Day 4: Home again, but Marron's thataway

Post Reply
User avatar
Tribe of One
Posts: 773
Joined: Wed Aug 30, 2017 9:28 am

Day 4: Home again, but Marron's thataway

Post by Tribe of One » Mon Apr 02, 2018 7:58 pm

Golden dome.JPG
Flames are beginning to spread through the recently re-dead of Kenton, Oklahoma when Kim and Orrin's manipulation of the ley line barrier seems to "click" all at once. Everything seems to tip a couple dozen degrees sideways, and you find yourselves stumbling toward the barrier in a jumble, then squeezing through as blue haze clouds your eyes and your feet stagger from one to plane to another with step. When the fog clears, you find yourselves kneeling in the red dirt outside Black Mesa, the faint stink of smoke and roasting electronics marring the dry perfume of the morning wind.

Turning toward the town, you see that the Fade is already receding here, the ghostly streets of Kenton disappearing like a mirage when you get too close. Instead, the golden dome of Stella's barrier rises over the town with the sun rising behind it. Much larger now, the dome encompasses all of the new town and most of the old ruins. The ley line runs right into the dome, feeding it. Smoke from inside clouds your view of the dome's interior, but intermittent flashes indicate a battle still rages. A few townspeople wander the perimeter, having been left outside the confines of the dome when it expanded, but others appear to have fled to the surrounding farms. Some are set to leave the area entirely, fighting over vehicles and scattered supplies before heading on to greener pastures.

As you trace the path of one group to the north, you're reminded of the supplies and the hover-transport you stashed in the old server vault on the Killian ranch. There ought to be enough supplies already loaded to get you to Marron, if Keegan's directions were accurate, and the hover vehicle will handle the wasteland dunes and mesas a lot better than the police transport. That's if you decide to take on the old cyber-knight's quest, whose fate -- along with that of Stella and Baz and the others at the Sidewinder -- remains unknown.

Home sweet home! Everyone take a Benny for making it back in one piece and for great roleplay in the Fade. Now, choices: Want to investigate Stella's barrier? Talk to people? Trade the police wagon to one of the groups of survivors? Head back to the vault at Shaft 13 to get the hover-transport? Head west to Marron? The world is your Rocky Mountain oyster.

Also, here's the link to the map again.
GM Bennies: 4/8

User avatar
Sir Blurre
Bronze Patron
Bronze Patron
Posts: 123
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 4: Home again, but Marron's thataway

Post by Sir Blurre » Mon Apr 02, 2018 8:34 pm

Blurre considers the situation, then turns to Orrin. "Sir, I think we, and the goals of the Legion, would be best served by helping one of the more needful groups by giving them the police transport, while we take this hovercycle and swap it for the hovercar, since it's so badly damaged. Between the car and the two horses, I believe we have enough room for everyone to ride. And I would urge that we continue from there to Marron. It seems to me that Miss Stella has things well in hand here, and I'm sure that Keegan will be able to assist her and those inside the dome as needed."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
ISP: 5/20 (To recharge, must let armor go uncharged for an hour)
  • Q4/18 Adventure cards:
    Epiphany: Something you never understood before suddenly “clicks.” You gain a
    d6 in any skill you previously did not have for the remainder of this game session.
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.

User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 171
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 4: Home again, but Marron's thataway

Post by Silverclaws » Mon Apr 02, 2018 9:18 pm

Silver staggers through the fade following behind everyone else. While he catches his breathe he is leaning on the police-van and actually causing it to tilt at an awkward 30 degree angle.

"That is the most uncomfortable feeling. Fades. Rifts. Ley Lines. How in the world does one ever get used to them."

Having regained his composure and his wits, Silver extends his vembraces. With his left claws anchored into the police-van, Silver begins vigoursly combing down his fur with his right claws. Large arcs of static and ley line energy can be seen flowing under his skin and out towards the anchored claws in the police-van. Several solid scomb throughs and his dark fur lays close against his muscled Wolfen frame.

Satisfied that he no longer looks like an electric porcupine, Silver carefully retracts his blades and stands to his full height.

Looking up at Mesa and the Golden Dome, Silver shakes his head. "If anyone decides to go up there, you can go without me. I have had enough magic and barriers for a while."

Listening to Blurre's recommendations, Silver nods. "I could take the spare parts and miscellaneous equipment back to the shaft myself and return with hovercar."
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...


Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.


Adventure cards:
  • (14) In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |

User avatar
Duncan Montana
Posts: 50
Joined: Thu Dec 07, 2017 3:24 am

Re: Day 4: Home again, but Marron's thataway

Post by Duncan Montana » Tue Apr 03, 2018 4:42 am

Duncan looks to the distance at Stella's golden barrier and the signs of a battle still raging, then back at Silver and Blurre. "I dunno, fellas. Maybe we should go see if the town needs our help?" In his mind's eye, Duncan is imagining a rematch with more o' those skullface Sammies as he tops off the clip in Big Iron. "Hell, fightin' skullfaces would be a welcome change from them damn zombies and demons and such." A shiver of disgust rolls down Duncan's spine as he recalls the horror.
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees

User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 171
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 4: Home again, but Marron's thataway

Post by Silverclaws » Tue Apr 03, 2018 8:16 am

Silver shakes his head, "I ain't walking back through another one of those fields."

"Maybe we could call Stella and tell her to bring the field down. Then we can go help the town. I wouldn't mind getting a couple of those light railguns from those SAMAS units."
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...


Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.


Adventure cards:
  • (14) In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |

User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 204
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 4: Home again, but Marron's thataway

Post by Orrin Truthseeker » Tue Apr 03, 2018 7:38 pm

Mechanics
Notice 1d6 = 3: 3
Wild 1d6 = 5: 5

CK 1d10+2 = 5: 3
Wild 1d6+2 = 4: 2
Orrin surveys the landscape around the point where they have dropped out of the Fade town, looking for some sort of clue on what is happening in the town. Torn between the need to fulfill their orders and help the D-bee Village, and stay to defend the Black Mesa from the Coalition attack Orrin curses repeated under his breath.

You can't protect everyone... Orrin tries to remind himself, but it doesnt bring any comfort.

He recalls Stella, and the immense light and power that radiated from her during their last few moments at the Sidewinder.

What was it she said...?

Then it comes back to him.
Stella wrote:"I'd just hate for my doings to delay you, so best move on out if you're gonna. I'm sure we'll all see each other again before too very long."
Orrin straightens, firm in his decision now that he has come to it.

"Alright. Lets load up and make for the bunker. We'll move as much of the valuable or useful gear as we can to the hover cycles and horses. If we get the opportunity we can trade or give the van to any set of...well refugees I guess... who look like their make good use of it. Once we get the transport, we make for Marron. Something tells me the Coalition got more than they bargained for with Stella ", Orrin smirks. Its always a good thing when the Coalition faces disappointment. "She all but blessed us leaving the fight and heading for Marron, so that's what we are gonna do."

Thinking on it a bit more, Orrin raises the question to the group, "Doesn't mean we can't do some good on the way out though...We might be able to offer refuge to anyone we come across at the bunker. Its off the maps, and the Coalition might not know about it. It would be a good place for civilians to lay low until this is over. I'm not sure I want to broadcast that particular secret of our yet though. What does everyone think?"

