Lay of the Land: Arrivals and Departures

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

Lay of the Land: Arrivals and Departures

Post by Freemage »

Departures and Arrivals:

The trip back on the ferry down the Missouri River is uneventful, though somber with the loss of a teammate. The ferrywoman permits you to bring the captives aboard, but requires that you keep them confined inside the Creeper during the trip. The civilian refugees, on the other hand, are welcomed aboard; one even decides, before the rest disembark, that he wishes to join the crew.

Just outside the ruins of Kansas City, the ferry docks. Here, the Creeper and Sasha need to disembark, heading further south along the Kansas/Missouri border, until you get to the Arkansas border, in order to make the overland trek east to Castle Refuge (roughly the exact reverse of how you got here in the first place). Roy, a new transfer, meets you at the dock, along with several transports. The Ley Line Walker is to join the Jokers, according to his papers (double-signed with both Ossana Wilde's nigh-illegible scrawl and Montcrief's equally distinct precision cursive). Meanwhile, Henry will accompany the trucks as they continue down-river on the ferry.

Once the ferry heads off further down the river, the Jokers continue on their assigned route, with a reasonable detour to check out the cave on the map provided by the Black Hand, a bit over two days travel away from Castle Refuge. Even with the map, it takes a little while to locate the cave--there are subtle magics concealing it, and no path leads directly there.

Still, Growler's nose is difficult to trump, especially off of a Ley Line, and you eventually make it to the cave entrance (also cloaked with an illusory cliff-face). Preparing yourselves for anything, you pass through the false wall, and find yourselves in a natural limestone cavern large enough for both Sasha and the Creeper to be inside. Set into the opposite wall is a huge stone door with an arcane combination lock. A small diagram on the corner of the map makes solving the puzzle fairly easy, and soon the vault is opened. Again, both Sasha and the Creeper can fit through the vault door.

Inside, you find a small chamber, decorated in subcontinental Indian style (likely very foreign to most of the characters here)--lots of throw-pillows, ornate rugs and wall-paintings in gold leaf--and filled mostly with curios, trinkets and small magical oddities, like a Techno-wizard can opener and an assortment of TW party favors and prankster tools. However, four items definitely make you take notice.

The first, on a writing table with an inkwell and feather quill, is a private journal--Savati's, detailing much of his life and activities up to this point. It is a hodgepodge of personal diary, research notes, travelogue and rambling self-aggrandizement, but there might be some useful tidbits to be extracted.

The second, hidden inside one of the sitting pillows (again, follow the Dogboy's nose), is an unsecured credstick with a balance of 9,000,000 Credits.

The third is a case marked with strange writing and glyphs; inside, you find a most curious gun--it is stylized so the barrel looks like the neck and head of a dragon, and the hilt looks like claws. It radiates an absurdly powerful magical aura as soon as the case is opened (the case, you quickly determine, is designed very specifically to hide this particular item's magical signature, but will not do the same for any other spell or enchanted object).

Finally, there is an arch on one wall, carved with strange sigils, about the same size as the Vault door. The journal reveals the arch's nature--for one who is bound to the arch by blood, it will open a Rift, despite the absence of a Ley Line!
OOC Comments
Hooboy, did you guys hit the jackpot.

First up, yes, that's nine million credits. Disperse amongst yourselves however you wish.

Second, the journal mainly lets you ask any questions you might have about Savati and the Black Market--it does confirm that he was a Spulgorth agent, who would wait until a few weeks after the Hand had rescued a group of slaves, then turn their location over to the Spulgorth and assist them in rounding the slaves up again. The delay with this particular group of refugees, apparently, was his undoing--because they were held by the Hand for so long, his masters demanded he immediately take the Slaver to go after them as soon as the Market Crew were clear, instead of waiting long enough for plausible deniability to kick in.
That said, the journal does give some insights into the inner workings of the Immortal Hand faction of the Black Market. If you have time to consult it (say, prior to a meeting, or while doing research), it provides a +2 to Streetwise checks involving the Immortal Hand. (Post-SWADE note: Make this a +2 to Networking checks with the Immortal Hand.)

