Bugged: Mission Briefing

Adventures and antics of the Joker's Jokers.
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Freemage
Savage Senior
Posts: 1811
Joined: Thu May 11, 2017 7:09 am

Bugged: Mission Briefing

Post by Freemage » Fri Nov 15, 2019 9:38 pm

After the crew has had plenty of time to 'welcome' Chok'lat back to their ranks, Sgt. Wilde comes in, whiskey glass and cigar in hands, and takes a seat. For once, Montcrief is not with her. "A'ight, Jokers. Get all the remaining hugs outta yer system, it's time ta get back down to business. Yer on courier duty. We've got a gadget they want to get installed in Kingsdale. It's essentially a Techno-wizard listening post--it turns the whole Ley Line it's installed on into an antenna to receive mundane radio transmissions; it'll also decrypt 'em. Ever since things went tits-up in Whykin, Prosek's boys have been more active in the area than ever. So we need to track them, as much as we can. The installation will be handled by the man on the ground there; you just have to take it to him. If you use the rift-gate, you should still open the rift about half a day's travel from the town and drive in. And don't land at the Nexus near town--we want to keep the fact that we have a portal we can control on the down-low. Or, of course, you could just drive straight there. Honestly, I think it'd be almost as long either way."

She pauses, as if waiting for something to happen, then shakes her head and pulls up a map of Kingsdale on the screen. She pulls out a laser pointer and indicates a specific building. "The town has two Ley Lines running through it. We're going to set up along this one--specifically, we've made arrangements to place it inside the Monolith, also known as the Magickal Guild. You take the package there, take it inside, get them to confirm receipt, then you can come back; they'll take care of the set-up. You should spend the night in town, if you like--it's a fun little city to get some R&R. Check in with the Watcher at the Monolith the next day to confirm installation, then come back."

With that, she nods. "The Bugger is being loaded into the Creeper now. Do try to avoid any CS patrols on the way--we do not want them to find it and realize what we're up to." She pauses, picking up her whiskey and cigar, and starts to get up, before looking around and sighing. "Right. Any questions?"
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

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)
.

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Ozzati
Posts: 68
Joined: Tue Apr 02, 2019 10:29 pm

Re: Bugged: Mission Briefing

Post by Ozzati » Fri Nov 15, 2019 10:36 pm

Ozzati has been especially quiet. No one has seen or heard from him since they returned. Surprisingly he is there and very alert.

At the mention of the techno wizard device he pipes up. "Sergeant. This 'bug' is being installed in or along a ley line?"

Without a pause, "Mundane tech gets all ..." there is a pause as Oz clearly trys to find the right word, " ... Wonky."

"Shielding the device in an energy absorption/disipation sheath is the best way to get a mundane device to function properly in a ley line. Did the creeper get installed with a shock absorption cradle?"
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: 60
Joined: Wed May 22, 2019 5:49 am

Re: Bugged: Mission Briefing

Post by Roy » Sat Nov 16, 2019 4:37 pm

Freemage wrote:
Fri Nov 15, 2019 9:38 pm
With that, she nods. "The Bugger is being loaded into the Creeper now. Do try to avoid any CS patrols on the way--we do not want them to find it and realize what we're up to." She pauses, picking up her whiskey and cigar, and starts to get up, before looking around and sighing. "Right. Any questions?"

Waiting for Ozz to ask his questions and get his answers Roy then asks the only two question he was curious about. "Sure boss, Do you happen to have a picture we might be able ta see? I reckon delivery like this might be attractive and I'd hate to find we delivered it to the wrong people. After all knowing a location is not always enough."

"Likewise I was curious if maybe we could get more than a day to poke around. Never know who you will meet or what you gonna learn when in a fancy new city."


After hearing the answer and waiting for others to finish Roy smiles. "I got me some splies n stuff ta pick up. Y'all need anything from Fred's?"
Resources & effects
PPE: 26/30
Wounds: 0
Bennies: 0 (0 conviction)
  • -1 Networking reroll/fail
    -2 vigor to resist flu
    +1 Conviction - Patient Zero
    -1 Conviction - Used for Finding a cure
Roy (Rob T)
Roy
Player Name: Rob Towell
Google Handle: Rob Towell
Rank: Heroic 2 Advances Left: 0
Race: True Atlantean (Human mechanically)
Iconic Framework: Temporal Wizard (Shifter)
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 17 (9)*

Amulet of Iron Will (+2/+4 Spirit to resist a lot of stuff)

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Growler
Diamond Patron
Diamond Patron
Posts: 167
Joined: Fri Aug 18, 2017 7:42 am