While they debate, Orrin make sure to drink in as much power as he can hold from the nearby, now stabilized, ley-line, just in case they run into more Coalition thugs.
Last edited by Orrin Truthseeker on Mon Apr 09, 2018 3:08 pm, edited 1 time in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Update Signature

User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 180
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 4: Home again, but Marron's thataway

Post by Kim Black » Wed Apr 04, 2018 5:37 am

Notice 13
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 10: 4
Ace 1d4+10 = 13: 3
Wild 1d6+6 = 7: 1
***

“I don’t think we would be able to get back through the barrier to Stella anyway,” Kim told the others. “Not without a lot of effort. And I’m not sure we should expose our bunker to the public. At least not without us there. We haven’t catalogued everything down there yet, or what other security measures there might be. We don’t want another nanite colony released.” She looked over at Orrin with his strange, metallic gold skin. “We have a lot of salvage and things I need to fix, but not the time, I guess, since we need to head to Marron. Let’s drop everything off. Then you can do what you like with the truck, I guess.”

Kim took a small rod out of her belt and held it up toward the ley line. She needed to replenish her magic.
PPE draw 12
TW 1d12 = 5: 5
Wild 1d6 = 3: 3

TW 1d12 = 7: 7
Wild 1d6 = 1: 1
***
Actions
Draw on ley line twice
Conditions
PPE: 18/15
Bennies: 5/3
Arcane Machinist (6/6)
Backpack of Shooting Stars
  • 28/42 shots
  • PPE 7/10
Adventure Cards
  • Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
Vehicles
(2 Wounds) Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Armored Response Van (Big Boss ATV stats)
  • Turret Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 23 (12 MDC)
  • Acc/TS 15/60
  • Size 4
  • Crew: 1+3
  • Remaining mods: 0
  • All-Terrain
Police Hovercycle (Speedster hovercycle)(Severiana)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Character Tracking
Vigor d12+2; Toughness 16 (7) (Orrin 3r)
Agility d10 (Orrin 3r)
Pace: 8
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 14/20
Bennies: 1/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Backpack of Shooting Stars
  • 35/42 shots
  • PPE 10/10
Jammer Pistol
  • 9/10 shots
UEMC (10 charges)
Adventure Cards
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.


To Do
Add TW Piloting upgrades to Sky Siren. Convert Desert Fox and add TW piloting
NPCs
Inala - Kim’s Marronite apprentice
Tazden - Jack’s Marronite apprentice, crushes on Kim.
Ikimi - Orrin’s Marronite apprentice; crushed on by Inala
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • 2 x One way recording radio transmitter (Blue Hands)


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mod: +1 Piloting
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover


Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

User avatar
Rill
Bronze Patron
Bronze Patron
Posts: 126
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 4: Home again, but Marron's thataway

Post by Rill » Wed Apr 04, 2018 6:14 am

Notice 11, CK 9
Notice 1d8+4 = 11: 7 (includes awareness and sight)
Wild 1d6+4 = 8: 4

CK 1d8+2 = 9: 7 (includes HJ bonus)
1d6+2 = 4: 2

IGNORE: Mysticism 1d10+1 = 9: 8 (includes Nymbu staff)
Wild 1d6+1 = 4: 3
Rill sees the people wandering (and in some cases fighting), and shakes his head. "Well, whatever the team does, I am not going to leave these people like this. A moment, if you would."

He walks over to the nearest group and begins speaking with them. The party cannot hear exactly what is said, but they see a soft glow emanate from Rill's staff as he channels a miracle, and the discord among the people seems to calm. He does this for a bit, going from group to group and soothing tensions, healing wounds, wiping away fatigue, and generally trying to help however he can. From time to time, he draws on the power of the nearby ley line to refresh himself before going right back to work.
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d10, Shooting d4, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d10, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire; Stunner Pistol (based on NG Equalizer Bronze Patron Item)
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
  • Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
Signature

User avatar
Sir Blurre
Bronze Patron
Bronze Patron
Posts: 123
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 4: Home again, but Marron's thataway

Post by Sir Blurre » Wed Apr 04, 2018 7:27 am

Sir Blurre nods. "Kim raises a good point. We don't want to deposit refugees in a place of unknown danger levels. There's also the danger of another radiation leak, until the machinery is fully repaired. That said, if we give some of the refugees the police vehicle, we can also let them have the nutri-bars, and perhaps the first aid gear and some of the vibro-knives, for self-defense."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
ISP: 5/20 (To recharge, must let armor go uncharged for an hour)
  • Q4/18 Adventure cards:
    Epiphany: Something you never understood before suddenly “clicks.” You gain a
    d6 in any skill you previously did not have for the remainder of this game session.
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.

User avatar
Severianna
Diamond Patron
Diamond Patron
Posts: 100
Joined: Fri Aug 04, 2017 10:45 am

Re: Day 4: Home again, but Marron's thataway

Post by Severianna » Wed Apr 04, 2018 9:01 am

Sev listens to everyone and their ideas on what to do next. She shifts patiently while keeping any eye on the surroundings, not wanting to get hit by anything or surprised by anything.

"Whatever you guys thinks is fine with me. I ain't got no feeling neither way right now." She finishes with a puzzle look on her face as she wonders where that western speak came from, and questioned whether it came out of her mouth, or Duncan or Jones. This place is starting to creep into my skin...

"We should do something about all this stuff though. Give it away, sell it. We're accumulating a lot of stuff. Let's just make sure if we do give it away, it goes to the right people. How do we tell if the people are right?" she says to no body in particular.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

Image

User avatar
Sir Blurre
Bronze Patron
Bronze Patron
Posts: 123
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 4: Home again, but Marron's thataway

Post by Sir Blurre » Wed Apr 04, 2018 10:02 am

Sir Blurre nods to Severina. "A fair point. I'd be more leery about passing out ranged weapons, especially. Those can probably wait until we return--maybe we can see about getting the townsfolk to establish something of a more regular militia after this; they'd probably appreciate the occasional influx of gear. That's why I mostly suggested distributing rations and medical supplies--at worst, if we pick the 'wrong' people, they end up getting sold off to someone else in need."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
ISP: 5/20 (To recharge, must let armor go uncharged for an hour)
  • Q4/18 Adventure cards:
    Epiphany: Something you never understood before suddenly “clicks.” You gain a
    d6 in any skill you previously did not have for the remainder of this game session.
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.

User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 171
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 4: Home again, but Marron's thataway

Post by Silverclaws » Wed Apr 04, 2018 1:25 pm

Silver heads to the van. Opening the rear doors, he pulls out the hovercycles, parts and all. Activating the hover engines, Silver begins loading the heavy weapons and salvaged parts onto the make shift sled. He avoids the nutri-bars and the med kits. Blurre makes a good point.

"This should move along fairly well. If and when the engines give out, I can carry it the rest of the way. Anything else that needs to go to storage?"
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...


Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.


Adventure cards:
  • (14) In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |

User avatar
Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 147
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 4: Home again, but Marron's thataway

Post by Jack 'Bullet' Jones » Wed Apr 04, 2018 7:54 pm

Jack is glad to leave the fade town behind. "Place's creepier'n an underground snake." He listens to the rest of the crew debate the next steps. "Ah ain't throwin' in with leavin' strangers in that bunker. Kim's right. Ain't no tellin' what they'd find down there, good or bad. Best let 'em make their way up here."
He offers a little bit of pushback on donations of gear. "Ah reckon first aid kits'n a bit of food ain't a bad idea, but ah don't believe ah'm in favor of tossin' out perfectly good armament. Heard a fella say once, 'no good deed goes unpunished.' No tellin' who's got a bone to pick with who. Handin' weaponry to somebody what might be in a killin' mood ain't my first thought. But ah ain't gonna argue with Orrin, if'n that's his call." He nods to Orrin to punctuate his thoughts on the matter.

