The 99's New Ride

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Ndreare
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The 99's New Ride

Post by Ndreare »

With the sale of the Mark V the 99 now have a custom super sized APC. This custom built APC was designed by a German engineer formerly employed by Triax who has been trapped on the american continent for some time. While originally designed for the comfort of select officers and spartan accommodation of troops. The 99 have taken on themselves to remodel the new APC.



This thread is the new open RP thread as the Mark V is no longer available.



NAME THIS APC
This touch and ruggid APC was designed to take a beating and keep on rolling while fleeing from heavily armed military units. An off Market APC with a lot of customization the original manufacturer looks to have been Triax in Germany, but some of the parts are obviously from the Americas.
Value: 12 million credits.

Bandito APC
Size: 9 (15' wide, 45' long, 17' tall (two decks)
Acc/TS 5/15 (1/10 in water)
Toughness: 35 (15)
Crew 2+44
Notes: All-Terrain, Environmental Systems, M.D.C. Armor, Sensor Suite, Comfortable rooms for 6, Bunks for 30, custom top hatch allows Power Armor to enter, exit, or fire from 1/2 cover, custom rails along top allows power armor to lock in along the top. Remaining mods 0
Weapons:
  • Port Dual Linked Medium Lasers (180 degree turret)
  • Starboard Dual Linked Medium Lasers (180 degree turret)
  • Top Mounted Dual Linked Light Rail Guns (360 degree turret)
The floor plan can be modified to whatever the players would like within the dimensions of a size.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
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Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
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Re: The 99's New Ride

Post by Ndreare »

Bandito Bison APC - Custom Configuration
99s APC View 1.jpg
99s APC View 1.jpg (45.24 KiB) Viewed 49043 times
99s APC View 2.jpg
99s APC View 2.jpg (35.97 KiB) Viewed 49043 times
99s APC Lower Deck - Transport Configuration.jpg
99s APC Upper Deck.jpg
99s APC Lower Deck - Sleep Configuration.jpg
99s APC Lower Deck - Sleep Configuration.jpg (64.41 KiB) Viewed 49043 times
99s APC Driver Compartment.jpg
99s APC Driver Compartment.jpg (19.73 KiB) Viewed 49043 times
99s APC Officer Quarters.jpg
99s APC Officer Quarters.jpg (37.7 KiB) Viewed 49043 times
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: The 99's New Ride

Post by Ndreare »

As the members of the 99 come together for their meeting L.C. has some critical information he would like to share, that requires a more private setting than the public lobby of Ladders.
Everyone is well rested and having put in their orders or scheduled their needed surgeries the time is loose enough to allow for a full conversation with being rushed.
Instruction
everyone make a notice roll

Post how you enter, and what you do as you wait for L.C., or perhaps you arrive after him and he has to wait for you?

This is the meeting L.C. called for, but it will happen here.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Miles RAD Radoslav
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Re: The 99's New Ride

Post by Miles RAD Radoslav »

Sir William descends to the lobby, having settled the refugees in their new accommodations. Seeing LC, he approaches and stands to attention. "Sergeant. The refugees have been resettled here and are ready for transport to Castle Refuge at your discretion."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Foxx
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Re: The 99's New Ride

Post by Foxx »

Despite her melancholy departure, the dark elf has made her way to Ladders and booked a room. Seeing a gathering of her team, she continues to relax in the lounge area, making notations in a heavy leather bound book. She puts it away once it becomes apparent that she will needed to join their gathering.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility, Teleport/Greater Teleport

Legendary Trait:
  • World of Badass - Wild dice now 1d8
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Kaja Earthblooded
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Re: The 99's New Ride

Post by Kaja Earthblooded »

Notice 4
Notice [dice]0[/dice], [dice]1[/dice]
L.C. sent word to Leethe earlier in the day to make sure she destroys all the tracking devices ASAP on both APCs.

L.C. walks in from Macs. "Excellent, Hardin should be back with the new folks and Dinner soon. We've got a lot to talk about, some explanations and some thoughts about what I see going on in the future. But it can wait for a few. Sit down and take a load off. I wanted to thank you for backing my play out there. It did not end like I wanted, but I had to try some answer besides just shooting and killing guys who were in the middle of things they don't understand. the Red Bastards, however, I'm all good with ending in the most expedient and final manner we can. Sadly I think we'll get that chance."

Notice 3
Notice [dice]2[/dice], [dice]3[/dice]
Brison nods to the cyber-knight and LC as they enter. Interesting the way things turned out. Brison takes the invitation to sit down as a general one. "I always wondered if you'd found that drive. None of us on my old squad knew where it'd been hidden. We thought it had been lost. I'm guessing this talk has something to do with that?"

L.C. nods and answers with a cryptic, "that and may other things, but I'd rather not tell it twice."
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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Vincent Gray
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Re: The 99's New Ride

Post by Vincent Gray »

Vincent heads in. He looks for an empty chair but there are none to be found. He shrugs and leans against a wall, crossing his arms.
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
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Foxx
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Re: The 99's New Ride

Post by Foxx »

L.C. wrote:
Notice 4
Notice [dice]37675:0[/dice], [dice]37675:1[/dice]
L.C. sent word to Leethe earlier in the day to make sure she destroys all the tracking devices ASAP on both APCs.

L.C. walks in from Macs. "Excellent, Hardin should be back with the new folks and Dinner soon. We've got a lot to talk about, some explanations and some thoughts about what I see going on in the future. But it can wait for a few. Sit down and take a load off. I wanted to thank you for backing my play out there. It did not end like I wanted, but I had to try some answer besides just shooting and killing guys who were in the middle of things they don't understand. the Red Bastards, however, I'm all good with ending in the most expedient and final manner we can. Sadly I think we'll get that chance."
A sharp look towards L.C. and a slow intake of breath keeps her from making a sudden, and violent, career decision. She opens her book once more and goes back to writing in it, it seems to have a calming effect. Taking her mind off things.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility, Teleport/Greater Teleport

Legendary Trait:
  • World of Badass - Wild dice now 1d8
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Ndreare
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Re: The 99's New Ride

Post by Ndreare »

Brison adds. "Word was one of those kids from the Federation of magic was an informant. We were supposed to bring him and his intelligence back with us. or eliminate them at all cost. But for security reasons we were never told which one was the informant, and never told what was on the drive."
******************************** Reuben is scene sitting just outside the hatch of the APC where he has spent most of the day deep in meditation.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Kaja Earthblooded
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Re: The 99's New Ride

Post by Kaja Earthblooded »

(rolls held)
He nods to Brison. "One of many things I have to mention to the Major when I get back to the Castle. If anyone wants to, I've got a blank after action report on my computer. It will transcribe your voice if you want to include a report with our mission reports. You are free to read mine so you know what I put in mine. I try not to pull any punches, or flinch from them as the case is here. You can put in whatever you want in yours. Call for my dismissal, censure, fine, death, or whatever the case may be. I won't be reading yours except to load them into the report and check for formatting."
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
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Re: The 99's New Ride

Post by Leethe »

Leethe comes into the new APC, only briefly being it it early to find the tracking bugs. "So this is the new base?" She finds a place to sit down.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Re: The 99's New Ride

Post by Hardin »

Hardin wanders in wearing what looks like a western flannel shirt and without his typical armor or duster, but with his familiar cowboy hat securely in place. Behind him, two juicers and a mystic follow laden with bags of bar food from The Drink.

"Brought dinner!" Hardin announces, before instructing the new members where to put the food, grabbing a basket of chicken wings, and taking a seat.

"Oh, 99s, meet a few new members of the team. This here is Renee, that's Matthew, and that fella over there is Ruben. Say hello, and play nice like. Looks like Vincent already got here." He nods in Vincent's direction.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Ndreare
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Re: The 99's New Ride

Post by Ndreare »