Re: Bugged: Mission Briefing

Post by Growler » Sat Nov 16, 2019 8:13 pm

"If the Magickal Guild changes their mind, do we have a backup location scouted out. I assume the Monolith is at the Nexus of the two Ley Lines, if they meet in Kingsdale. Which ley line would be the best for a secondary choice?"
Growler
Main Character: Tiny Tim
Alternate Character: Tony Vreski
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40

Active Powers:
None

Conviction: 1
Bennies: 2/3
Base Amount
-1 due Reroll Stealth Assisting

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Freemage
Savage Senior
Posts: 1811
Joined: Thu May 11, 2017 7:09 am

Re: Bugged: Mission Briefing

Post by Freemage » Sun Nov 17, 2019 2:44 am

Ossana takes the questions in turn, with each answer producing a new cloud of smoke from the cigar, slowly but steadily creating a thin haze in the room.
Ozzati wrote:
Fri Nov 15, 2019 10:36 pm
Ozzati has been especially quiet. No one has seen or heard from him since they returned. Surprisingly he is there and very alert.

At the mention of the techno wizard device he pipes up. "Sergeant. This 'bug' is being installed in or along a ley line?"

Without a pause, "Mundane tech gets all ..." there is a pause as Oz clearly trys to find the right word, " ... Wonky."

"Shielding the device in an energy absorption/disipation sheath is the best way to get a mundane device to function properly in a ley line. Did the creeper get installed with a shock absorption cradle?"
"This isn't mundane tech--it's Techno-Wizardry, designed to both feed off the line and interact with it. The Bugger's actually partly disassembled; the Monolith's senior Tee-Dub is going to be handling the assembly after delivery, so that you can get the pieces and parts through the city gate without anyone knowing what it's for." She pauses, and adds, "Oh, right, note that the city has laws regarding weapons in the city--you'll have to check your big weapons, and the vehicles will need to be warehoused, as well. The Bugger components are loaded on powered carts, along with a lot of extra boxes that are basically decoy materials, to make their exact nature even harder to identify. And the shipping crates are very well padded, and the carts are locked in place on the Creeper."
Roy wrote:
Sat Nov 16, 2019 4:37 pm

Waiting for Ozz to ask his questions and get his answers Roy then asks the only two question he was curious about. "Sure boss, Do you happen to have a picture we might be able ta see? I reckon delivery like this might be attractive and I'd hate to find we delivered it to the wrong people. After all knowing a location is not always enough."

"Likewise I was curious if maybe we could get more than a day to poke around. Never know who you will meet or what you gonna learn when in a fancy new city."


After hearing the answer and waiting for others to finish Roy smiles. "I got me some splies n stuff ta pick up. Y'all need anything from Fred's?"
Taking a swig of the whisky, she chuckles. "If you're at the Monolith, you'll be greeted by the Keeper, no chance for a misdelivery at that point." Still, she does call up a photo of a figure dressed in an all-black suit that would work well for a 19th-century mortician. He appears to be simply a pale-skinned human, until you realize that he's not merely bald, but utterly hairless--neither eyebrows nor eyelashes present. "If he tells you to come back later for some reason, that's what you do--do NOT try to force your way in. I hear they're still finding bits of the last person to try that scattered around the city. Their Tee-Dub is named Irene Larue, and no, we don't have a photo of her--the senior Guild members are all pretty private people."

She considers the R&R request. "Sure," she says after a moment. "Take up to a week of downtime after you've confirmed the installation--you can spend it there, here, or any point in-between. You've got one night booked at the Happy Days Inn after you've made the initial delivery. From what I understand, the place is usually at less than full vacancy, so you should be able to extend your stay pretty easily, or you can talk to them about an upgrade if you want to pay for chocolates on your pillow." She snorts. "As for exploring the town, just be careful. Dregtown, in particular, is not what you'd call a tourist attraction. And keep in mind, the city's got a LOT of Juicers running around--so no bar brawls."
Growler wrote:
Sat Nov 16, 2019 8:13 pm
"If the Magickal Guild changes their mind, do we have a backup location scouted out. I assume the Monolith is at the Nexus of the two Ley Lines, if they meet in Kingsdale. Which ley line would be the best for a secondary choice?"


She shakes her head. "Actually, the Nexus is outside the city--the lines aren't quite parallel, but they don't intersect within the city limits. They probably did that deliberately--most folks don't care to live directly under a Nexus site, after all. As for a secondary installation site, anyplace along the same line would be best, I suppose, if it's secure. The other line is less optimized in terms of angle, but it would still work in a pinch, I suppose. Still, it shouldn't be an issue; they're actually very happy to have us giving them intel on Coalition activity in the area."

