as stone.
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Henry_Price
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Re: Signal Check: All Quiet

Post by Henry_Price »

Stealth 14 Notice 6

Stealth [dice:25h0gwoi]48445:0[/dice:25h0gwoi] (6 from still, 2 from armor)
Wild Die [dice:25h0gwoi]48445:1[/dice:25h0gwoi]

Notice [dice:25h0gwoi]48445:2[/dice:25h0gwoi]
Wild Die [dice:25h0gwoi]48445:3[/dice:25h0gwoi]
Henry melts into the dark brush, right next to Chok'Lat. He finds a spot close to the Brodkil. He whispers "When it starts up, I'll make it so that your weapons will go through their armor like a hot knife through butter..." He pulls the Shard Pistol from the holster, readying it for action.
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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Peta Chante
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Re: Signal Check: All Quiet

Post by Peta Chante »

SnackHappy wrote: Mon Jan 14, 2019 1:25 pm Upon seeing echo disappear before his eyes. "What in the world? Henry, Herra how is that even possible for them to blink Echo out of existence? I never heard of tech that can do that. Do you guys know of any magic mumbo jumbo?"
Herra is perplexed at Echo's departure, but attempts to find a reason as best she can. "It would appear that her bond with this reality has slipped away. I can sense that her mind and personality remain in tact but have been called elsewhere for a time. My power comes naturally to me and I have no studies in the arcane arts to say much else."

As they prepare to engage the Wild Hunt Herra takes up a firing position under cover going where directed in order to complete their firing arcs. Settling in, she lowers her Velociraptor down over her face and imbues some of her will into it, sharpening her reflexes for the coming battle. She readies her Moon Hunter armor in similar fashion. Finally, she draws her Xiticix TW Rifle ensuring it is charged and ready for a fight. When the enemy comes into view she activates her rifle and uses the hunter's sight power from her armor to peer at the targets. The sudden change of perspective causes the images to enlarge in her sight to an unnatural degree overwhelming her massive mental capacity and cuase her to feedback a massive mental blast toward those around her. Fortunately they are spread out enough in the ambush that no one else is affected. Giving her head a shake, Herra readies for a fight.
Actions
Activate TW Device (Velociraptor Skull): 3 PP - +2 Fighting, Improved Level Headed
Activate Moon Hunter Tribal Armor (1 PPE): 1PP - +7 Armor, +1 DT to Strength (d6)
Activate TK Rifle: 2 PP - +2 DT to shooting, +2 Shooting (d6+2)
Activate farsight: Ranged penalties halved, (−1 at Medium and–2 at Long)
Psionics [dice:3rnsyyx7]48470:0[/dice:3rnsyyx7]
Wild [dice:3rnsyyx7]48470:1[/dice:3rnsyyx7]

Unshake: [dice:3rnsyyx7]48470:2[/dice:3rnsyyx7] Wild [dice:3rnsyyx7]48470:3[/dice:3rnsyyx7]
Ace [dice:3rnsyyx7]48470:4[/dice:3rnsyyx7]
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Signal Check: All Quiet

Post by Freemage »

OOC Comments
Okay, before dropping the map and initiatives, I need a couple other things:

0: Calyx's position. He's got, broadly speaking, three options:
  • Inside the Caravan. Gets him protected, makes it hard to shoot blasts of lightning, but of course he can always step out once trouble gets close enough.
    Atop the Caravan. Puts him in position to act as soon as folks are in his range.
    Mid-Flank position. Chok'lat and Growler are front-flank. Herra took one side of the mid-field, meaning that if Calyx wants, he can take the other mid-field position.
1: Notice rolls for SnackHappy (Sensor bonus +2 applies), Sara (ditto), Herra, and Calyx (if Calyx is IN the Caravan, he gets the sensor suite bonus; if he took a flanking position with Herra, or opted to be on top of the Caravan, then no bonus). No one is getting surprised by combat starting, of course--SAMAS don't do stealth. But some of them are trying to be sneaky.

2: Stealth roll for Herra, and for Calyx if he's in the other mid-field flank position. You get a +6 from Cover/Immobility, so really it's worth it even if you don't have the Skill. If the SAMAS unit beats you on initiative, being out of sight could easily save your lives.

Heads up on how I'm going to do Initiatives:

I will be drawing individually for PCs, and then there will be two groups of bad guys--one for the aerial team, and one for the ground troops (other than a possible Tactician card for the bad guys, there's no initiative wonkiness on my side, so this works pretty well). PCs will be clustered around those two draws accordingly--so we may have as many as 5 'clusters', or as few as 2.
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?)
.
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SnackHappy
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Re: Signal Check: All Quiet

Post by SnackHappy »

OOC Comments
Notice: [dice:1bzin3qh]48492:0[/dice:1bzin3qh]
Wild: [dice:1bzin3qh]48492:1[/dice:1bzin3qh]
Smiling Jacob finishes selecting some tracks for the upcoming battle as he checks the sights and prepares to open up on the enemy with heavy weapons.
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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Peta Chante
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Re: Signal Check: All Quiet

Post by Peta Chante »

Stealth 8
Stealth [dice:26lupcih]48497:0[/dice:26lupcih]
Wild [dice:26lupcih]48497:1[/dice:26lupcih]
Notice 3
Notice [dice:26lupcih]48497:2[/dice:26lupcih]
Wild [dice:26lupcih]48497:3[/dice:26lupcih]
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
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Henry_Price
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Joined: Sun Apr 29, 2018 7:09 pm

Re: Signal Check: All Quiet

Post by Henry_Price »

Exalted Smite: Soul Blast 8
Exalted Smite Chok'Lat Rifle (Soul Blast, 6ppe)
Mysticism [dice:2tab4yyr]48499:0[/dice:2tab4yyr]
Wild Die [dice:2tab4yyr]48499:1[/dice:2tab4yyr]
Henry leans over toward the brodkil and lays his hand on his rifle. "Some people forget that Raven is a god of death. He has offered you his blessing today my friend."