Looking shaken to his core Reuben tumbles over reaching out to touch Hardin. As his hand brushes your you are suddenly not in the APC anymore.
************************************ Suddenly you mind is filled with pictures, a series of images each difficult to understand and describe. You can feel the images are somehow clouded as if the mystic is using his energy to protect your mind from the price he pays. Their meaning clarion to you.
Two great armies battling on an field to large to view. One army an army lead by dragons and angels, but populated by many things, the other lead by a man you can only identify as hatred and greed populated by the bones of the dead hearts. But as you look on the vision there is a strange and subtle shadow that moves over it almost unseen, as if a small cloud moved across the sun. Filaments of shadow barely perceptible control the man of hatred and greed, its army of skeletons doing the bidding of the shadow as they destroy the dragons army.
Then the vision changes as the army of hate and greed wipes away the dragons army leaving nothing left. A new vision comes...
A place comes forth a place of protection, but from within many filaments of light and darkness come out. The filaments attacking the men of hate and greed, the filaments attacking the shadow, the filaments exploring the world. The shadow grows angry at the attacks from the place of protection, the men of hate and greed begin to hate the place of protection.
Time passes, as time does and the men of the place of protection filled inside with both light and dark find something, a thing dark and buried in a distant place. They keep it, wishing it for themselves, wishing it to be hidden from others they take it to the place of protection. The people of the place of protection look upon the thing that has be brought and try to destroy it, but they cannot, so they had it away and seek help.
The man of hate and greed is suddenly many men, but three more prominent than the others. as the filaments of shadow now swirling in a band around the hands of the men controlling the soulless army. From their ranks comes scores of men made of emptiness nodding they move to the place of protection. Buried beneath the walls, fall below is a place of protection guarded by the ley lines that cross it above. The empty men walk among the people of the place of protection. One with them, but apart.
Then the vision changes as time goes by, but then another vision comes, this one clearer still. The empty men walking amongst the people in the place of protection are anxious they move directed by hate and greed, directed by the hidden they act, each with calm moves and brings destruction. A destruction such that the place of protection is no more. I the place beneath something moves, something stirs, four unknowables come from the place beneath. They move, they learn, and they begin to play.
************************************ Player Hardin takes 2 levels of fatigue as he is exhausted from the vision. The vision ends and Reuben cannot be awoken.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Leethe
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Re: The 99's New Ride

Post by Leethe »

Notice 8
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Wild Ace [dice]2[/dice]
Leethe gets up from where she is sitting and rushes over to Hardin and Reuben, she tries to wake Rueben but can not. She looks over at Hardin, "What just happened? are you alright?"
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Hardin
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Re: The 99's New Ride

Post by Hardin »

Leethe wrote:
Notice 8
Notice [dice]37690:0[/dice]
Wild [dice]37690:1[/dice]
Wild Ace [dice]37690:2[/dice]
Leethe gets up from where she is sitting and rushes over to Hardin and Reuben, she tries to wake Rueben but can not. She looks over at Hardin, "What just happened? are you alright?"
Hardin holds his head and mutters, "Ow. What on earth. Did y'all just see that?" When the rest of the party indicates they did not, he says, "seen a vision, but it didn't make a lick of sense to me. Different armies fightin' over long periods a time, some place that felt protected somehow? An item, buried in the ground, and four somethin or anothers come crawling out to play, and not in a good way. The whole thing just felt.. wrong somehow. Ach. My head is killin' me, and ah ain't makin a lick of sense, am ah? L.C., can you come in and poke around? Maybe it'll make sense ta you?" He says this last part while pointing at his temple, clearly inviting L.C. to read his mind.
For LC
Once he tells Hardin he can't mind read, suggest a telepathic link and Hardin will "send" you the images he saw.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Kaja Earthblooded
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Re: The 99's New Ride

Post by Kaja Earthblooded »

(rolls held)
Spirit 10 vs Fear = takes 1 fatigue, but is able to recover it in 10 minutes
Spirit Roll vs Fear [dice]0[/dice],[dice]1[/dice] +2 (Mentalist) +[dice]2[/dice]
L.C. watches Hardin fall in slow motion it seems and rushes over to help him up.
Hardin wrote:Hardin holds his head and mutters, "Ow. What on earth. Did y'all just see that?" When the rest of the party indicates they did not, he says, "seen a vision, but it didn't make a lick of sense to me. Different armies fightin' over long periods a time, some place that felt protected somehow? An item, buried in the ground, and four somethin or anothers come crawling out to play, and not in a good way. The whole thing just felt.. wrong somehow. Ach. My head is killin' me, and ah ain't makin a lick of sense, am ah? L.C., can you come in and poke around? Maybe it'll make sense ta you?" He says this last part while pointing at his temple, clearly inviting L.C. to read his mind.
"I can't easily poke around, but I can easily relay what you saw. Willing minds are easier. If you will all hold on a moment and open yourselves to me mentally, I will relay it out." He connects to everyone first, and then to Hardin's Mind. What comes is hard and actually staggers LC's incredibly powerful mind. It translates to his body as fatigue, so he sits down and continues.
The vision
************************************ Suddenly you mind is filled with pictures, a series of images each difficult to understand and describe. You can feel the images are somehow clouded as if the mystic is using his energy to protect your mind from the price he pays. Their meaning clarion to you.
Two great armies battling on an field to large to view. One army an army lead by dragons and angels, but populated by many things, the other lead by a man you can only identify as hatred and greed populated by the bones of the dead hearts. But as you look on the vision there is a strange and subtle shadow that moves over it almost unseen, as if a small cloud moved across the sun. Filaments of shadow barely perceptible control the man of hatred and greed, its army of skeletons doing the bidding of the shadow as they destroy the dragons army.
Then the vision changes as the army of hate and greed wipes away the dragons army leaving nothing left. A new vision comes...
A place comes forth a place of protection, but from within many filaments of light and darkness come out. The filaments attacking the men of hate and greed, the filaments attacking the shadow, the filaments exploring the world. The shadow grows angry at the attacks from the place of protection, the men of hate and greed begin to hate the place of protection.
Time passes, as time does and the men of the place of protection filled inside with both light and dark find something, a thing dark and buried in a distant place. They keep it, wishing it for themselves, wishing it to be hidden from others they take it to the place of protection. The people of the place of protection look upon the thing that has be brought and try to destroy it, but they cannot, so they had it away and seek help.
The man of hate and greed is suddenly many men, but three more prominent than the others. as the filaments of shadow now swirling in a band around the hands of the men controlling the soulless army. From their ranks comes scores of men made of emptiness nodding they move to the place of protection. Buried beneath the walls, fall below is a place of protection guarded by the ley lines that cross it above. The empty men walk among the people of the place of protection. One with them, but apart.
Then the vision changes as time goes by, but then another vision comes, this one clearer still. The empty men walking amongst the people in the place of protection are anxious they move directed by hate and greed, directed by the hidden they act, each with calm moves and brings destruction. A destruction such that the place of protection is no more. I the place beneath something moves, something stirs, four unknowables come from the place beneath. They move, they learn, and they begin to play.
************************************
The Vision wrote:Two great armies battling on an field to large to view. One army an army lead by dragons and angels, but populated by many things, the other lead by a man you can only identify as hatred and greed populated by the bones of the dead hearts. But as you look on the vision there is a strange and subtle shadow that moves over it almost unseen, as if a small cloud moved across the sun. Filaments of shadow barely perceptible control the man of hatred and greed, its army of skeletons doing the bidding of the shadow as they destroy the dragons army.
L.C.'s voice comes strong across the telepathic link. 'This is the Tomorrow Legion and the CS, with the Federation of Magic controlling the CS. Via infiltrators. The list of those infiltrators is on that drive everyone wants to kill us for.'
The Vision wrote:Then the vision changes as the army of hate and greed wipes away the dragons army leaving nothing left. A new vision comes...
A place comes forth a place of protection, but from within many filaments of light and darkness come out. The filaments attacking the men of hate and greed, the filaments attacking the shadow, the filaments exploring the world. The shadow grows angry at the attacks from the place of protection, the men of hate and greed begin to hate the place of protection.
'The filaments are all the Tomorrow Legion's teams. Curious about the filaments of darkness, but I guess that's true of any organization. But it may not be us at all - it may be who is left after the CS attack. Visions like this are always one possible outcome. '
The Vision wrote:Time passes, as time does and the men of the place of protection filled inside with both light and dark find something, a thing dark and buried in a distant place. They keep it, wishing it for themselves, wishing it to be hidden from others they take it to the place of protection. The people of the place of protection look upon the thing that has be brought and try to destroy it, but they cannot, so they had it away and seek help.
The man of hate and greed is suddenly many men, but three more prominent than the others. as the filaments of shadow now swirling in a band around the hands of the men controlling the soulless army. From their ranks comes scores of men made of emptiness nodding they move to the place of protection. Buried beneath the walls, fall below is a place of protection guarded by the ley lines that cross it above. The empty men walk among the people of the place of protection. One with them, but apart.
Then the vision changes as time goes by, but then another vision comes, this one clearer still. The empty men walking amongst the people in the place of protection are anxious they move directed by hate and greed, directed by the hidden they act, each with calm moves and brings destruction. A destruction such that the place of protection is no more. I the place beneath something moves, something stirs, four unknowables come from the place beneath. They move, they learn, and they begin to play.
'The rest of this is definitely a future vision. We'll report it, as I'm sure it has already been reported, but mostly we need to keep aware. These four unknowables concern me, but our immediate issue is this attack by the C.S. I have some theories on that I will share in a moment.'
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
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Ndreare
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Re: The 99's New Ride

Post by Ndreare »

As the vision is linked and shared with the minds of the 99 each of you feels the strain of receiving this horrible vision.
All Players Make a Special Fear Check
(L.C. includes his Mind Melter bonus)
Failure = take 2 Fatigue and shaken (shaken out of combat is a cinematic thing)
Success = take 1 Fatigue and shaken (shaken out of combat is a cinematic thing)
Raise = take 1 fatigue, but is able to recover it in 10 minutes
2 Raises he resist completely.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Leethe
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Re: The 99's New Ride