He turns towards the golden barrier. "Ah s'pose Stella...ah reckon she'll be fine." His poker face cracks a little bit, and the astute observer might notice a twinge of concern in the gambler's look. "We gotta get ridin' towards Marron. Them folks are in a worse bind. They ain't got Stella watchin' after 'em." He loads up his new rifle into a sling on Comet and prepares to ride out.
Bullet Jones
Jack "Bullet" Jones
Bennies: 4 (+1 quarter bonus, +1 escape the fade, +1 donating van, -1 reroll Agility, -1 EE Boost, -1 reroll TK, +1 Gonna Need It)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 40/40
Active Powers: Greater Boost Trait - Psionics w/ raise (d12+3), Quickness
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon
Left hand: Shard Pistol
Adventure Cards:
  • Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Edit Signature

User avatar
Tribe of One
Posts: 773
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 4: Home again, but Marron's thataway

Post by Tribe of One » Thu Apr 05, 2018 7:40 pm

You head north toward Shaft 13 after clearing the weapons and other valuables from the armored van, leaving only rations and medical supplies (and the pintle-mounted railgun, which is about out of ammo, anyway, after the battle with Horkathorr). It doesn't take long for you to find a group of Black Mesa survivors in need of transport -- as well as a few familiar faces.

"Heroes! I'd have figured you'd be in the middle of that firefight, or holding down the bar at the Sidewinder," rumbles Slade, the battered mining 'Borg from the Killian ranch. He and a couple of the other ranch hands are assisting a group of survivors who appear to have been victims of some earlier opportunists or ruffians. One man's been shot in the leg, though the wound cauterized, and several others look like they've been on the wrong end of a beating.

"Couple of shitbird 'slingers," Slade says, gesturing toward a plume of dust leading south into the desert at high speed. "We chased 'em off, winged one or two, but decided looking after the wounded was more important than chasing the vermin just so's to lynch 'em."

He offers a hand, and seems to take note of your weary expressions and battle-stained clothing.

"Miss Ella-Reese sent us out to check on the survivors. Glad to see you among them," he says. His cybernetic eyes whir and shiver as lenses click into place as he focuses on the dome over Black Mesa. "Not sure what's going on over there, but I figure more are gonna be needing help by the time it's done. The lady's said anyone who needs to is welcome out at the ranch, we're just trying to round 'em up and get 'em there. You're welcome to come along, too, if you like."

The stoic 'Borg and his men are happy to take the police transport if offered, and will begin loading the wounded into the back and directing the able-bodied to the roof and sides.

He once again extends an invitation to the group to follow along, but nods understandingly if they say they have other tasks to tend.

"Anything you need, just drop by, we'll do what we can. Oh, and Jones -- ran into a fella couple hours ago who said he was looking for you. Something about a package come this way for you from out east. Name of the sender was something like Liberty Magic Corn or somethin' real ignorant. Anyway, not sure where the courier got off to, but he give me this tracker to pass on if I seen you. Said you just have to trigger it and he'll find you to pass on the goods."

With that, the big 'Borg hands over a small electronic fob to Jack, then tips his hat by way of farewell.

"Watch your six, heroes. There's devil rattlers and worse out there."

Everybody take a Benny for donating the truck and assisting the survivors. Roleplay as you'd like, and feel free to question Slade or the others, after which you can head to the underground vault at Shaft 13 to retrieve the Sky Siren. If you'd like, you can also rest there before heading west.
GM Bennies: 4/8

User avatar
Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 147
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 4: Home again, but Marron's thataway

Post by Jack 'Bullet' Jones » Sun Apr 08, 2018 10:54 pm

Jack tips his hat and smiles. "Well, ah'll be. Slade, out here helpin' the needy. Good ta see you, pardner. Reckon yer aim were better, you might'a bagged a couple." He grins, and extends a hand to shake. "Recognize any a' them slingers you nipped? Any idea where they came from?"

Jack takes the fob from Slade with a nod. "Much obliged. Magic Corn, eh? Don't know nobody...aw, that fella. Ah was just startin' to wonder if'n they were gonna make it. Just in time, looks like." He chuckles as he glances at the town under siege. "Gonna have to shake ol' Magic Corn's hand, if'n ah ever meet him. This little baby's gonna give me a little extra juke, get me over the edge on them real tight deals."

Jack gestures to the wounded. "Get them folks loaded in. Got some medical equipment might could help out a bit. We got our own mission a' mercy, but ah reckon we'll be back around 'fore too long. Keep yer head down, Slade. No tellin' what them CS were after." With that, he tips his hat and proceeds to finish the ride to the shaft.
As the 18th finishes the ride, Jack offers an opinion. "Ah don't know how long we plan to spend down here, but if we got enough punch in the bowl to get a move on tonight, might be worth gettin' down the trail a little bit. Ah don't wanna stay too close to the Mesa 'til them CS hogs're gone or put down. 'course, long as them silver bugs stay in their holes and there ain't no radio...whatever done made us all sick last time, this ain't a bad place to hole up either. Reckon it all depends on how quick we get loaded up."

Once within sight of the shaft, Jack clicks the fob to signal the courier.
Bullet Jones
Jack "Bullet" Jones
Bennies: 4 (+1 quarter bonus, +1 escape the fade, +1 donating van, -1 reroll Agility, -1 EE Boost, -1 reroll TK, +1 Gonna Need It)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 40/40
Active Powers: Greater Boost Trait - Psionics w/ raise (d12+3), Quickness
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon
Left hand: Shard Pistol
Adventure Cards:
  • Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Edit Signature

User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 171
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 4: Home again, but Marron's thataway

Post by Silverclaws » Mon Apr 09, 2018 3:26 am

Silver laughs. "It wasn't the Nanites that made us sick."

"If you and the others would have left some, I might have had me an upgrade." Silver thumps his chest hard.

"Nuclear Power Cores in the hands of unstable individuals become a near instant death to anyone. Let me enter the Shaft first and I can tell if anything else has been tampered with."



Silver helps load the wounded. As he passes Slade, "Best rely on your own weapons." Pointing to the railgun topside of the van, "She is nearly empty."

Having help load the wounded, Silver takes a moment to filter through scents of the ranch hands and those in the van.
Wolves or Coyotes among the Sheep__
  • Notice 5, 7 Sight, Scent or Sound
  • Notice 1d8 = 3: 3 (+2; +4 Sight, Scent, or Sound)
  • Wild 1d6 = 1: 1
  • K/Common 10
  • Common Knowledge 1d8 = 7: 7
  • Wild 1d6 = 6: 6
  • Aced Wild 1d6+6 = 10: 4
Tapping Slade, "Keep an eye on that one." Silver points to a dusty looking trailrider with a worn duster and faded out clothes. He waves his hands at a few others as well. "Give me a couple of minutes before you roll out."



Strolling over to the 18th, Silver motions for Jack and Orrin specifically.

"I ain't much for conspiracy and all that, but I think that we may have some Blue Hand members amongst at least the wounded."

"The Blue Hand got me to thinking. What if they upped their game, by siding with or at least tipping off the Deadheads. The Deadheads level Black Mesa and the Blue Hand comes in and claims the town and the hidden cache of goods. New base of operations. More recruits. Greater pressure on the surrounding community."


"Jack you know the locals of Black Mesa better than anyone other than the Preacher. Orrin, I believe there is more to the name name Truthseeker than just your name. Come take a look at least at this trailrider in the van."

"Wonder if these Blue Hands have tracking devices implanted or maybe cyber radios on them for communications."
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...


Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.