The journal also reveals how to operate the archway. To bind to it, someone with AB: Magic must first prick their finger and bleed into one of the glyphs carved into the arch. This permanently drains 5 PPE. For this person, however, the archway now functions as an Easy Rift. It costs the bound mage 20 PPE to open. With a successful Spellcasting check, you can open it to anyplace on Rifts Earth, or to any other dimension. The Rift can be sustained from either side for 1 PPE/minute, BUT only so long as you remain within Smarts inches. And yes, Sasha can fit through, but the Creeper can't. According to notes from Savati's journal, he built the archway--without it, his writings indicate this could be a very dangerous Rift, indeed--Exploding or Consuming, perhaps, certainly going wildly unstable. Since there's no corresponding archway on the other side, of course, once it closes, you'd have to get back the hard way, unless you have someone left behind to re-open it on a schedule. (Should you reveal the Rift's existence to the Tomorrow Legion, any time they send you through it, they'll also send along a 'retrieval' wizard who will have bound with the arch for this purpose. But if you are, at some point, acting as free agents, well, then, you have to make your own arrangements.)

Last, but far from least.... Yeah. That's a Rune Weapon in the box. Specifically, a Dragon Rod. I'll be posting the write-up for that bad boy in the Loot Thread, but suffice it to say, it's a useful thing to have, especially for non-casters.

Truly last, and definitely least, you also can make a Notice roll (Investigator gets the +2) to find a useful TW Trinket. Feel free to make up your own, but some ideas to give you the power level:
A box of 20 one-shot TW Noisemakers, Spark-guns, and other toys; these can be used to gain a +1 to Taunt or Smarts Tricks, or to Persuasion rolls targeting small children.
A TW frying pan, can opener or other kitchen device; gets +2 to Common Knowledge roll to prepare a gourmet meal, or +1 to Survival for food-gathering purposes only.
TW instruments or art supplies: Grant +1 to Common Knowledge for one specific type of art, musical performance or the like (in SWADE, this would probably become a +1 to Performance).
One-shot items like the toys require no arcane background to use; permanent items are typically 1 PPE/hr, but also Ley Line Powered.
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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Ozzati
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Joined: Tue Apr 02, 2019 10:29 pm

Re: Lay of the Land: Arrivals and Departures

Post by Ozzati »

Ozzati gets off the Creeper as they approach the hill/mountain of Savati's lair. His first inclination is to determine if the rock formations are native to the area. Cursory glances would say yes, this is natural and that Savati did not just port in his own hidey hole.

Stepping beyond the illusionary wall, Ozzati is drawn to the natural limestone and looks up. As caverns tend to form from the top down, he makes some general assessments and evaluations. It must have been a slow leak.

Not to impressed by the vault door or the ante-chamber behind the door, his attention is instantly drawn to the archway.

"Some nice work here. A little rough in the carvings. But still very well done for a beginner."

Stepping back from the arch, he begins studying it from various angles.

"If he was a traveler, it is possible he studied someone else's work and just carved it from memory."

Pausing for a minute, "I would say he was a copycat artist."

When the journal is found and the team comes across the section talks about binding to the portal, "I could do that. At the very least I could do that."

pausing for a moment, "Does it say if more than one person can be bound to the arch?"
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
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Growler
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Joined: Fri Aug 18, 2017 7:42 am

Re: Lay of the Land: Arrivals and Departures

Post by Growler »

Notice 13
Notice (+2 due Scent since they are magical)
  • Notice: [dice:3lcz94j9]54022:0[/dice:3lcz94j9]
    Wild: [dice:3lcz94j9]54022:1[/dice:3lcz94j9]
    • Ace: [dice:3lcz94j9]54022:2[/dice:3lcz94j9]
    Result: 13 - Success with Raise(s)
Sniffing through the trinkets, Growler finds one that interests him. It is a small metal container with the picture of a howling wolf on it. When it is opened and the wheel inside turned, it produces a small flame that stays lit until the lid is closed (TW Zippo Lighter).

"Pack Leader SnackHappy, all I want is this little flame producer, one of the Altaran Necklaces, and perhaps some of the credits to improve some of my gear. That Dragon Gun looks interesting, but I don't really like the smell of it."
Knowledge Arcana 7
Knowledge Arcana for information on the Rune Weapon
  • Knowledge: [dice:3lcz94j9]54022:3[/dice:3lcz94j9]
    • Ace: [dice:3lcz94j9]54022:5[/dice:3lcz94j9]
    Wild: [dice:3lcz94j9]54022:4[/dice:3lcz94j9]
    Result: 7 - Success?
Last edited by Growler on Sun Jun 02, 2019 9:56 am, edited 3 times in total.
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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Roy
Posts: 70
Joined: Wed May 22, 2019 5:49 am

Re: Lay of the Land: Arrivals and Departures

Post by Roy »

Roy comes forward and introduces himself to the Team. The deep voice, and Texas accent coming out of the thin clean cut man sounds a little off. is he trying to sound so deep or is his voice naturally like that? "Roy Wilson, arcane specialist. I'll be helping out as I can, just let me know what you need and we will see what I can do."