Post by Leethe »

Spirit versus Fear 7
Spirit [dice]0[/dice]
Wild [dice]1[/dice]

Smarts [dice]2[/dice]
Wild [dice]3[/dice]
wild ace [dice]4[/dice]
wild ace ace [dice]5[/dice]

asking if I can retcon part of this action. it works better if she is still connected to the others for what is going to happen next with her.
Leethe physically pass out after seeing the images but she is still connected the telepathic switchboard with everyone else. Something odd seems to be going on with her thoughts though.
Last edited by Leethe on Mon Jun 25, 2018 6:03 pm, edited 2 times in total.
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Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Vincent Gray
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Re: The 99's New Ride

Post by Vincent Gray »

Fear Check 4
[dice]0[/dice]
[dice]1[/dice]
Vincent's eyes squeeze tight as the vision consumes him. He staggers for a moment, close to toppling to the ground, but is able to right himself at the last moment. Exhausted, he finds an empty seat and lowers himself into it, shaking his head.
Last edited by Vincent Gray on Tue Jun 26, 2018 7:58 pm, edited 1 time in total.
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Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
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Foxx
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Re: The 99's New Ride

Post by Foxx »

Spirit vs Fear check 5
Spirit [dice]0[/dice]
Wild [dice]1[/dice]
Foxx opens her mind to L.C. to see what terrible vision has occurred. Watching it is very jarring to the line walker. Of course, it's all symbolic, telling the story of what is going on in the most abstract way possible. Abstract is so frustrating yet so useful to the watcher. Despite L.C. telepathic prattling she is concerned about what the Tomorrow Legion finds and brings back to the Refuge. Something that is dark and cannot be destroyed sounds like something that sound be left alone. That is the beginning of the epic of all mistakes, dealing with something beyond one's understanding and thinking you can control it. There are various history lessons in her mother's library that talk about it and all of them generally end the same way; a smoldering hole in the ground or something terrible set loose in your world.

As the vision ends she finds herself slump off her seat, on all fours on the floor. Such horror the vision wrought upon the viewer, it even brings the dark elf to her knees. "Ji nindol zhah ter'rol?(1) How delightful."

She takes her time pushing herself into her chair, watching the others reactions. She aid them once she gets her wits about her.
Translations
1. So this is terror?
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility, Teleport/Greater Teleport

Legendary Trait:
  • World of Badass - Wild dice now 1d8
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Miles RAD Radoslav
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Re: The 99's New Ride

Post by Miles RAD Radoslav »

Sir William ponders for a moment, then speaks. "Sergeant, if I may - I have a thought or two on this vision. I believe the men of hate and greed are in fact the Coalition, but perhaps the army led by dragons and angels represents Tolkeen? That would be consistent with the CS wiping out the army of dragons and angels. As for the future vision - well, my personal vision as a Cyber Knight was clear. I must stand at the castle and protect it. Perhaps this threat is my purpose."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Rob Hunter
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Re: The 99's New Ride

Post by Rob Hunter »

Rob Hunter wanders into the meeting a bit late, staring off into the distance and looking like he's not paying attention. Something heavy is wearing on his mind, he is thinking about how his friend died at the hands of those Coalition robots.

As he enters he is suddenly struck with the shared vision and nearly falls over.
Fear Check
Spirit roll: [dice]0[/dice], Wild Die: [dice]1[/dice] (Not sure if the Strong Willed edge applies to this, but if so I get a +2)
"Robots, why did it have to be robots..."
Rob Hunter, M.A.R.S. Power Armor Pilot
Rob Hunter, Human, M.A.R.S. Super Trooper Power Armor Pilot
Pace: 7; Parry: 8; Toughness: 19(10)
Combat-Relevant Edges & Abilities:
  • Dirty Fighter: +2 to Trick maneuvers.
  • Quick: Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5.
  • Brave: +2 to Fear tests.
  • Giant Killer: +1d6 damage when attacking creatures three sizes or more larger than himself.
  • Steady Hands: Ignores the “unstable platform” penalty for fring from the backs of animals or riding in moving vehicles. When performing actions while Running (see page 65), his penalty is -1 instead of -2.
  • Charge: Ignore the multi-action penalty for Running when making a Fighting atack at the end of movement.
  • Battle Hardened: Add +2 to all Soak rolls
Wounds: 1/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Extra Effort: Play to add +1d6 to any trait roll. This roll may Ace.
  • Boom! Head Shot: You may ignore any Called Shot penalty on your next ranged attack.
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
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Kaja Earthblooded
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Re: The 99's New Ride

Post by Kaja Earthblooded »

(rolls held)

L.C. nods to the cyber-knight. Over the link there is a thought of irony over a CS trained psychic working with a cyber-knight, mages, and other champions against the CS, but it passes in seconds, given no more thought. 'Use the telepathic link. I don't want us overheard. And can someone see to the ones who passed out, I've got the druid.' He moves over to help the mystic up. He helps him into one of the lower beds after grabbing a blanket and pillow from the storage underneath the bed. He stores the mystic's gear underneath the bed, but leaves him in his armor.

As he works, he continues over the telepathic link. 'Okay, so the initial vision is the Tolkeen War, with someone controlling the CS High Command, and through it influencing the CS's decisions as a whole. I wouldn't have associated Angels with Tolkeen, but I'll buy it. That makes the place of protection the Tomorrow Legion, and the filaments the various SETs, AATs, and COTs like us. The darkness in them probably represents folks who are using our crusade to help others to advance their own agendas. Easy enough. I can see that. '

'So that makes the man of emptiness an infiltrator. Someone from the CS, but working for the Federation of Magic, or perhaps someone worse. Either way, it leads to what looks like a sneak attack that leads to the destruction of the Castle. When the druid talked to us earlier, he talked of Coalition Ley Line Walkers. Now to most folks, that would seem like nonsense. There's this rumor that we heard a lot in the Psi side of things. Of these mages that are hard core CS fanatics and would literally die for the CS. I've known guys I trust who say they are real, but they always use this friend of a friend reference. That list we lost Arthur over? It's a list of Federation infiltrators in the CS's High Command. I figure the Federation of Magic is pissed off at Castle Refuge and is using the CS to attack us. Anyway, if a Fed mage was to masquerade as a loyal CS Mage, and a CS strike team was to get orders from High Command, then I could see them putting a nuke in Castle Refuge via the Nexus. But I also think that if we were to expose who they are working for, we could stop the operation. Possibly with the Strike Team disarming the nuke. Then we get them the hell out of our home and send them on their way. Or kill them. Whatever Legion Command decides.'

He pauses, then continues. 'The rest of the vision concerns me though. I don't know what it is they might find, but there is no way it is good. Anyone got any ideas about that? I don't recognize the imagery.'
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
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Leethe
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Re: The 99's New Ride

Post by Leethe »

Leethe starts to have a dream, the shared vision having triggered something within her. She is not forcing the other to see it but those that wish to watch it are able too. Leethe sees a vision of the past. Her past.
************************************ There is a group of people on a ship with someone familiar. The girl she saw in her past visions. They all seem to be the crew of this ship. The ship has landed on a strange planet, with alien crystalline structures on it. Teams are formed from the crew, some stay on the ship while others make search teams. They have found that the this planet has a breathable atmosphere, which is strange to them. As the girl leaves the ship, she looks up in the sky. Apart from the differences of this universe. Those being space is filled with light and stars are radiating darkness. There is a large planet in the sky of where they are. They are on a moon. The planet in the sky is very similar to Earth.

One of the team members says, “We must investigate the structures and figure out what has happened to the moon.”

The team all agree and moves into the structures.

Inside the main structure they find a large room with ten pillars around a large sphere object. Two of the pillars seem to be damaged but the others are glowing with strange lights. On each pillar, the lights run into a small metal object. The team disperses to look over the pillars and study them

At the third pillar, a girl reaches out and touches the object. At second pillar, a male is studying the glowing designs. Suddenly at the third pillar there is a flash of light and where the girl was, not stands a female form, made of metal. She slowly turns to look at the male studying the second pillar. Her arm shifts into a blade and she rushes the male and kill him with the blade, a swift death.

All the pillars seem to react to the flash of light. At several other pillars, there are more flashes of light and more of the female members of the team are transformed into metal forms. These metal girls, work towards gather up other females to be converted and kill the males.

The girl was closest to the door and she makes a break for it, running as fast as she can.

The girl is looking around for a place to hide. They will catch up to her soon but there are no places to hide on this alien crystalline like world. She hears a load shriek and looks towards the direction for a second. They are coming.

She starts running away from the noise as fast as she can. Everything will be lost if the catch her. They already got all the others. She sees a flash of light ahead of her. "Not good, not good." The girl thinks this as she changes her heading. One of them is in front of her. She hopes that one doesn't know about her yet. She might still have a chance. If only she can get back to the ship.