Adventure cards:
  • (14) In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |

User avatar
Sir Blurre
Bronze Patron
Bronze Patron
Posts: 123
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 4: Home again, but Marron's thataway

Post by Sir Blurre » Mon Apr 09, 2018 4:09 pm

Blurre listens to the man, then turns to Orrin. "I will be honest, sir. It will be at least several hours before I'm up to combat strength. A night's sleep before we hit the road would mean I'd at least have something in the tank. Of course, if you feel speed is of the essence, I'll do whatever I can."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
ISP: 5/20 (To recharge, must let armor go uncharged for an hour)
  • Q4/18 Adventure cards:
    Epiphany: Something you never understood before suddenly “clicks.” You gain a
    d6 in any skill you previously did not have for the remainder of this game session.
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.

User avatar
Rill
Bronze Patron
Bronze Patron
Posts: 126
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 4: Home again, but Marron's thataway

Post by Rill » Mon Apr 09, 2018 8:21 pm

Rill tries his best to follow along, but ultimately ends up shaking his head. He is clearly a bit lost, and distracted by the destruction still raging in his home.

”I’m sorry, gentlemen,” he says, excusing himself. ”I believe I will need a moment or two to sort through all this.”

He finds himself a quiet place to sit and breathe, and to pray.
Mysticism 9, and Vigor 4 for Divination
Mysticism 1d10+1 = 10: 9
Wild 1d6+1 = 4: 3

Vigor 1d6 = 4: 4
Wild 1d6 = 4: 4

Cast with a raise, so an angel or other vision may occur. Any who see the angel will be at +1 to their next Spirit roll within 24 hours.
Rill prays fervently to know if the people of Black Mesa will survive and if Stella is truly on their side.
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d10, Shooting d4, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d10, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire; Stunner Pistol (based on NG Equalizer Bronze Patron Item)
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
  • Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
Signature

User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 171
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 4: Home again, but Marron's thataway

Post by Silverclaws » Tue Apr 10, 2018 10:04 am

"I can provide security for those who need the rest." Tapping his chest, "Only need a couple of hours myself."

Silver heads back to the ambulance/converted police van and stares down over the trailrider. Looking at each of the conscious and the alert injured, "Any of you know this dusty fellow?"

Pushing and sliding the hidden dermal plate on his left fore arm, Silver makes sure his personal computer is connected to his sensors. Making a completely novice roll, he checks to see if there is a radio freqs or transmissions outside the norm.
Only Know so Much__
  • K/Electronics 8 success, raise
  • K/Electronics 1d4-2 = 1: 3
  • Wild K/Elec 1d6-2 = 1: 3
    Benny for Extra Effort
  • Extra Effort 1d6 = 6: 6
  • Aced EE 1d6+6 = 7: 1
"18th. I found something."

Silver scans the faces of the transport injured and riders, looking for anyone that may have begun reacting to his investigations. Possibly sniff testing for common fellows of the trailrider. His hearing is acutely attuned for excellerated heart rates and rushed breathing.

He places one massive back leg on the back of the van. This vehicle will not going anywhere yet.
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...


Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.


Adventure cards:
  • (14) In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |

User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 180
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 4: Home again, but Marron's thataway

Post by Kim Black » Tue Apr 10, 2018 10:38 pm

Notice 11
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 10: 4
Ace 1d4+10 = 11: 1
Wild 1d6+6 = 8: 2
***

Kim winced at the wreckage of the hovercycles. That was going to require some work. Best to use Keegan’s hovercycle for salvage parts to fix the Desert Fox. Kim started fiddling a little bit, dividing up what would be useful for the trip ahead, while Rill went off to do his praying and Silver started sniffing around the refugees.

“I’ve topped up from the ley line, so if we need to push on, I can. I guess we can leave the Desert Fox behind if we can all fit in Severiana’s Skycar. Who’s this Liberty Magic Corn?” she asked Jack. “That’s a really strange name.”

***
Actions
Conditions
PPE: 15/15
Bennies: 6/3
Arcane Machinist (6/6)
Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Adventure Cards
  • Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
To Do
Fix Desert Fox
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
Vehicles
(2 Wounds) Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)(Severiana)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Character Tracking
Vigor d12+2; Toughness 16 (7) (Orrin 3r)
Agility d10 (Orrin 3r)
Pace: 8
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 14/20
Bennies: 1/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Backpack of Shooting Stars
  • 35/42 shots
  • PPE 10/10
Jammer Pistol
  • 9/10 shots
UEMC (10 charges)
Adventure Cards
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.


To Do
Add TW Piloting upgrades to Sky Siren. Convert Desert Fox and add TW piloting
NPCs
Inala - Kim’s Marronite apprentice
Tazden - Jack’s Marronite apprentice, crushes on Kim.
Ikimi - Orrin’s Marronite apprentice; crushed on by Inala
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • 2 x One way recording radio transmitter (Blue Hands)


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mod: +1 Piloting
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover


Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

User avatar
Duncan Montana
Posts: 50
Joined: Thu Dec 07, 2017 3:24 am

Re: Day 4: Home again, but Marron's thataway

Post by Duncan Montana » Wed Apr 11, 2018 1:55 am

With one last look over his shoulder at Black Mesa and the Sidewinder, Duncan follows the rest of the 18th to their bunker. He has half a mind to turn around and charge ol' Bandit back to aid the besieged town but knows it isn't his place to buck orders, him bein' the new guy and all.

As they mosey on to the bunker Duncan hands out what little bit o' jerky he has left from his last hunt to the refugees.
"Looks like you folks need this more than me," he says to one of the groups. "I might be able to rustle up some more on our way Marron, anyway," he adds without thinking.
Silverclaw wrote:"18th. I found something."
Duncan guides Bandit to where the wolfen cyborg is and asks, "What's goin' on?"
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees

User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 204
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 4: Home again, but Marron's thataway

Post by Orrin Truthseeker » Wed Apr 11, 2018 3:36 am

When they stumble across Slade and his refugee group, Orrin stays to the background, letting Jack do most of the conversation with Slade. The Cyborg had warmed up to Orrin since they had returned from their encounter in the bunker. He seemed to think that he and Orrin "shared something in common" now that Orrin had metal skin. While Orrin knew the cyborg had a good heart, their first interaction with Slade as a hostage-taker had still soured Orrin's thinking of the man.

Orrin does step into the conversation for a minute to ask a few questions of the Borg though. "Did any of your run in's with the CS give you any intel on what they may be doing here? Have you seen anyone other than Mesa folk and Coalition? We had some... intel that there may have been a third group that showed up just as the battle started. They supposedly came from a rift in the ley line."

After Slade responds, Orrin goes to help tend the wounded and tries to provide some encouragement to many of the now homeless residents. He mentions the Legion's willingness to help rebuild, and take in any who wishes to seek shelter at Castle Refuge. Most shrug it off as a sales pitch, but a few listen intently.
Silverclaws wrote:
"I ain't much for conspiracy and all that, but I think that we may have some Blue Hand members amongst at least the wounded."

"The Blue Hand got me to thinking. What if they upped their game, by siding with or at least tipping off the Deadheads. The Deadheads level Black Mesa and the Blue Hand comes in and claims the town and the hidden cache of goods. New base of operations. More recruits. Greater pressure on the surrounding community."


"Jack you know the locals of Black Mesa better than anyone other than the Preacher. Orrin, I believe there is more to the name name Truthseeker than just your name. Come take a look at least at this trailrider in the van."

"Wonder if these Blue Hands have tracking devices implanted or maybe cyber radios on them for communications."
Having always found a Silverclaws to be a little.... eccentric... Orrin rolls his eyes before turning to address the Wolfen

"I'll keep my eyes out for anything suspicious", he says, hoping this will placate Silver, "But don't go starting any interrogations. These people have been through a lot. Many have lost their homes, their livelihoods."