Replacing Henry in the teams service Roy tries to get an understanding of the team. "Looks like ya'll have the bases pretty covered. be'n a long time since I seen a robot on a team, impressive."







When they arrive at the cave Roy uses his arcane awareness to analyze the magic before any enters ensuring it is safe. Then again once inside as things are being found he works with the team to identify the properties of the items and explain their use. When the case with the rune weapon is pulled out Roy lets out a real long deep whistle. "Oh'boy, now that is a fine find, but one you will want to be careful with."

Taking some notes of his on on the room Roy looks like a kid in a candy store as he helps catalog for the team. When the journal is found Roy become fascinated with it. "I'd like to be allowed to read this whole thing." He mumbles.

Finding the TW cook pot Roy is impressed with that. Setting it aside, he planned to ask if they could take it with them. "Buy the time the team is done with the cave it becomes obvious unlike your previous Arcane specialist, Henry, Roy does not believe in silence. Even when alone he is chattering to himself about the traits of the various tools as he takes notes in his data book.

OOC Comments
Automatically gains the Raise Effect on Exalted Detect Arcana. Free Action, no roll required, costs minimal PPE.
OOC Comments
Notice [dice:3gjn539g]54047:0[/dice:3gjn539g]
Wild [dice:3gjn539g]54047:1[/dice:3gjn539g]
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SnackHappy
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Bronze Patron
Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Lay of the Land: Arrivals and Departures

Post by SnackHappy »

"Roy is it? Welcome to the team! I'm glad you have a nice simple name Roy. Usually walker types have weird long names with too many syllables."


Walking into the place Jacob is taken back a little bit. "This sure is a big place. Not usually able to walk Sasha into caves and complexes." As they get into the antechamber Jacob climbs down. As the group looks around Jacob finds himself drawn towards the case with curious glyphs all over it. He picks it up. Without hesitation he opens the box pulling out the gun. Carefully he takes it out and admires it. "Man this thing is so beautiful. Have you magic types ever seen anything like this?" He points it around the room a bit. "I can almost feel it. Not just like normal either. It's almost like its alive. Truth e told it amazes me and creeps me out at the same time."
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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Roy
Posts: 70
Joined: Wed May 22, 2019 5:49 am

Re: Lay of the Land: Arrivals and Departures

Post by Roy »

SnackHappy wrote: Wed May 29, 2019 7:32 pm "I can almost feel it. Not just like normal either. It's almost like its alive. Truth e told it amazes me and creeps me out at the same time."
His vision still active as he examines the room Roy steps back. Seeing someone sweep weapons around a room like that reminds Roy of more than one safety accedent. "I can tell you all about it. Weapons like that have names, names all their own." Once he has Snackhappy's attention Roy won't shut up about the weapon. It is as if he was receiving a bonus for talking.
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Sara Turner
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Joined: Sat Oct 20, 2018 2:46 am

Re: Lay of the Land: Arrivals and Departures

Post by Sara Turner »

Savati’s Cave
Afternoon
Round 0

Sara parked the Creeper outside the vault and the team went in examining everything. She eyed the new guy, Roy. Talkative guy, wasn’t he?

Sara did look with interest when they found the unsecured credits. That could buy her a lot of improvements. None of the stuff they had gotten from the Spluggorth barge had been particularly interesting. The forearm blasters looked fine, but their proprietary eclips meant they would be so much junk soon.

The arch was interesting, but not something she could use. She didn’t particularly care for any of the TW trinkets, either. But she did start collecting the really nice, soft, gorgeous pillows that lay all around and haul them into the Creeper. They might as well be comfortable.
Roy
If Roy is spamming around Exalted Detect, he’ll soon notice that Sara isn’t what she appears to be. She isn’t human. In fact, she isn’t “alive”. She’s a techno-wizard construct. (Think TW android).
***

Barrier device
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: Lay of the Land: Arrivals and Departures

Post by Peta Chante »

Notice 22
Notice [dice:3axx1yon]54109:0[/dice:3axx1yon]
Ace [dice:3axx1yon]54109:2[/dice:3axx1yon]
Ace [dice:3axx1yon]54109:3[/dice:3axx1yon]
Wild [dice:3axx1yon]54109:1[/dice:3axx1yon]
The cave and its trinkets are impressive enough, Herra finds the decor alluring and agrees with Sara's instinct to remove pillows and hangings. She gives a small smile at the trinkets and toys take a few noise makers and sparklers to give to the D'Norr children they rescued from the Coalition. The one with the raw magical talent should have great fun with them.