A pale light flows from Henry's hand, settling onto the rifle and sinking into it.
Last edited by Henry_Price on Sat Jan 19, 2019 11:55 am, edited 3 times 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.
User avatar
Sara Turner
Posts: 109
Joined: Sat Oct 20, 2018 2:46 am

Re: Signal Check: All Quiet

Post by Sara Turner »

Notice 9
+2 sensors, +4 Telemechanics
Notice [dice:d9cascgn]48522:0[/dice:d9cascgn]
Wild [dice:d9cascgn]48522:1[/dice:d9cascgn]
Telemechanics 14; Raise
-2 MAP
Psionics [dice:d9cascgn]48522:2[/dice:d9cascgn]
Ace [dice:d9cascgn]48522:6[/dice:d9cascgn]
Wild [dice:d9cascgn]48522:3[/dice:d9cascgn]
Greater Smite 20; Raise
-2 MAP
Psionics [dice:d9cascgn]48522:4[/dice:d9cascgn]
Ace [dice:d9cascgn]48522:7[/dice:d9cascgn]
Wild [dice:d9cascgn]48522:5[/dice:d9cascgn]
Ruins/Radio tower
Afternoon
Round 0

Sara wasn’t sure what happened to Echo, but she was pretty sure the Coalition couldn’t have been behind it. That was something...magical, not technology. At least no technology she had seen employed by the Coalition before. They didn’t like magic, but they hadn’t developed anything to dispel or disrupt magical energies.

Sara climbed into the Caravan. She settled her NEMA rifle in easy reach and studied the controls for the weapons and sensors. Then she focused, reaching out with her mind for the computers and firing controls while also channeling a little extra...oomph into the weapons.
Greater Smite trapping
I wasn’t sure what trapping to pick for the Greater Smite. Can I use a psionic Fear trapping so anyone hit by the weapon needs to make a Fear check? Otherwise I might use Beam, maybe, for the AP 4? What do you think?
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
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Growler
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Joined: Fri Aug 18, 2017 7:42 am

Re: Signal Check: All Quiet

Post by Growler »

Quickness
Psionics for Quickness
  • Psionics: [dice:305uifih]48532:0[/dice:305uifih]
    Wild: [dice:305uifih]48532:1[/dice:305uifih]
    Result: 6 - Success.
    • Cost +1 Power Point to cast, but on a success add +2 to Pace and on a raise increase Agility one die type for the duration of the power.
      This power grants incredible swiftness to the recipient. The target has two separate turns per round on his action card instead of the usual one. Each turn is handled independently with its own actions, but the character must resolve one turn entirely before beginning the second. 5 ISP.
Seeing the Coalition soldiers heading their way to the ambush location, Growler calls upon his Inner Strength and sees the time seem to slow down to him.

"Growler in position, ready, and about to engage in 3...2...1..."
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
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Calyx
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Re: Signal Check: All Quiet

Post by Calyx »

Calyx did indeed inform the group what he had heard of the radio as soon as it was done. "I'll keep my...well, I guess, ears...'on'...during the fight an' whatnot, but not sure how much use that'll be since they may not chatter much an' they may be quick t'move right after." He gave a shrug.

He had a thought and commed Snack Happy as he got out of the Caravan. "Hey Happy. I don't know if it'd work, but...I had a thought about using my EMP ability on the SAMAS while they're flying. If it worked...they'd crash an' possibly be down an' out. It's one at a time, though, an' they gotta be pretty close so...never mind. They're unlikely t'get close enough, an' I'd likely become target numero uno, if ya know what I mean. Sorry. Shuttin' up now."

As the plan started to come together, Calyx moved to a position somewhat parallel to Herra's. He started up the his TW body armor, since that would last an hour. He also activated his Shadow Cloak, including, as the SAMAS got close enough and started their run, fading from view activating the Invisibility power from it as well.

Stuff
  • Position: Will go mid-flank.
  • Activating Body Armor
    • PPE: -1 of 5 PPE stored in armor.
  • Activating Shadow Cloak
    • Base activation (+2 to Stealth) and Invisibility.
    • Psionics roll to activate: Psionics die [dice:hmqinv79]48587:0[/dice:hmqinv79], Wild die [dice:hmqinv79]48587:1[/dice:hmqinv79] = 5 total.
    • PPE: -5 PPE from Calyx
  • Stealth check
    • +2 from Shadow Cloak, +6 from Cover/Immobility. Plus Invisibility.
    • Stealth die [dice:hmqinv79]48587:2[/dice:hmqinv79], Wild die [dice:hmqinv79]48587:3[/dice:hmqinv79] = 13 total.
  • Notice roll.
    • Notice die [dice:hmqinv79]48587:4[/dice:hmqinv79], Wild die [dice:hmqinv79]48587:5[/dice:hmqinv79] = 5 total.
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: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers
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