Orrin had continued moving about the wounded as a Silver continued his "investigation". He was halfway through his third explanation of why he wasn't technically a D-bee when he is surprised by what he hears over his radio.
Silverclaws wrote: "18th. I found something."
Orrin drops the conversation and rushes over to where he sees Silver, expecting to have to rescue some poor soul that had been intimidated enough by the huge Wolfen than he was acting suspiciously enough to raise Silvers hackles.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Update Signature

User avatar
Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 147
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 4: Home again, but Marron's thataway

Post by Jack 'Bullet' Jones » Thu Apr 12, 2018 10:57 pm

Notice, CK
Notice
1d6 = 4: 4

WD Notice
1d6 = 6: 6

Ace WD Notice
1d6+6 = 12: 6

2nd Ace WD Notice
1d6+12 = 17: 5

CK
1d10 = 6: 6

WD CK
1d6 = 3: 3
Jack begins looking through the wounded for any familiar faces.
Bullet Jones
Jack "Bullet" Jones
Bennies: 4 (+1 quarter bonus, +1 escape the fade, +1 donating van, -1 reroll Agility, -1 EE Boost, -1 reroll TK, +1 Gonna Need It)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 40/40
Active Powers: Greater Boost Trait - Psionics w/ raise (d12+3), Quickness
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon
Left hand: Shard Pistol
Adventure Cards:
  • Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Edit Signature

User avatar
Tribe of One
Posts: 773
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 4: Home again, but Marron's thataway

Post by Tribe of One » Fri Apr 13, 2018 9:34 pm

As the survivors load into the emptied police transport, the COT is still debating whether or not to spend a night recuperating at Shaft 13 before heading west. Everything is proceeding in an orderly fashion when Silverclaws gets his hackles up and starts scanning for radio transmissions.

It doesn't take more than a few seconds for the radar in his implanted CPU to start pinging, then to zero in on one of the cowboys with Slade -- a big fella wearing a long black coat. Combined with the bandanna around his neck and a hat pulled low, just about every inch of skin is covered, except for a thick moustache. But as Silver watches, every cyber-enhanced sense on edge, the man reaches down and his sleeve pulls back just enough to reveal a tattoo on the pale skin of his wrist -- a tattoo of a blue hand.

Silver is on him in the blink of an eye, hauling the man up off the ground.

In that moment, Jack catches a glimpse of something he never thought he'd see again -- a pearl-handled revolver, the cylinder and barrel a contrasting matte black steel. Last time Jack saw it, he'd lost it in a poker game. But now here it was -- in the hands of a second Blue Hand Raider who was pointing it at Silver's head!
1579754-revolver_ocelot_wallpaper_by_lootskin.jpg
Silver hears the sound of the man's finger on the trigger, can almost feel a burning in the back of his skull, but he's distracted by something the else -- the faint scent of cordite, encased in metal and flesh, accompanied by the almost inaudible clicking of electrical circuits tripping a trigger -- a cortex bomb, implanted in the skull of the raider he's hoisted in the air!

The pale raider smiles, dead eyes glistening over his handlebar moustache as he spits out a farewell: Do svidanya.

We'll do this is a modified Quick Combat/Skill Challenge, with two primary tasks, and the opportunity for others:
  • Unless somehow neutralized or blunted, the first raider's cortex bomb explodes, killing eight survivors in the nearby area. Each success with an appropriate skill or trait reduces the number of casualties by one. At range, the Scene Modifier is -6; If the player's action requires them to be in proximity to the bomber and survivors, the Scene Modifier is only -2, but they take a hit as if struck by an armor-piercing grenade (3d8 damage, AP 8).
  • Unless stopped, the second raider will shoot Silver, then start firing into the crowd. A total of four successes are needed to stop him. He's quick on the draw, so the Scene Modifier is -4.
  • Other tasks are possible: Want to try to intercept a final transmission, or snatch something useful from one of the men before it's destroyed? The sky's the limit, with the level of success determined by the number of successes rolled and the Scene Modifier you choose to apply.
Each player can select one task to contribute toward; full rules in the spoiler.
Quick Combat Rules
Modified Savage Quick Combat
This is a modified version of Quick Combat that has worked well in some other games on site, so I'm adopting it here.

Steps: The following is the Order of Operations for a Quick Combat.
  1. Pick a Task and note the Scene Modifier
  2. Player Character Options (Resources Spent)
  3. Quick Combat Roll
  4. Describe outcome (Narrative)
1. Scene Modifier : Varies by task
[/color]
2. Player Character Options: These allow you to have more control over the results of Quick Combat, Mass Combat or Quick Battle without having to use Bennies. You may use Bennies as normal.

Resources Spent: As a default your character spends 4 Power Points, uses 1/2 a clip of ammo or 2 grenades/missiles, etc. Before rolling declare if you would like to have your character risk more or expend more resources for a better chance of success. Note: you must have the resources to spend them.
  • -2: Conserve your energy - Believing it may be an easy battle you accept -2 to your roll in exchange for spending 1/2 (rounded down) the resources. However, your character receives a free soak roll versus any wounds taken from failure.
  • +0: In The Fight - Wanting to stay on top of things you fight like a professional. You roll without an additional modifier for the default resource cost.
  • +2: Serious Business - You do not play around and do what you have to in order to ensure victory, even when it requires risking yourself. You may double the resources spent, or accept 1 Fatigue or 1 Wound to gain a bonus of +2 to this roll.
  • +4: No Matter The Cost - When Battle comes you go all in, winning no matter the personal cost. You may triple the resources spent, or accept 2 Fatigue or 2 Wounds to gain a bonus of +4 to this roll.
3. Quick Combat Roll:
  • Critical Failure (-1): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 2 wounds. In addition he accidentally inhibits another players efforts, reducing the number of successes for the group by 1. (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Failure (+0): The hero is stopped by overwhelming numbers, an unfortunate tactical development, or bad fortune. He suffers 1 Wound (The Hero may spend a Bennie as usual to make a Soak roll if desired.)
  • Success (+1): The hero fights well and adds +1 success to his team’s efforts, though the dangers of the battle put him at risk of receiving a serious wound. Your hero must make a Vigor roll (no penalties); Failure means he suffers 1 wound.
  • Raise (+2): The hero wreaks havoc, slaying enemy leaders and destroying important assets. He adds 2 successes to his side’s tally. Escaping the dangers of battle he finds himself uninjured. In addition you gain a Benny.
  • Two or More Raises (+3): The warrior covers himself in glory! Many foes fall before him and his success inspires his allies to fight like demons. His efforts add +3 successes for his side and he emerges from the fight unscathed. The character may also reduce another player's Critical Failure result to a normal failure if he narrates how he interfered. In addition you gain a Benny, or things lined up well for you and your character was able to conserve resources, reducing the amount of PP or ammo used by half.
4. Narrative: You then do your best to narrate the result of your roll to make your character seem as awesome as possible.
GM Bennies: 4/8

User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 171
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 4: Home again, but Marron's thataway

Post by Silverclaws » Fri Apr 13, 2018 10:02 pm

"I knew I smelt you right."