The new man, Roy, seems competent enough and so Herra gives no more than a perfunctory nod at his presence. When it comes to the matter of the money she frowns, "Perhaps some of this should be given to the refugees from Atlantis. They could get a head start on their new life here with it." Money certainly didn't solve everything but it would be help to former slaves with no possessions of their own to speak of. Then again, Herra has seen salves fight to the death over a shiny rock. Perhaps so much money would sew discontent. "Or perhaps just turned into the Legion to support their efforts."

After that she returns to searching the cave with her physical and psychic senses.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
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Roy
Posts: 70
Joined: Wed May 22, 2019 5:49 am

Re: Lay of the Land: Arrivals and Departures

Post by Roy »

Hearing Herras ideas Roy shakes his head. "If they ain't been taught about finances then they will get ripped off. Better to send some with Henry. Then he and the legion can make sure they get a little land and farming going." Roy had seen too many people fall into a wind fall only to be broke as a wino a year later. No point in enriching con artist who would take advantage of the refugees.
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Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Re: Lay of the Land: Arrivals and Departures

Post by Ozzati »

Ozzati stode staring at the arch, even with its crude construction it was still quite sturdy. His mind continued to drift back to the Splurgoth Slaver barge. Those Tentacles. The thought sent shivers up his spine and made dark spots flash befoe his eyes.

Taking several slow and deep breathes, Oz is able to stabilize himself. With one last shiver Oz is able to focus. In the brief time he had with the barge, he had come across an idea. Looks like the barge acted like a charging station for all the weapons associate with the slavers. From what he could tell, the barge recharged and was powered by Ley Line energy, so there was always a ready supply of power.

The charging devices, in essence, held PPE and then recharged the weapons when they were in contact with it. It let someone without PPE or even ISP, recharge a Techno-Wizard weapon or piece of equipment. Wonder if I can build a portable charger.

When everyone is done with the traitor's journal, Oz finds a few blank pages in the back and begins sketching some diagrams and energy flow maps. Part way through his writing and drawing he stops and pulls out one of his personal TW devices. May need to sacrifice one of these in order to make a portable charger.

The portable charger would likely only charge one device at a time and then need to be refilled. It would be worth it. Making some further notes. Will need to see how the recharge works on a Ley Line.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]
User avatar
Roy
Posts: 70
Joined: Wed May 22, 2019 5:49 am

Re: Lay of the Land: Arrivals and Departures

Post by Roy »

OOC Comments
@Ozzati
Watching Ozzati work on his new device Roy wonders on over and starts up a chat. "Nice work, I was always amazed how ya'll techno wizards could do such things. I been an enchanter long as I remember, but even out best ain't got nothin on the efficiency ya'll get."

Taking a break only long enough to pull out his own TW pistol and show Ozzati. "I mean look at this, the quality and force of it is amazing. And you all got em fixed up like printed books where everyone can have one. Do you mind if I watch ya fer a while? I've always been o interested and wish I knew the real workings of the art."
User avatar
Ozzati
Posts: 76
Joined: Tue Apr 02, 2019 10:29 pm

Re: Lay of the Land: Arrivals and Departures

Post by Ozzati »

Roy wrote: Fri Jun 07, 2019 9:59 am
OOC Comments
@Ozzati
Watching Ozzati work on his new device Roy wonders on over and starts up a chat. "Nice work, I was always amazed how ya'll techno wizards could do such things. I been an enchanter long as I remember, but even out best ain't got nothin on the efficiency ya'll get."

Taking a break only long enough to pull out his own TW pistol and show Ozzati. "I mean look at this, the quality and force of it is amazing. And you all got em fixed up like printed books where everyone can have one. Do you mind if I watch ya fer a while? I've always been o interested and wish I knew the real workings of the art."
Ozzati does not say much, but Roy's inquiries spark something in the recently silent TW.

"I would be happy to explain things as best as my words are able."
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
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Roy
Posts: 70
Joined: Wed May 22, 2019 5:49 am

Re: Lay of the Land: Arrivals and Departures

Post by Roy »

Roy agrees, always willing to learn more about Magic and its interactions. "Sure thing. Chat away and I will do my best to listen. I know how to learn and this is a great opportunity." He then follows the TW around and listens. But for some reason though he is there to listen, Ozzati finds the line enchanter has trouble doing the listening part as he chatter so much, it can be hard to finish a paragraph.
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