OOC Comments
Kingsdale does require you to 'check' all obvious Mega-Damage weapons at the City Guard barracks, and ditto RA and armed vehicles.

Arcane (anyone who uses PPE) may roll Common Knowledge:
Success
The Monolith is crazy powerful and well-respected. There's a long waiting-list of people who want to join the Guild. And yes, the town has enough magically and psychically powered individuals (about one-quarter of the population) that they form an entire branch of the town guard.
Raise
That waiting list is over a thousand people long--for a Guild that only has 791 official members. The Monolith itself is rumored to have actually been brought to RIfts@ Earth from another dimension, already intact, and it's known by some that the tower actually has it's own astral pocket dimension (Guild member access only, of course). Techno-Wizardry is less common in Kingsdale than other more traditional arcane pursuits, at least in comparison to hubs like Lazlo and Stormspire, but a lot of common TW gear is available there.
Anyone with Juicer Uprising as their Character Hook knows that with the fall of Newton, Kingsdale is one of the top Juicer population hubs in North America (modest estimates suggest that the town milita, city guard and the reserves alone contain about 4500 Juicers, let alone unenlisted citizenry), and about a third of those are non-standard Juicer variants.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

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)
.

User avatar
Roy
Posts: 60
Joined: Wed May 22, 2019 5:49 am

Re: Bugged: Mission Briefing

Post by Roy » Mon Nov 18, 2019 9:22 am

Nodding his head Roy accepts the bosses statements. "Thank boss. With my talents it always helps to be prepared. And a little down tims for shopping and resupplies helps that a lot."

Later after the briefing Roy asks @Ozzati. "Hey Ozz, any chance we can capitalize on some of this down time. Maybe you could do a little work for me. I would of compensate you however you need. But I have some cool ideas for gizmos that we could use."
Resources & effects
PPE: 26/30
Wounds: 0
Bennies: 0 (0 conviction)
  • -1 Networking reroll/fail
    -2 vigor to resist flu
    +1 Conviction - Patient Zero
    -1 Conviction - Used for Finding a cure
Roy (Rob T)
Roy
Player Name: Rob Towell
Google Handle: Rob Towell
Rank: Heroic 2 Advances Left: 0
Race: True Atlantean (Human mechanically)
Iconic Framework: Temporal Wizard (Shifter)
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 17 (9)*

Amulet of Iron Will (+2/+4 Spirit to resist a lot of stuff)

User avatar
Ozzati
Posts: 68
Joined: Tue Apr 02, 2019 10:29 pm

Re: Bugged: Mission Briefing

Post by Ozzati » Mon Nov 18, 2019 10:04 pm

Roy wrote:
Mon Nov 18, 2019 9:22 am
Nodding his head Roy accepts the bosses statements. "Thank boss. With my talents it always helps to be prepared. And a little down tims for shopping and resupplies helps that a lot."

Later after the briefing Roy asks Ozzati. "Hey Ozz, any chance we can capitalize on some of this down time. Maybe you could do a little work for me. I would of compensate you however you need. But I have some cool ideas for gizmos that we could use."


@Roy "You have some schematics or is it all in theory?"

"I have no other obligations for our down time."
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
Chok'lat
Posts: 137
Joined: Fri May 04, 2018 4:41 pm

Re: Bugged: Mission Briefing

Post by Chok'lat » Tue Nov 19, 2019 12:19 am

Chok'lat puzzles a moment. "R&R? Maybe that means different to you. Cray Cray said that meant 'rip & rend'. That don't fit here. We ain't here to rip the town apart, right? Chok'lat don't do that no more."
Chok'lat
Chok'lat
Current Status Post
Bennies: 3
Current Status:
Wounds / Fatigue: 0 / 0
PPE: 20 / 20
Active Effects: None
Parry: 12, 9 without shield
Toughness: 19 (6), +6 vs ranged
Weapon in Hand:
ST JA-11:
WI-GL20 (active):
Shield of Faith
Adventure Cards:
  • Extra Effort: desc here
    Parley: desc here
    Speedy Gonzales:
Edit Signature

User avatar
Freemage
Savage Senior
Posts: 1811
Joined: Thu May 11, 2017 7:09 am

Re: Bugged: Mission Briefing

Post by Freemage » Tue Nov 19, 2019 1:15 pm

Ossana raises a brow at Chok'lat. "It's short for 'Rest & Recreation'. In other words, downtime. Like I said, the hotel you are booked in should be able to provide extended accommodations if that's what the team wants. No ripping the town apart."
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
PCs
Sir Blurre, 18th COT/New West
Gaspard Gillead, 12th AAT/Dirty Dozen
Ryder, 101st COT/Trailblazers
Serival Drumm, 24th COT
Ophelia Monk, Field Team 6
Hexx, Rising Stars SPC
Malaetheryan, Phase World/Relentless
Jaenelle, Beyond the Wall
Yeitso & Alicia Forsythe, Prestige Unlimited

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)
.