Unfortunately the heading change was a bad call as she runs into one of her former companions. The girl she runs into has been turned into a machine, their skin turned into metal, like a skin tight outfit. Their hair is also metal fibers, a material matching the color their hair used to be. She spots the girl and holds up her hand. A sliver tear dropped shaped device appears in it.

"Oh shoot, not good at all. I may be done for now." the girl says.

The machine girl points the tear at the girl and it shoots at her. The girl does her best to evade it but as it closes, a wire shoots out of it, striking her. The metal tear pulls in and rest on her chest. She feels more pain as if it is connecting more wires into her.

She hears a voice in her head, "Who are you and why have you come here?”

But she is confused and in shock, “I... I..”

The voice repeats, “Who are you and why have you come here?”

Regaining her senses a bit, “I'm Lieutenant Seiko Kurokawa, we were here to investigate what happened to Selene.”

“Selene?” the device scans her mind for the answer it seeks as its bond becomes stronger. “all, this.. moon.” She returns to the temple under the command of the device connected to her.

Time has past and the girl has returned to the temple. the strange devices have gathered up all the people. Many of the females were converted into metal forms, but there were eight who were not. The devices release the eight to talk to them.

“We were originally ten, but two were destroyed. Only eight of us remain. We need hosts, to our hosts we offer great power. You will control this solar system. Our existence must remain hidden. We will craft a new reality for you. You will not remember this day in the new reality. The reality we will craft will make you each into rulers of the worlds of this system. You will be connected to divine spirits. Those divine spirits are a sub routine of our programs. They will not know of our existence either. Their program will run from the primary core here. You will be given multiple items of power. Armor and weapons. We will also enhance you to have your own powers. The metal forms will be your servants.”

The system went about setting itself up how it was described. The devices connected to each of the girls, giving them new identity. They returned to Terra and took it over. Technology advanced greatly under their new rule and they colonized the solar system with exception of the 2 destroyed planets. Hermes, Aphrodite, Selene, Ares, Zeus, Cronus, Uranos, and Poseidon. The planets Athena and Hades having been destroyed. This became the Celestial Kingdoms.

The hosts became princesses of these worlds, wielding psionic powers, “magic” armor and weapons of great destructive power. The armor is a protective form fitting suit that when powered up, via pulling psychic energies, becomes flashiers, adds more protection and enhances the user. The weapons, also powered via psychic energies, offer means for powerful attacks of far greater strength then the user is normally capable of.

Time passes in the universe.

Cronus had developed a new technology to enhance the hosts. To make them immortal. Part of the process required the hosts to be reborn. The Cronus host, Seiko, went through the process. During this time, Cronus made it known that a new princess was need. A girl was found after some time. But the girl was the reborn Seiko, much younger now and able to live far longer. A ceremony was held for the rejoining of the “Divine Spirit” and the new found “Princess.”

The other Princesses and their Spirits went through the same process after it was proven to work.
************************************ Some time has past as the dream stops. Leethe rouses and looks at the others, “That was not expected.... I am this... Seiko?” She ponders that for a bit. “I am not sure how to interpret the visions of your world. Your universe? I knew I was not from this world. I think there is much more I don't yet remember yet."
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Re: The 99's New Ride

Post by Foxx »

Notice 8, Know (politics) 1
Smarts -8 [dice]0[/dice]
Ace [dice]2[/dice]
Wild [dice]1[/dice]

Notice [dice]3[/dice]
Wild [dice]4[/dice]
Ace [dice]5[/dice]
Watches Leethe sudden burst of personal insight. Interesting to see the goings on from another world in the multi-verse. "An example of the perils of visiting other worlds. You should consider yourself lucky to be here at all."

Turning back to the vision in hand, she switches to the telepathic link. There was much to discuss and there seem to be a logical pattern to the vision that made sense of the discussion. "Leyline walkers loyal to the Coalition States, now there's an abusive marriage." She does not mention how frightening the thought is of human magic users being loyal to a human supremest state using the very powers of the cosmos against their fellow magic users. Really not that rare in the Magic Zone actually, but this was a new level of darkness even she was surprised to be treading. "So that may be the case, perhaps we're not dealing with members of the Trwoo Federation of Magic, but these Leyline walkers. It would make more sense, seeing at Federation agents would be seeking to reap havoc on CS forces. Plus, Dunscon hated Tolkien for past grievances and had nothing to do with helping them against the CS. It's a little far fetch to believe he may have orchestrated the entire war and no-one, till now, knew about it. I am more incline to believe that there is another player on the field who has yet to reveal themselves. Perhaps the man who leads the CS forces against Tolkien is the single person in question.
L.C. wrote: 'The filaments are all the Tomorrow Legion's teams. Curious about the filaments of darkness, but I guess that's true of any organization. But it may not be us at all - it may be who is left after the CS attack. Visions like this are always one possible outcome. '
'Not all of us prefer to travel in the bright light of day. Something is better done in the dark when no one is looking and suffers from a moral conscience. I digress though.'

'I suppose at this point we can agree that it is the Castle Refuge as the place of protection. You could also count several others that are currently working to protect refugees. What could be so important that they would risk that safety by bringing in a dangerous object into the Refuge. My understanding of such things is to leave them the hell alone and not to bring them into your house. Consider those that lead the magical council, they would take such precautions.'
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility, Teleport/Greater Teleport

Legendary Trait:
  • World of Badass - Wild dice now 1d8
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Ndreare
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Re: The 99's New Ride

Post by Ndreare »

As the 99 are recovering in their APC thinking on the images that are continuing to refine in their head, they find the more they think on them the clearer they get. But each time their minds feel stretched and strained a little more.

Suddenly a signal comes over the radio. “Sgt. Charles, this is Joseph come in.” The message repeats itself three times waiting for an answer. When the radio is answered the 99 are relieved to hear it is one of Julian’s men contacting the 99 to let them know he back in the city and ready to meat up. He will be ready and waiting at Solo whenever the 99 are available.

OOC Comments
This begins after a few hours. The Fatigue is gone and the characters are all at full ISP/PPE
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Hardin
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Re: The 99's New Ride

Post by Hardin »

RFT wrote:As the 99 are recovering in their APC thinking on the images that are continuing to refine in their head, they find the more they think on them the clearer they get. But each time their minds feel stretched and strained a little more.

Suddenly a signal comes over the radio. “Sgt. Charles, this is Joseph come in.” The message repeats itself three times waiting for an answer. When the radio is answered the 99 are relieved to hear it is one of Julian’s men contacting the 99 to let them know he back in the city and ready to meat up. He will be ready and waiting at Solo whenever the 99 are available.

OOC Comments
This begins after a few hours. The Fatigue is gone and the characters are all at full ISP/PPE
Hardin rubs his head, the headache having finally dissipated. ”Whelp, ah s’pose the time fer talkin’ is over. Let’s move on out, right? Seargento, am ah gonna have ta put on that dang monkey suit again?” he asks, clearly referring to the formal clothing he'd had to buy earlier that day.

He fingers his borrowed body armor and thinks, Maybe ah oughta get one o’ these from Mac as a backup. Sure is comfier than my full armor.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Foxx
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Re: The 99's New Ride

Post by Foxx »

"Oh? Are we playing dress up?" Foxx said with an amused smirk. "I"LL sees what I have stuffed in my bag to brighten up the occasion." The humor was her attempt to lighten the moment. What they saw was plenty heavy to weigh any being down, even an elf.
Fauxalyn Norquinal
Character Name: Fauxalyn, Foxx
Parry: 5; Toughness: 5, Armor: 12 (+7), Spell & Armor: 22 (+7 & +10)
PP: 65/25
Wound -1, Soul Wound
  • Ley Line Magic Master
  • Ley Line Rejuvenation
  • Ley Line Sense
  • Ley Line Transmission
  • Ley Line Walking
  • Ley Line Observation Sphere
  • Ley Line Phasing
Bennies: 2

Edges:
  • Improved Rapid Recharge
  • Danger Sense
  • Linguist

Powers

Armor/Greater Armor, Bolt/Onslaught, Detect/Conceal Arcana, Dispel/Exalted Dispel, Invisibility/True Invisibility, Teleport/Greater Teleport

Legendary Trait:
  • World of Badass - Wild dice now 1d8
User avatar
Kaja Earthblooded
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Location: Korvosa

Re: The 99's New Ride

Post by Kaja Earthblooded »

(rolls held)
LC Answers the radio, "Go for Sergeant Charles." Listening, the others can see some relief flood into his face. "Excellent, let him know we'll see him very soon please. Charles out."

"It's dress to impress, but don't worry about it. We'll probably be moving quickly once we get in touch with him." Still dressed in his dress uniform, LC works it back to proper look, checking himself in the semi-mirrored door of the bathroom. After that, he heads out towards the Solo.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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Leethe
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Re: The 99's New Ride

Post by Leethe »

"We get to dress up?" The sparkles in Leethe's eyes do not forebode well at this thought. "I'll have to dig out my dress from my locker. hmm, do I have to iron that material? I'm not even sure what that stuff is."