Extending the claws in his left hand, which holds Yosemite Sam in the air. Silver yanks old Sam to the ground and then heaves Sam's head off his body while letting Sam's weight do the separating. Silver stands with the severed ticking head in his right hand/paw/palm and Sam's body crumpled at his feet.
Heave Ho!__
  • Edges/Hindrances
  • Overconfidant
  • Brawny
  • Trademark Weapon (Vembraces)
  • Fighting 7
  • Fighting 1d12+3 = 7: 4
  • Wild Die 1d6+3 = 4: 1
  • Damage (Str+ d8) 13 MDC, AP 4
  • Damage 1d8 = 2: 2
  • Strength 1d12+1 = 11: 10
Silver with the exploding head in hand turns just enough to be staring the gun weilding goon right down the barrel of the revolver into his eyes.
Last edited by Silverclaws on Sat Apr 14, 2018 3:32 pm, edited 1 time in total.
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...


Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.


Adventure cards:
  • (14) In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |

User avatar
Sir Blurre
Bronze Patron
Bronze Patron
Posts: 123
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 4: Home again, but Marron's thataway

Post by Sir Blurre » Sat Apr 14, 2018 12:54 pm

OOC Comments
Task 1: Save the crowd. Scene Modifier -2, because of course he runs up to the bomb.
No Matter the Cost: 2 levels of Fatigue, +4 to roll

Agility 1d10+2 = 3: 1
Wild Agility 1d6+2 = 7: 5
Extra Effort Running Total 1d6+5 = 6: 1
Actual total: 8, +2 to success total. Benny restored.

Seeing the head get ripped off, and understanding the danger, Blurre doesn't even hesitate. He moves like quicksilver, snatching up the head and running all-out, zig-zagging between refugees, at one point doing a hairpin turn--he'd been about to chuck the bomb into a cart, only to find it was full of young children--and then, unable to find any other way to be sure it's secure, head spinning from the exertion, he leaps forward away from everyone else, landing ON the head, interposing his own body against the blast, entrusting his cyber-armor to help him survive.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
ISP: 5/20 (To recharge, must let armor go uncharged for an hour)
  • Q4/18 Adventure cards:
    Epiphany: Something you never understood before suddenly “clicks.” You gain a
    d6 in any skill you previously did not have for the remainder of this game session.
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.

User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 204
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 4: Home again, but Marron's thataway

Post by Orrin Truthseeker » Sat Apr 14, 2018 5:56 pm

Mechanics
Notice 1d6 = 4: 4
Wild 1d6 = 6: 6
Ace! 1d6+6 = 12: 6
Ace Ace! 1d6+12 = 13: 1

Spellcasting on Mustached Marauder (-4 Scene Penalty) 10
Spellcasting 1d10+1 = 8: 7
Wild 1d6+1 = 2: 1
EE 1d6+2 = 6: 4
Orrin rounds the Van in time to see Silver cut the head off of one of Slade's riders, and another rider start to raise a pistol at the large Wolfen. For a split second Orrin freezes, unsure of who is in the right. The wolfen is known to be aggressive, but while Orrin had heard the relative stranger wkisper threats, he had never seen him act on them without cause. On the other hand, what could have happened to escalate the situation so quickly?

Orrin's uncertainty is cast away as the rider's sleeve falls back as he raises the pistol, revealing the lower half of a blue tattoo. Without hesitation he raises his staff and shouts "ac vertetur in serpens!"

To Orrin's eyes, and hopefully the ganger's, the pistol in his hand elongates and writhes, turning into a desert rattler that winds up the ganger's arm. As the man shakes his arm wildly, the rattler sinks inch long fangs into his biceps.

Orrin winces as the sight, though he knows it isnt real. It is always easier to control the illusions if he can see them himself, so he always cast his illusions on himself as well as his target. That said, while he can appreciate their beauty, Orrin has never been overly fond of snakes...
Last edited by Orrin Truthseeker on Mon Apr 16, 2018 3:38 am, edited 2 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Update Signature

User avatar
Duncan Montana
Posts: 50
Joined: Thu Dec 07, 2017 3:24 am

Re: Day 4: Home again, but Marron's thataway

Post by Duncan Montana » Mon Apr 16, 2018 3:22 am

By the time Duncan understands Silverclaw's warnin', all hell seems to break loose. Silver rips some guy's head clean off and then Sir Blurre grabs the head and tears off like a bat outta hell. Before Duncan can ask what the hell is goin' on some mustachioed fella whips out a pearl handled pistol and ponts it Silver, but then Orrin points his staff at the guy and suddenly he starts wavin' that pearl handled gun around all wild-like while hollerin' about snakes or some such. Duncan finally realizes Mr. Mustache has nefarious plans and this is as good a time as any to stop 'em so he draws his ion pistol and fires.
Shooting=17 , 4 successes
Unless stopped, the second raider will shoot Silver, then start firing into the crowd. A total of four successes are needed to stop him. He's quick on the draw, so the Scene Modifier is -4.
-4 scene; +2 armor HUD; + 2 ion bonus = 0 total mod
used only a quarter of the clip (3 out of 10 shots) in his ion pistol due to having at least 3 successes

Shooting: 1d10 = 10: 10
-ACE: 1d10 = 7: 7
WILD dye: 1d6 = 2: 2
Duncan's aim is true as the ion pistol spits three quick bolts into Mr. Mustache before he has time to recover from his strange snake delusions and threaten anybody else.
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees

User avatar
Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 147
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 4: Home again, but Marron's thataway

Post by Jack 'Bullet' Jones » Mon Apr 16, 2018 9:45 pm

Telekinesis 3 successes
TK at scene -6, +4 for NMTC, net -2
1d10-2 = 8: 10

Ace TK with prior
1d10+8 = 14: 6

WD TK
1d6-2 = -1: 1

Half resources used - 6 ISP total
Being first to the draw isn't always best. Sure, leading big with pocket Aces seems like a good move almost any day. But even the big guns have to know when to slow play and let a hand develop. Jack watches as his old pearl-handled Colt points first at his wolfen friend's head. Then it does a crazy dance, like the shooter's got ants under his skin. Duncan Montana doesn't miss, though, and the cheat who stole Jack's Colt gets riddled with an ion blast. "Heckfire, there, Wilson. Ah told ya you didn't want that hogleg. Brought nothin' but bad luck fer anyone ain't a Jones what held it. Ah'll bet you regret cheatin' me, but y'ain't got long ta live with it." Jones grins as the thief expires.

The hand has played out. He realizes exactly what Blurre hoped to accomplish by running off with the head. He grabs three survivors in a telekinetic grip and whips them around the side of the van, hoping to provide some extra cover by putting the bulk of the vehicle between them and the blast. "Keep yer heads down! That sapsucker's bound to make a big ol' ruckus!" Instinctively, he jams his fingers into his ears, hoping to mitigate the volume of the impending blast. God Almighty, if yer up there, protect ol' Blurre from them damn fool heroics.
Bullet Jones
Jack "Bullet" Jones
Bennies: 4 (+1 quarter bonus, +1 escape the fade, +1 donating van, -1 reroll Agility, -1 EE Boost, -1 reroll TK, +1 Gonna Need It)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 40/40
Active Powers: Greater Boost Trait - Psionics w/ raise (d12+3), Quickness
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon
Left hand: Shard Pistol
Adventure Cards:
  • Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Edit Signature

User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 180
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 4: Home again, but Marron's thataway

Post by Kim Black » Wed Apr 18, 2018 1:23 am

Notice 10
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 10: 4
Wild 1d6+6 = 8: 2
***

Everything happened so fast. Silver ripped the head off a man, Blurre grabbed the head and ran, a man drew a gun, Orrin cast a spell, Duncan blasted the gunman apart, Jack yanked refugees behind the van

But Kim’s sharp eyes had caught something. A glint of bloody metal at the base of the skull, some bio-cybernetic circuitry, and she started putting things together.