User avatar
Roy
Posts: 60
Joined: Wed May 22, 2019 5:49 am

Re: Bugged: Mission Briefing

Post by Roy » Wed Nov 20, 2019 8:02 am

Ozzati wrote:
Mon Nov 18, 2019 10:04 pm
@Roy "You have some schematics or is it all in theory?"

"I have no other obligations for our down time."
"I have some idea, mostly just conversions and a couple back up items. So really schematics would be something I can provide, but i would rather the expert do that."

"Really I am looking for ways to more efficiently accomplish effects i know i need during combat. Teleportation belt, and a personal time field. Every drop of energy I can preserve on the field will help. Last time in the cave I was exhausted, before things even picked up. "
Resources & effects
PPE: 26/30
Wounds: 0
Bennies: 0 (0 conviction)
  • -1 Networking reroll/fail
    -2 vigor to resist flu
    +1 Conviction - Patient Zero
    -1 Conviction - Used for Finding a cure
Roy (Rob T)
Roy
Player Name: Rob Towell
Google Handle: Rob Towell
Rank: Heroic 2 Advances Left: 0
Race: True Atlantean (Human mechanically)
Iconic Framework: Temporal Wizard (Shifter)
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 17 (9)*

Amulet of Iron Will (+2/+4 Spirit to resist a lot of stuff)

User avatar
Ozzati
Posts: 68
Joined: Tue Apr 02, 2019 10:29 pm

Re: Bugged: Mission Briefing

Post by Ozzati » Wed Nov 20, 2019 7:28 pm

@Roy "You considering things like a PPE battery or maybe a PPE optimizer?"

"You get me a list of what you want, at least the effects, and we can start refining the process down to make the schematics and look at the builds."
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: 60
Joined: Wed May 22, 2019 5:49 am

Re: Bugged: Mission Briefing

Post by Roy » Thu Nov 21, 2019 10:01 am

Ozzati wrote:
Wed Nov 20, 2019 7:28 pm
@Roy "You considering things like a PPE battery or maybe a PPE optimizer?"

"You get me a list of what you want, at least the effects, and we can start refining the process down to make the schematics and look at the builds."
"Great, I will get them too you as soon as possible. Just let me know what I owe you and we will be right." With that Roy starts packing up and heads to his rooms. He needed to sketch out some of his ideas, so the skills Techno-Wizard could make them into something real.
Resources & effects
PPE: 26/30
Wounds: 0
Bennies: 0 (0 conviction)
  • -1 Networking reroll/fail
    -2 vigor to resist flu
    +1 Conviction - Patient Zero
    -1 Conviction - Used for Finding a cure
Roy (Rob T)
Roy
Player Name: Rob Towell
Google Handle: Rob Towell
Rank: Heroic 2 Advances Left: 0
Race: True Atlantean (Human mechanically)
Iconic Framework: Temporal Wizard (Shifter)
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d6
Pace: 6; Parry: 5; Toughness: 17 (9)*

Amulet of Iron Will (+2/+4 Spirit to resist a lot of stuff)

User avatar
Sara Turner
Posts: 105
Joined: Sat Oct 20, 2018 2:46 am

Re: Bugged: Mission Briefing

Post by Sara Turner » Tue Dec 03, 2019 3:23 am

Common Knowledge 10
Smarts 1d12 = 10: 10
Wild 1d6 = 3: 3
Castle Refuge
Afternoon
Round 0

Sara sat quietly, taking in the briefing. Simple delivery, but when was anything simple. Kingsdale. Going home. The Monolith. Tara had always said she would one day join that august guild. Frankly, she deserved it, after building Sara a techno-wizardry body, she had to be one of the best. But that made Sara wary, as she was wary of all who might want to take her apart to see how she worked. She wasn’t sure she would survive it.

Where was Tara now?

“I might have a place to lie low outside the city if we needed,” Sara offered, thinking of the old NEMA bunker that Tara used as her lab. The one that had killed Sara.

***
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 40/40; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 20/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes.
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 4/4
Adventure Card
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
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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