Leethe rushes over to her locker and pulls out the most shiny thing you could ever imagine. It looks like a dress made of pure silver but has the flow of silk.

Leethe looks for a place to change. Looking at the bathroom stall. "That's pretty small. I'll go upstairs, no peeking. We might want to add a curtain for changing when we need too."

Leethe goes upstairs and changes into her dress. She comes back down wearing a very fancy looking outfit.

"I didn't even need to iron it. this material is pretty cool and feels good."
leethe silversilk dress.png
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: The 99's New Ride

Post by Ndreare »


SCENE BREAK

As the heroes return to the APC, they see the Harris and Locke relaxing outside. On guard, in their own way. Locke looks up at the heroes and says. "Back already, that was quick. Ruben is still sleeping. Something is wrong with him."

Looking into it Brison has been taking care of Ruben and organizing the APC while the team was gone, not wanting the time to be wasted. The vehicle is clean and in shape. He nods towards the upstairs bunk where Ruben is sleeping off his strain. "Not sure how long he needs, but I have not seen any changes.

How did it go with Mr. Fontaine? Are we heading back to the Castle?"
When he sees the small boy in tow however. He silences himself not sure of the situation.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Hardin
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Posts: 324
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Re: The 99's New Ride

Post by Hardin »

RFT wrote:
SCENE BREAK

As the heroes return to the APC, they see the Harris and Locke relaxing outside. On guard, in their own way. Locke looks up at the heroes and says. "Back already, that was quick. Ruben is still sleeping. Something is wrong with him."

Looking into it Brison has been taking care of Ruben and organizing the APC while the team was gone, not wanting the time to be wasted. The vehicle is clean and in shape. He nods towards the upstairs bunk where Ruben is sleeping off his strain. "Not sure how long he needs, but I have not seen any changes.

How did it go with Mr. Fontaine? Are we heading back to the Castle?"
When he sees the small boy in tow however. He silences himself not sure of the situation.
Notice 9
Notice [dice]0[/dice] + [dice]2[/dice]
Wild [dice]1[/dice] + [dice]3[/dice]


"We didn't get that far. Got ambushed by a buncha kids workin' for a sorcerer, of all things. Now we gotta kill him and get to Julian, pronto. Everyone get geared up. Anyone know someone in town who can get us permission to do violence in city limits? If not, we're gonna have to do this real sneaky.”
Anyone Able to Roll?
Anyone willing to use a contact, Streetwise, I know a guy, or something similar to try and get us permission to walk around town armed up? Hardin's not much help on this.
To the Juicers, he says,”Matthew, Renee, with me. Matthew, there’ll be doors to break down and plenty of close quarters work, an’ that’ll likely be you. Any chance you lend me your rifle fer this one? Mine’s in the shop, and I can’t think you’ll need it. You can take mah shotgun, though. No autofire, no buckshot; it’s an orphanage, after all. Renee, I’m guessin’ you an me’s gonna be fire support. How do you do shootin’ through windows?”
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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Kaja Earthblooded
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Re: The 99's New Ride

Post by Kaja Earthblooded »

Notice 8
Notice [dice]0[/dice]+[dice]4[/dice], [dice]1[/dice]
"Brison, look after the kid here. He's an orphan and part time extortionist and budding criminal. But he's also a victim and we're helping him. I have got to go to Solos. I'll go alone, but I'm bringing my sidearm and armor to change into there. I'll meet up with you all on the way to the orphanage. I'm going to see if Julian knows someone who can get us in. Once I know, I'll radio you guys with a go/no go. Work any contacts you have in town. Someone contact Mac, see if he knows anyone that can get us in quiet and legitimately. Guy like him has his finger on the pulse of the town, whether they realize it or not. Don't give everything away to everyone - we don't need to know they are coming and we need to recon the area. I'm going to do a quick scan and then grab my bags and head to the Solo."

He looks to the kid. "Tell me where this orphanage is, please. Also where to find your headmaster, in case its not at the orphanage. And then step back. Fair warning, this can be a bit creepy." Once he has an idea of where to look, LC sits down and sends his point of view to that area, searching for the orphanage and the headmaster. As he does, the air about him begins to shimmer as ectoplasm seeps from his skin, shrouding him some.
Psionics 4 for Remote Viewing with Psionics 9 and Notice 8 for Exalted Detect on the orphanage and the headmaster -8 I.S.P. - for Vision and Hearing; K/Arcana 13 for identification
Psionics [dice]2[/dice], [dice]3[/dice]
Remote Viewing (Clairvoyance; 3 I.S.P.) [Seasoned]
Range: Spirit × 10 miles (Spirit × 100 miles with a raise)
Duration: 3 (1/round)
Trapping: Ectoplasm seeps from the pores of the character and enshroud it, leaving the character -1 to be hit by ranged attacks.
Effect: Clairvoyance allows the caster to sense people, places, and things outside of normal perception. Walls, doors, and other barriers do not hamper clairvoyance in any way, though magical barriers may block it at the GM’s discretion. While it’s active, the user of this power can shift the point of observation to anywhere within his Range as a free action.
When using clairvoyance, the caster chooses a single sense (usually sight) to project. For each additional 1 ISP he spends at casting, he may add an additional sense; this does not affect maintenance costs.

Psionics [dice]5[/dice], [dice]6[/dice]+[dice]7[/dice]
Sense Magic & Psionics (Exalted Detect Arcana; 4 I.S.P.) [Mega]
Range: Sight
Duration: 3 (1/round) or 1 hour (1/hour)
Trappings: The psychic gains a +2 to resist the next Smarts or Agility trick the target uses (if any), [dice][/dice]due to an intense, though brief, understanding of the target’s psyche. On a Raise the resisting trait is increased by a die type.
Effect: This Mega Power effect greatly enhances detect arcana, giving it expanded analytical effects. With a successful arcane skill check on a particular magical effect or supernatural entity or phenomena, the caster can learn the following:
What kind of magic is at work.
Currently active powers.
General type of supernatural creature (vampire, werewolf, dragon, etc).
Any enchantments present on an item.
How much PPE or ISP a target possesses.
Other information the GM thinks appropriate.

Knowledge (Arcana) (Sp) [dice]8[/dice], [dice]9[/dice]+[dice]10[/dice]+[dice]11[/dice]+2 EE
Brison, for his part, crouches down to introduce himself. "Andrew Brison, good to meet you. What's your name?" He will offer a hand to the boy to shake. If the kid seems unsure of what to do, Brison will patiently explain.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
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Re: The 99's New Ride

Post by Moira O'Dugan »

Walking out of her favorite pub after a good healthy ( AKA an unhealthy ) amount of drinking Moira's eyes light up. She sees the familiar tomorrow legion symbol on the side of an armored vehicle and walks on over.

"Oy... Hello in there." Moira calls out as she gives the door a few good wacks calling out in a heavy Inish (Irish) accent. "Anybody in there? I dinno know the Tomorrow Legion wuz runnin' groups out this far."
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk
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Ndreare
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Re: The 99's New Ride

Post by Ndreare »

As L.C. reaches out with his mind he finds, getting to the orphanage is easy taking only a moment to find. Once there he begins looking around, unable to see inside the building directly he is able to look through the windows.

Within he sees only about a dozen people inside going about business. A few warriors and the administrator on the main floor seem content to be doing business with their customers. As people come and go.

Suddenly on the roof he sees each of the four corners being guarded by powerful demons he recognizes as air jinn. They seem to be feeding off of the misery, fear and pain created by the abused children and other negative emotions generated by the customers that come and go. Luckily while watching over the building they are not actively looking out for trouble, so much as lounging.
OOC Comments
You can view the scene here: https://app.roll20.net/join/2480773/Cdm2KA
There is
The Headmaster (The most powerful wizard ever)
Cookie (the business manager, he is really nice)
Mr. Powel (the combat cyborg)
Mrs. Zwer (The strongest juicer in history)

4 Demon Jinn!

The building is heavily warded, and the events inside are obscured from any views outside.

There is no evidence they are alerted to your interest.

They seem to be running business as usual with customer coming and going.

Lots of customers
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Kaja Earthblooded
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Re: The 99's New Ride

Post by Kaja Earthblooded »

L.C. comes up from his trance and barely makes it outside as he pukes. L.C. is a hardened man. He has literally had to kill child terrorists before. He doesn't like it, and it haunts him, but he has done so. He has faced some of the worst demons and deevils hell has to offer. He has seen abuse, more so of other kids. He was always powerful enough as a psychic they stayed clear of him. He has seen murderers make gruesome displays of their kills, he has seen an unrepentant monster cackle and joke about nuking families and schools. And yet, what he glimpsed in this den of horror has him emptying the contents of his stomach and tears streaming from his face. A face contorted with rage - righteous and furious rage.