“Blurre! No!” Kim raced after the cyber-knight. She still had the remains of that fly device she had used on the APC. It was breaking down, maybe had one more charge. “Get off, you idiot!”

Kim roughly shoved Blurre aside. She yanked out a roll of duct tape and tore a strip with her teeth, strapping the anti-grav disk to the head. She probably pumped a bit too much power into it. Then she turned it on and threw it into the air.
Techno-Wizardry 22 4 Raises, 3 Successes
Scene penalty -2, Machine Maestro +4, No Matter the Cost triple PPE +4
TW 1d12+6 = 18: 12
Ace 1d12+18 = 22: 4
Wild 1d6+6 = 9: 3
OOC Comments
Taking back 6 PPE as reward for high success
The anti-grav device flew the head high in the air, well away from the innocent refugees. But it still exploded, and the shockwave slammed Kim t the ground, knocking the wind out of her.
Damage 12 Shaken
3d8 = 12: 6, 1, 5 AP 8
Unshake 10 Raise
Spirit 1d6 = 6: 6
Ace 1d6+6 = 10: 4
Wild 1d6 = 4: 4
***
Actions
Conditions
PPE: 9/15
Bennies: 6/3
Arcane Machinist (6/6)
Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Adventure Cards
  • Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
To Do
Fix Desert Fox
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
Vehicles
(2 Wounds) Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)(Severiana)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Character Tracking
Vigor d12+2; Toughness 16 (7) (Orrin 3r)
Agility d10 (Orrin 3r)
Pace: 8
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 14/20
Bennies: 1/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Backpack of Shooting Stars
  • 35/42 shots
  • PPE 10/10
Jammer Pistol
  • 9/10 shots
UEMC (10 charges)
Adventure Cards
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.


To Do
Add TW Piloting upgrades to Sky Siren. Convert Desert Fox and add TW piloting
NPCs
Inala - Kim’s Marronite apprentice
Tazden - Jack’s Marronite apprentice, crushes on Kim.
Ikimi - Orrin’s Marronite apprentice; crushed on by Inala
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • 2 x One way recording radio transmitter (Blue Hands)


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mod: +1 Piloting
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover


Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

User avatar
Rill
Bronze Patron
Bronze Patron
Posts: 126
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 4: Home again, but Marron's thataway

Post by Rill » Wed Apr 18, 2018 10:52 am

Rolls for Rill
Notice 1d8+4 = 9: 5
Wild 1d6+4 = 6: 2

CK 1d8+2 = 3: 1
Wild 1d6+2 = 4: 2

Mysticism 1d10+1 = 3: 2 +2 (Healer) -4 (scene modifier)
Wild 1d6+1 = 6: 5 +2 (healer) -4 (scene modifier)
WIP- Rill to try and keep the shot bandit alive long enough to get information out of him.
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d10, Shooting d4, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d10, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire; Stunner Pistol (based on NG Equalizer Bronze Patron Item)
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
  • Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
Signature

User avatar
Severianna
Diamond Patron
Diamond Patron
Posts: 100
Joined: Fri Aug 04, 2017 10:45 am

Re: Day 4: Home again, but Marron's thataway

Post by Severianna » Thu Apr 19, 2018 10:13 am

Notice 5,7,7 CK 2
Notice (+2 Sight based rolls - cybernetics) (+2 rolls that only relate to traps and similar devices)
Notice roll 1d6 = 5: 5
Wild Die roll 1d6 = 5: 5

Common Knowledge (-2 Clueless Hindrance)
CK roll 1d8 = 1: 1
Wild Die roll 1d6 = 4: 4

Agility roll/Acrobatic Manuver to save any bystanders
CK roll 1d12+3 = 13: 10
Wild Die roll 1d6 = 6: 6
Acrobatic Roll
13 (-2 melee sceen mod) 11. 2 successes
(3d8 damage, AP 8)
Damage 3d8 = 11: 6, 3, 2 v. Toughness 16 (6)
"Damn, what is goin on here?" We have to be on the lookout for anything all the time for Damn sake.

Sev jumps to help any survivors within range get out of the way of anything harmful. She attempts to pull an acrobatic maneuver to get some distance between any bystanders or anyone who might be in harms way.
Severianna
Quick Stats
Night Crawler, MARS PC, DESCRIPTION, ETC
Bennies: 4/4
Agility d12+1, Smarts d6, Spirit d10, Strength d10, Vigor d12
Charisma: 0,-4 CS; Pace: 6; Parry: 13; Toughness: Light Armor 12 (4), Tactical Armor 14 (6) Light Armor + shield 16 (4),
2 shields 20 (4), Tactical + shield 20 (6), 2 shields 24 (6)

Hindrances: Clueless; Vow to help other slaves/captured creatures; Loyal to friends; InHuman; Curiosity, Wanted; Coalition, Quirk - touchy tail
Notice d6 (+2 that relates to traps and similar devices, +2 sight based rolls (cybernetic eyes), Common Knowledge d4-4, Intimidation d4-2, Persuasion d4-2
Edges and Abilities of Note: Acrobat +2 Agility rolls, Dirty Fighter +4 w/Acrobat on trick moves, Tricky Fighter no multi-action penalty for tricks, Ambidextrous, Two-Fisted, Nerves of Steel & Improved Nerves of Steel ignore 2 pts of wound penalties, Combat Reflexes +2 to Spirit rolls to recover from Shaken, Prehensile Tail that gives an additional non-movement action each round.
Adventure cards:
  • Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM.
  • We Have The Talent - you gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.

Image

User avatar
Tribe of One
Posts: 773
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 4: Home again, but Marron's thataway

Post by Tribe of One » Thu Apr 19, 2018 7:43 pm

Snicker-snack. Silver's claws leap out, separating the Blue Hand Raider's booby-trapped head from his body. Blood spurts into the wolfen's eye, momentarily blinding him, and he fumbles the head like a receiver in the Old American Empire trying to catch a wobbly pass in the rain.

Faster than an eye-blink, Blurre snatches the head and the kink-bomb it conceals and takes off running into the scrub, where he leaps on the explosive, intending to block the blast with his own flesh, if need be. Kim saves him from making that sacrifice, slapping an anti-grav disc on the skull and sending it into the sky. As both Jack and Severianna help to shield survivors, the head explodes like a ripe melon stuffed with fireworks, the red mist left behind blowing away in the wind.

On the ground, the Raider's compadre slumps to the ground, still screaming about snakes despite the four neat holes burned in his chest. Little wisps of smoke rise as his screams fade into a weak whisper. Rill goes to the man's side and does what he can to ease his slide into darkness -- even the sinful deserve a respite from pain at the end.

The man struggles to focus, but seems to catch sight of Blurre as the cyber-knight passes nearby.

" ... he ... huh ... tell the ... slim one ... Ronin says ... 'See ya ... when I ... lap ... ya ... Turtle ...'"

As the man's voice fades away into nothing, Rill again feels the presence of the entity he'd contacted just moments before, when he asked for a sign of Stella's good intentions.

As it had then, the presence feels like a soft hand on his cheek, accompanied by the faint scent of incense and the gurgling sound of a river.

You do well to shepherd them into the hereafter, preacher, even if they didn't follow the teachings of your God. I am not He, but our paths overlap more than they diverge ... I'll look after Black Mesa, best I can, while you tend to you and yours, and those lambs Sir Keegan sent you to find. I reckon when you get back, there will be some of that good whiskey waiting for you ..."

With that, the presence fades.