L.C. is a man who keeps his calm, a man who can be a bit of a cold professional. This is not L.C. He chokes out words. His tone, despite his look, is ice cold and even. "Four demons, Jinn - air elementally aligned demons. Wizard, some asshole running a business, a combat cyborg and a juicer. And a stream of johns going in for pleasure at the expense of some kid's pain, either sexual or simple torture, paying handsomely. We need in that city. We need in now, and we need to get their ledgers. THEN I will go show it to Julian and we will see these monsters burn. But we are going to need hardware. I'm going to Mac's. If anyone wants to join me, I suggest you hurry. Someone get us a way in with heavy hardware. Uniforms. Police if it can be had. I don't care how it happens, but it WILL happen. Hardin, make it happen! Anyone who wants to see what I saw raise your hand. It is not pretty." He will use telepathy to let them see what he saw while he grabs his sidearm and harness, and stuffs it in a bag. once done, he also grabs his armor and storms out. "Hardin, make it happen."
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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Moira O'Dugan
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Re: The 99's New Ride

Post by Moira O'Dugan »

Another bang rings out as Moira hits the side of the APC again.

"Oy... Is anybody in there?"
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk
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Hardin
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Re: The 99's New Ride

Post by Hardin »

Moira O'Dugan wrote:Another bang rings out as Moira hits the side of the APC again.

"Oy... Is anybody in there?"
Hardin pops the hatch and looks out, blinking at the sun and the fierce Sidhe woman in front of him. ”An’ just what in tha world’r you supposed ta be?” he drawls at Moira.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
Leethe
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Re: The 99's New Ride

Post by Leethe »

Notice 5
Notice [dice]0[/dice]
Wild [dice]1[/dice]

Leethe had come in earlier with the rest of the group. She looks a bit annoyed cause she didn't get to goto the party. She grabs her other set of clothes and goes to the same private place as before and changes back into her armor.

"This will be interesting without any weapons to use.... since mine is off being upgraded."
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Moira O'Dugan
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Re: The 99's New Ride

Post by Moira O'Dugan »

Hardin wrote: Hardin pops the hatch and looks out, blinking at the sun and the fierce Sidhe woman in front of him. ”An’ just what in tha world’r you supposed ta be?” he drawls at Moira.

*Moira smiles up at the buckaroo brightly with her blue lips and cheerfully speaks* "Top'o the mornin' to yah lad. Me name is Moira, Moira O'Dugan an I was just wondr'in outa the pub over yonder when'n I see an armored motor carriage with'n the tomorrow fellows markin's on it. I was at the fort not too terribly long ago an'n was traveling with one of your groups but was separated. Me bein' not to great with'n directions I decided to just wonder around until I bumpt into more of yah again."

"So would'n you and your people care to join me for a pint or are yee hear on busness?"


Moira is dressed in a Victorian style with an umbrella to shield herself from the sun.
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk
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Vincent Gray
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Re: The 99's New Ride

Post by Vincent Gray »

"Moira you say? Nice to meet you." Vincent looks at the way she's dressed, obviously surprised at the get up.
Signature
Vincent Gray Human Rogue Scientist
Pace: 6; Parry: 2 Toughness: 13(6)
Combat-Relevant Edges & Abilities:
Strong-Willed
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 4/3
Adventure Cards
Novice (44) Boom Head Shot! You may ignore any Called Shot penalty on your next ranged attack.
Seasoned (38) Folk Hero Play after you save a group of people from dire circumstances.
The community adopts you and your party as local heroes, and you can always find aid there.
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Moira O'Dugan
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Re: The 99's New Ride

Post by Moira O'Dugan »

Vincent Gray wrote:"Moira you say? Nice to meet you."
Moira beams a bright smile at Vincent "Aye laddie, like wise. Tis been a while since I've'a seen any Tomorrow groups around. I am guessin' I went a good deal'a way in the wrong dirrection"

Moira lets out a short laugh. "HAH! Well I might not always go inna' direction I want'a but I always seem to go where I'ma need to go"

Moira winks and continues "So what can little miss Moira do ta' help the fine strappin' lads of the Legion today?"
Character sheet: http://savagerifts.com/sr/viewtopic.php ... 5387#p5387

Magical knight of the Sidhe (pronounced she) court.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+5, Vigor d8
Charisma: 0; Pace: 6; Parry: 6; Toughness: 33 (18) MDC

Bennies: 3

It's all about the Bagpipes and the Cellos...
Celtica: Beyond Avalon: https://www.youtube.com/watch?v=uN0e39ALWpU
2CELLOS - Thunderstruck: https://www.youtube.com/watch?v=uT3SBzmDxGk
Leethe
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Re: The 99's New Ride

Post by Leethe »

OOC Comments
I am having Leethe find her patron item she should have found a while back now in this post.
Leethe goes over to her locker to put her dress away. As she goes through it, she notices an item tucked away in the back. She pulls out a fancy looking two handed sword.

Image

She winces as for a second and loosens her grip, almost dropping the sword as it did something to her hand. She sets it down and looks at her hand. "Interesting and very curious." She closes her eyes and uses her telemachanics to sense machines. Her sense tell her that the sword implanted some type of nano machines into her hand. She also senses that the sword itself seems to have some type of computer in it but it does not seem to be up and running fully yet.

She sets the sword aside and looks further into what else may be buried in the locker. She finds a chest rig and a sheaf for the sword. "Lots of cool stuff, I guess I missed it before." Leethe puts on the chest rig and grabs the sword. "I guess I'm not as unarmed now."
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
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Leethe
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Re: The 99's New Ride

Post by Leethe »

Leethe seems to remember something and starts digging further into her locker. "Where is it? How could i have lost it?" She seems obsessed with finding some object.

Unable to find what she was looking for in the locker, she starts looking around the APC for stuff laying about. She looks to be grabbing tools and other nick-knacks. She starts using the tools to build some kind of "jury-rigged" device together. "If I do it like this." Further soldering something as wisps of smoke come off the device. "Or like this."

She looks around the room for something. She spots an e-clip and rushs over and grabs it. "Excuse me." she says and she takes it. She takes the e-clip over to the device she was working on and starts taking it apart. "This will do nicely." She does some modifications to the e-clip and hooks it into the device.
Gadgeteer Device; Repair 11
Leethe is building her first gadgeteer device. The device will grant her the power of greater armor with a trapping for suitable for the effect I am going for. still trying to figure out what it should do.

When she uses the device, she will go through a transformation and give her an appearance of being in her "magicial girl form"

Need to know what I need to roll to make this device still. It also takes time to make and at least 1d20 minutes. GM's call.

Mr Fix It Edge +2
Electronic Device +1
Repair [dice:w0tfn4kn]42639:0[/dice:w0tfn4kn]
Wild [dice:w0tfn4kn]42639:1[/dice:w0tfn4kn]
Ace Wild [dice:w0tfn4kn]42639:3[/dice:w0tfn4kn]

Mr Fix It Edge: raise halves the time
Time [dice:w0tfn4kn]42639:2[/dice:w0tfn4kn]

Gadget: Transformation Gadget
ISP: 20
Greater Armor
Power Points: 5
Duration: 3
Trappings: Magical Girl Form
Success grants +5 MDC Armor, raise grants +10 MDC Armor.

Magical Girl Form trapping: physically transforms her armor to be her magical girl armor
Last edited by Leethe on Thu Sep 27, 2018 10:04 pm, edited 3 times in total.
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
Edit Signature
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Ndreare
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Joined: Tue Aug 08, 2017 12:55 pm
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Re: The 99's New Ride

Post by Ndreare »

OOC Comments
A simple repair roll will build the device.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: The 99's New Ride

Post by Ndreare »

An interesting conversation between Vincent and L.C.
Both Players may take a benny in addition to the Post count at end of Quarter.


Vin: Before the attack, Vincent looks to the others. "I plan on popping up to the rooftop to try and take out those Demons" he smiles grimly, keenly aware of the odds that he could do this alone. "If anyone wants a lift, just say so."

LC: "I'll be going through and working my way up. I plan to take prisoners. Except for the demons, try to knock them out."
"Our friends from Mac's will be focusing on the children and any 'clients' so we can see them charged as well. Or at the very least ostracised."

Vin: "I'll do what I can. My new invention may be useful in that regard, it's a disruption beam, designed to interfere with the mind body connection to disrupt extra dimensional abilities."

LC: "That said, if you think its going to endanger any children, don't bother with prisoners. Capturing the culprits is the ideal, not the goal."
"Excellent. Thankfully my gifts as a psi-nullifier also help in that regard."

Vin: "Certainly. It'd be nice to have a body type cam so we can document the whole thing. Might be useful PR wise."
Vincent nods solemnly.
"If I don't make it back, use some of the loan I gave you to help the kids out, eh?"

LC: "we can work on that in the future, for now, we'll focus on saving children." He chuckles. "You'll make it. it's just a few demons and trained mercs. Just another day in the life."

Vin: "Heh. Your life, maybe. This is still all new to me. In fact when this is done remind me to explain to you how dimensional science can easily explain this "magic" and "psychic ability" I keep hearing about.

LC: "Of course it can. The Coalition has done extensive studies. In fact our...no, their scientists can easily manipulate the genome to produce psychic powers. In fact I hear they could do it with Magic too. its all about genetic triggers.

Vin: He nods, satisfied. "Yes, it's all just science. Complicated science for sure, but it can be rationally explained."

LC: "The Psi Hounds you see in service to the CS are the products of this. Psi-Battallion uses techniques bought from sometimes horrific experimentation to make potentially powerful psychics into actually powerful psychics. I know, because they did it to me."

Vin: He shakes his head. "I'm sorry that happened to you. I don't know a hell of a whole lot about this Coalition, but they seem as bad as the monsters they wish to destroy."

LC: "I'm not. It put me in the place I needed to be in. They are scared and make decisions from fear. The problem is at the top. The people will do as they are led. But when even your entertainment tells you to fear and therefore hate magic, and to hate the non-human aliens around us, you tend to do as your told."

Vin: "Classic brainwashing. Reminiscent of some of the tyrants from the first half of the 20th century."

LC: "Good use of resources is all. How better to unite people than through their own fear? I don't like it, but you have to admire the brutal efficiency of it all."
Vin: Vincent shakes his head. "It doesn't seem to matter the era, mankind always reverts to it's most base impulses. And I respectfully disagree. I don't admire it, I pity the poor people awash in fear and terror, when all this amazing knowledge is just past their finger tips."

LC: "The Coalition survives, the heart, if not the soul, of humanity survives because the horrific leaders of the Coalition harness fear to make men fearless against the worst dregs of the megaverse. One day its leaders will die and the course of humanity can be righted by organizations such as the Tomorrow Legion. But today is not that day. Besides, you might as well rail against the demon hordes that seek to devour our souls, or the magic zealots of the Federation of Magic who'd rather enslave all who do not bow to them. The Coalition needs reform, but it is not the top of my list, personally."

Vin: "Certainly not. It's just a shame that humankind has such self destructive impulses. I'm surprised we survived the coming of the rifts at all."

LC: "Because of those urges, not in spite of them. Humanity works best when they are up against the wall. And if even half of the stories we are taught as history are true, humanity spent the dark ages pinned to whatever wall they had nearby."
(Gotta jet, bbl)
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The 99's New Ride

Post by Ndreare »

RETURNED FROM HELL


The radio crackles to life as you hear the familiar voice of Brock comes over the 99's channel. "Hey Rubin, looks clear all the way to the gates. Best parking will be in the east lot. I am coming back to the ride now."

L.C. Quickly jumps on the radio touching base with Brock and letting him know you are all alive. Within the hour the full team and the mercenaries are all gathered around the highly customized Bandito Arms APC.

Sharing stories of all that had happened on both sides happens first as is the nature of soldiers. then the planning begins.

Instructions
This is the thread where you will make whatever plans you want or not as well as RP.

I have a lot going on so I will not be posting again for the 99 (except responses) until July 1.

On July 1st you are going to be headed to the Castle with or without a plan. If you have no plan posted and agreed to, I will create one and post it rather than repeat what happened at the Orphanage. I was stressing loosing players when the posting gap got so large.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: The 99's New Ride

Post by Ndreare »

The Mission: Gather Intelligence on the Disposition of Castle Refuge
After thinking on it a bit some of the core challenges the team will want to consider include:
  • Transportation - are you taking a rift, will you leave the APC here, will you trust security, or will someone stay with it?
  • Arrival plans - Julian can get you about 20 miles from the castle, once out of the gate how will you act.
  • Who will go through first and who last. This could make a difference if there is an ambush.
  • How will you approach Castle Refuge? As a COT returning home for mission updates, as an infiltration force trying to remain unseen, some other idea?
  • What level of stealth is needed. Example if you encounter hostiles what let loose or will you refrain from using rail guns and other 'loud weapons'.
  • Anything else you think of. I am only one guy and cannot foresee what will change or come up between now and the scenes I have planned being posted.
After reading them again last night I do not want to use a dramatic task or a plans and operations. I have multiple scenes planned and I think using these systems would take some of the energy out of them.

Remember once on the other side no radio or other communication can return. So going through the Rift is a known one way trip.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: The 99's New Ride

Post by Maggie »

As the team mulls their options, Maggie chimes in.

"Listen, we're going to be approaching with a bunch of new mercs in tow. @L.C., you're more familiar with how the Castle handles its admin than I am. Can we sell that as bringing in some new recruits or friendly hires or something? How often does that sort of thing happen?"

In looking over a map of the Castle, she remarks, "Our first priority has to be clearing the town, or somehow making sure the people there stay safe. I don't know what kind of a mess the Castle is in, but that town is full of normal people and their families, their kids. We can't have them get caught in a crossfire between us and whatever is possessing Refuge. Rifting people out sounds like a no-go, but what about some kind of barrier? Or even a series of blockades to keep the people away from the castle while we make with the booming?" She mimes firing her Boom Gun.

Still taking her some effort to get used to that. Her Boom Gun. She feels a pang of sadness for her lost partner, but tries to shake it off and keep her head in the game. People to save, Mags. Plan now. Regret later.

Heroic
Maggie is Heroic, especially where there are potentially kids in danger. She'll want to make sure any innocent bystanders are protected, first and foremost.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: The 99's New Ride

Post by Sal »

Sal twitched his nose recalling his cousin mentioning a pervayir of cheese that had made a home in the town @Maggie had mentioned. He fiddled with his Cyber arm while his stomach slightly growled. ”If it so pleases the great mighty heroes to have one so small accompany them, I would gladly go to this town and see to to their safety. Plus they have a fine cheese shop with what I am told is the most magnificent Bree in all North America. Someone needs to safe guard it’s sanctity. I humbly volunteer.”

Sal bowed and gathered up his gear.
Bennies 0
+
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/12 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: The 99's New Ride

Post by Maggie »

Sal wrote: Tue Jun 18, 2019 8:45 am”If it so pleases the great mighty heroes to have one so small accompany them, I would gladly go to this town and see to to their safety. Plus they have a fine cheese shop with what I am told is the most magnificent Bree in all North America. Someone needs to safe guard it’s sanctity. I humbly volunteer.”

Sal bowed and gathered up his gear.
”Well, that would be perfect, wouldn’t it? Sal can lead an element to protect the town. Maybe our new Ranger friends? Once the town is cordoned off, they can provide fire support from that direction and keep whatever’s in the Castle from escaping that way.”
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Re: The 99's New Ride

Post by Fritz »

Not being the magicy type of brains, Fritz amazes himself by even speaking up about such an idea.

"How about shutting down the Ley Lines going into and out of Refuge? Cut the power so to speak."

Mentally running through the heroes and the mercenaries assembled, "Do we have any real strong magicky types?"

When the looks come his way, because he knows so little about magic and just sounds dumb talking about it, Fritz shrugs and says "it was an idea."
Fritz
Quick Stat _
Legendary Human MARS Intel Operative
Pace: 6 [8] / 1d6 || Parry: 7 || Toughness: 6 [10 /6] || Strain: 0
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Alertness
    Quickness
    Soldier
Relevant Edges:
  • Conditioned
    Field Intel
    Iron Jaw
    Strong Willed
Bennies: 3/3
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: The 99's New Ride

Post by Maggie »

Fritz wrote: Tue Jun 18, 2019 8:42 pm Not being the magicy type of brains, Fritz amazes himself by even speaking up about such an idea.

"How about shutting down the Ley Lines going into and out of Refuge? Cut the power so to speak."

Mentally running through the heroes and the mercenaries assembled, "Do we have any real strong magicky types?"

When the looks come his way, because he knows so little about magic and just sounds dumb talking about it, Fritz shrugs and says "it was an idea."
Maggie looks similarly lost. ”I don’t know enough to know if such a thing is even possible. Maybe @Sal would know?” She looks at the Techno-Wizard hopefully.
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: The 99's New Ride

Post by Sal »

Sal looked up from digging into a nice block of smelly cheese with a hint of blue on it. It was like he was eating mini rifts if you thought about and squinted. Uhhh... Both of them are looking at me, did my arm fall off? No we are good there.

Sal shuffled his feet a bit, and twitched his whisky nose. " Ahh yeah about leylines if you could give me a moment..." Sal swallows a big hunk of cheese and puts the rest of it away, "I might know a thing or two." Meh maybe I know more than Fritz.

Kn arcane: [dice:3nirq58h]55083:0[/dice:3nirq58h] wild [dice:3nirq58h]55083:1[/dice:3nirq58h]
Bennies 0
+
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/12 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.
Leethe
Diamond Patron
Diamond Patron
Posts: 156
Joined: Mon Dec 04, 2017 8:29 pm

Re: The 99's New Ride

Post by Leethe »

"So we need to get people out? That sounds like we need more transportation. My primary role is pilot. I just haven't had anything to drive lately." Leethe touches the walls as if comuning with the APC.

She whispers, "It's good to be back."
Status Tracker
Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
Log
Q4 2019
  • 10/1: Benny spent for reroll of Psionic skill
  • Benny reset
  • 11/26: Benny for Soak and Benny for Reroll
Edit Signature
User avatar
Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Re: The 99's New Ride

Post by Fritz »

"To be honest, I can Triage and likely repair anyone short of tank."

Fritz leans over to @Sal , "Does Refuge have tanks?"

"Combat gets a bit ugly for me. I could possibly devise some entrances if there were time to collect the pertinent data."

Fritz goes off naming various information that he would need. "Schematics or blueprints. Geological Strata Annotation. Topographical Analysis."
Fritz
Quick Stat _
Legendary Human MARS Intel Operative
Pace: 6 [8] / 1d6 || Parry: 7 || Toughness: 6 [10 /6] || Strain: 0
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Alertness
    Quickness
    Soldier
Relevant Edges:
  • Conditioned
    Field Intel
    Iron Jaw
    Strong Willed
Bennies: 3/3
User avatar
Sal
Posts: 70
Joined: Fri May 10, 2019 2:36 am

Re: The 99's New Ride

Post by Sal »

Sal’s wiskers twitched rapidly as he looked from @Maggie back to @Fritz. Never before had so many asked him of anything. Most folks usually just discounted who he was and assumed he could not do anything. Now here were some heroes and his friend asking much of him. I can’t let them down.

After finishing his mouthful of cheese he replied back to @Maggie in polite and proper american, ” From what I gather the only way I know of controlling ley lines are something called pyramid technology. Usually you need a stone masters or someone with the ability to control dominic corruption.” Sal paused thinking for a moment and looked around just in case someone was offering him some more cheese. His wiskers twitched and tail curled tight, ” If I were given the chance in proximity to the leyline I might be able to create a disruption device. Now it will not completely undo the leyline but it might have half a chance to affect things from getting close to the area the is being disrupted. Maybe a 30-50 foot radius.” Sal pulled out a piece of paper wrote some notes on his scratch pad, then went around the garage looking for items he might need for such an endeavor.

He did not exactly respond to his friend @Fritz’s question, but after a few seconds of rummaging he noted his cyber arm was itching real bad. Usually it meant one of two things... One danger was imminent, or two Fritz was expecting something from him. Since Wheaton was a safe heaven Sal assumed it was the second. Sal pulled out a gas can, bright red and made of plastic. This will do for the disruption device. He sat it next to @Fritz along with half a dozen other assorted items. He drew a breath and let @Fritz have the ugly truth. Sal’s voice was shaking and higher pitched than usual, ” Fritz, I must confess I am not who you think I am... My cousin and I... We had a falling out of sorts after he invited me to the castle. I tried to politely refuse, but he did not take it well. My knowledge of it extends no further than yours. I am... I am so sorry.” The ratling’s wiskers shook with a fury, ” I’ll never forgive myself if something happened to him.”
Bennies 0
+
Sal at a glance
Attributes: Agility d8(2 race), Smarts d12(3, 1 advance), Spirit d8(2), Strength d4, Vigor d8(2 advances)
Pace: 8 d8 run die; Parry: 5; Toughness: 13(6)in armor ; PPE: 30
Skills of Note: Notice d8, stealth d8, thievery d6, common kn d6, TW d12+2
Combat Edges: Level Headed, Quick, and Elan
Powers: 30/12 PPE left, 2 out of 6 devices created
Has an Environmental Protection Device with 5ppts left
Spend 5 of his own PPE (Shadow Cloak with normal sight based invisibility -4, and Greater Boost to TW)
Everyone has environmental Protection Acid on them also gives them 4pts of damage reduction if they are attacked by acid!
Everyone also has +2 die types to shooting and a freereroll on every shooting action.
User avatar
Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Re: The 99's New Ride

Post by Fritz »

Sal wrote: Fri Jul 05, 2019 6:30 am He did not exactly respond to his friend Fritz’s question, but after a few seconds of rummaging he noted his cyber arm was itching real bad. Usually it meant one of two things... One danger was imminent, or two Fritz was expecting something from him. Since Wheaton was a safe heaven Sal assumed it was the second. Sal pulled out a gas can, bright red and made of plastic. This will do for the disruption device. He sat it next to @Fritz along with half a dozen other assorted items. He drew a breath and let @Fritz have the ugly truth. Sal’s voice was shaking and higher pitched than usual, ” Fritz, I must confess I am not who you think I am... My cousin and I... We had a falling out of sorts after he invited me to the castle. I tried to politely refuse, but he did not take it well. My knowledge of it extends no further than yours. I am... I am so sorry.” The ratling’s wiskers shook with a fury, ” I’ll never forgive myself if something happened to him.”
"Look @Sal, you are the only other person I know here."

"When I don't have answers I go looking for them. Kind of to the point of being a nuissance. Which is where I have gotten to by the approach you are giving me. "

"I am sorrry for embarassing you. Not my point or my intention."

Fritz goes silent.
Fritz
Quick Stat _
Legendary Human MARS Intel Operative
Pace: 6 [8] / 1d6 || Parry: 7 || Toughness: 6 [10 /6] || Strain: 0
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Alertness
    Quickness
    Soldier
Relevant Edges:
  • Conditioned
    Field Intel
    Iron Jaw
    Strong Willed
Bennies: 3/3
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: The 99's New Ride

Post by Maggie »

Sal wrote: Fri Jul 05, 2019 6:30 am
After finishing his mouthful of cheese he replied back to @Maggie in polite and proper american, ” From what I gather the only way I know of controlling ley lines are something called pyramid technology. Usually you need a stone masters or someone with the ability to control dominic corruption.” Sal paused thinking for a moment and looked around just in case someone was offering him some more cheese. His wiskers twitched and tail curled tight, ” If I were given the chance in proximity to the leyline I might be able to create a disruption device. Now it will not completely undo the leyline but it might have half a chance to affect things from getting close to the area the is being disrupted. Maybe a 30-50 foot radius.” Sal pulled out a piece of paper wrote some notes on his scratch pad, then went around the garage looking for items he might need for such an endeavor.
Maggie nods along with Sal’s explanation. ”That’s a little out of my depth, but we’ll support you however we can. Just let us know what to do when we get there. I’m decently good with building stuff, if you need an extra pair of hands.”
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
User avatar
Fritz
Posts: 80
Joined: Sat May 18, 2019 3:59 pm

Re: The 99's New Ride

Post by Fritz »

Maggie wrote: Sat Jul 06, 2019 7:32 am
Sal wrote: Fri Jul 05, 2019 6:30 am
After finishing his mouthful of cheese he replied back to @Maggie in polite and proper american, ” From what I gather the only way I know of controlling ley lines are something called pyramid technology. Usually you need a stone masters or someone with the ability to control dominic corruption.” Sal paused thinking for a moment and looked around just in case someone was offering him some more cheese. His wiskers twitched and tail curled tight, ” If I were given the chance in proximity to the leyline I might be able to create a disruption device. Now it will not completely undo the leyline but it might have half a chance to affect things from getting close to the area the is being disrupted. Maybe a 30-50 foot radius.” Sal pulled out a piece of paper wrote some notes on his scratch pad, then went around the garage looking for items he might need for such an endeavor.
Maggie nods along with Sal’s explanation. ”That’s a little out of my depth, but we’ll support you however we can. Just let us know what to do when we get there. I’m decently good with building stuff, if you need an extra pair of hands.”
"Likewise. Anything in the technical or science fields I can help with as well."

Reaching down with his android fingers he scratches Sal between the ears. "Just going to leave the magic-y parts to you."
Fritz
Quick Stat _
Legendary Human MARS Intel Operative
Pace: 6 [8] / 1d6 || Parry: 7 || Toughness: 6 [10 /6] || Strain: 0
Wounds: 0 of 3 || Fatigue: None
Combat Edges:
  • Alertness
    Quickness
    Soldier
Relevant Edges:
  • Conditioned
    Field Intel
    Iron Jaw
    Strong Willed
Bennies: 3/3
User avatar
Maggie
Posts: 124
Joined: Tue Apr 23, 2019 8:50 am

Re: The 99's New Ride

Post by Maggie »

Maggie smiles, clapping @Fritz on the back.

”Exactly!”
Maggie and Steven
Maggie
Pace: 6, run d6 Parry: 7; Toughness: 16(7)
Edges/Notes: Champion, Danger Sense, Field Intel, Martial Artist
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=66499#p66499
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222

Steven
Pace: 12, 2d6 running, 85 mph when jackrabbit running; Parry: 7; Toughness: 19(7) MDC; Strain: 0; Size: +1
Edges/Notes: Nimble, Quick, Weakness (Electricity)
Character Sheet: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
Resource Tracker: https://savagerifts.com/sr/viewtopic.php?p=71222#p71222
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