"Well what in the good God da ... Oh, sorry preacher," Slade says, standing up from where he had crouched to shield another survivor from the blast. He turns to Silver. "I was about to have words about you decapitatin' ol' Misha there, but I reckon any fella with a bomb hidden in his head may not be the pal he made himself out to be. Him and the other one, Wilson, hired on at the ranch a couple of months ago. Never figured 'em for raiders, although it was obvious they'd both done some fightin' in the past."

The big 'Borg scratches at the side of his head, an old habit he must have picked up when he still had a scalp to scratch. "I reckon you can swing by the ranch if you want to check their bunks. Maybe something you can use."

Slade and the rest of the hands finish loading up the remaining survivors, then lead the way back to the ranch. In the bunkhouse, Slade points out the lockers where Misha and Wilson had kept their gear. In addition to the sorts of unremarkable belongings one would expect a ranch hand to own, you find an old audio recorder that's been rigged with some sort of transmitting device.
Success with a raise using Kn: Electronics or Repair
The transmitter is rather simple, but powerful, capable of sending recorded messages but not receiving, and only on a specific frequency. Range was probably 100 miles or so at most. You're able to extract the frequency information for use with another radio, if it should prove useful.
Both men had credsticks with sizeable balances on them -- about 80,000 cr., total -- and of course there's Jack's old pistol, a fancy-looking piece that fires overcharged laser blasts. [Stats as an NG-45 Long pistol, but with a +3 bonus to damage and +2 AP.]
GM Bennies: 4/8

User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 180
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 4: Home again, but Marron's thataway

Post by Kim Black » Fri Apr 20, 2018 4:38 am

Notice 8
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 7: 1
Wild 1d6+6 = 8: 2
***

Kim handed Jack the silver pistol. “You going to keep hold of it this time?” the teenager teased him playfully, perhaps standing a bit close, gazing up into his handsome face. Her blood was pumping, adrenaline making her body sing. Her kissable lips parted slightly, and she rested a hand on his chest for a moment.

At the ranch, Kim took up the audio recorder to check it out.
Repair 10
Repair 1d8+5 = 9: 4
Wild 1d6+5 = 10: 5
Electronics 7
Repair 1d6+2 = 7: 5
Wild 1d6+2 = 4: 2
“This is a radio transmitter,” she said. “You can record something, and then send it. But it’s only one way, and about a hundred mile range. The frequency is locked in, too.” She put the thing in her work bag. “Might be useful.”

Kim dug around in the locker a few more times and came up with credsticks. “Jackpot! These guys were loaded, for ranch hands,” she noted. She handed the cred sticks to Orrin. “We divying those up, boss, or what?”

***
Actions
Conditions
PPE: 9/15
Bennies: 6/3
Arcane Machinist (6/6)
Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Adventure Cards
  • Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
To Do
Fix Desert Fox
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • One way recording radio transmitter (Blue Hands)
Vehicles
(2 Wounds) Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)(Severiana)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Character Tracking
Vigor d12+2; Toughness 16 (7) (Orrin 3r)
Agility d10 (Orrin 3r)
Pace: 8
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 14/20
Bennies: 1/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Backpack of Shooting Stars
  • 35/42 shots
  • PPE 10/10
Jammer Pistol
  • 9/10 shots
UEMC (10 charges)
Adventure Cards
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.


To Do
Add TW Piloting upgrades to Sky Siren. Convert Desert Fox and add TW piloting
NPCs
Inala - Kim’s Marronite apprentice
Tazden - Jack’s Marronite apprentice, crushes on Kim.
Ikimi - Orrin’s Marronite apprentice; crushed on by Inala
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • 2 x One way recording radio transmitter (Blue Hands)


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mod: +1 Piloting
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover


Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

User avatar
Sir Blurre
Bronze Patron
Bronze Patron
Posts: 123
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 4: Home again, but Marron's thataway

Post by Sir Blurre » Fri Apr 20, 2018 9:06 am

OOC Comments
Notice 1d4 = 2: 2
Wild Notice 1d6 = 5: 5
Sir Blurre is still staring at the spot in the sky where the head detonated, wondering if he would've survived that blast, when he catches a few of the dying man's words. His expression immediately grows grave, his normally bright and cheerful eyes clouded over.

Squaring his shoulders, he walks over to Orrin, pulling the preacher aside from the refugees (if other members of the 18th are nearby, that's fine, but he wants to keep outsiders from learning about this. "Sir, I think I need to tell you something.... This "Ronin" they keep talking about. I'm... I'm pretty sure she's my sister. There can't be that many Fallen Quickflex Cyberknights out there, after all. I should warn you--I've vowed to do whatever it takes to save her from the path she's ensnared herself in. If we meet her, you should all either leave her to me, or fight to restrain her. I wouldn't.. I wouldn't want...." He takes a moment to compose himself. "I wouldn't want to have to fight any of you to protect her."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
ISP: 5/20 (To recharge, must let armor go uncharged for an hour)
  • Q4/18 Adventure cards:
    Epiphany: Something you never understood before suddenly “clicks.” You gain a
    d6 in any skill you previously did not have for the remainder of this game session.
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.

User avatar
Rill
Bronze Patron
Bronze Patron
Posts: 126
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 4: Home again, but Marron's thataway

Post by Rill » Sat Apr 21, 2018 10:55 pm

Notice 7, CK 10
1d8+4 = 5: 1 (includes Awareness and sight)
Wild 1d6+4 = 7: 3

CK 1d8+2 = 3: 1 (includes HJ bonus)
Wild 1d6+2 = 8: 6
Ace! 1d6 = 2: 2
Tribe of One wrote:
As the man's voice fades away into nothing, Rill again feels the presence of the entity he'd contacted just moments before, when he asked for a sign of Stella's good intentions.

As it had then, the presence feels like a soft hand on his cheek, accompanied by the faint scent of incense and the gurgling sound of a river.

You do well to shepherd them into the hereafter, preacher, even if they didn't follow the teachings of your God. I am not He, but our paths overlap more than they diverge ... I'll look after Black Mesa, best I can, while you tend to you and yours, and those lambs Sir Keegan sent you to find. I reckon when you get back, there will be some of that good whiskey waiting for you ..."

With that, the presence fades.
Rill opens his eyes and says to the group, ”I believe we can leave Black Mesa to Stella’s good graces for the time being. I have never prayed to God before and been answered by someone else, but I do believe Stella just answered my prayer, and I have no doubt the Lord would allow such a thing if her intentions were anything but good.” He quickly brings them up to speed regarding his divination and Stella’s words.


Sir Blurre wrote:
Sir Blurre is still staring at the spot in the sky where the head detonated, wondering if he would've survived that blast, when he catches a few of the dying man's words. His expression immediately grows grave, his normally bright and cheerful eyes clouded over.

Squaring his shoulders, he walks over to Orrin, pulling the preacher aside from the refugees (if other members of the 18th are nearby, that's fine, but he wants to keep outsiders from learning about this. "Sir, I think I need to tell you something.... This "Ronin" they keep talking about. I'm... I'm pretty sure she's my sister. There can't be that many Fallen Quickflex Cyberknights out there, after all. I should warn you--I've vowed to do whatever it takes to save her from the path she's ensnared herself in. If we meet her, you should all either leave her to me, or fight to restrain her. I wouldn't.. I wouldn't want...." He takes a moment to compose himself. "I wouldn't want to have to fight any of you to protect her."
Rill places his hand on Blurre’s shoulder and says, ”I am truly sorry, my friend. I know I do not speak for your legion, but I believe I speak for us when I say that we will help you confront your sister, and you need not worry about one of the group killing her. You’ve yet to ask for anything for yourself in the few days I have known you, and you’ve saved all of our lives at least once in that time. I believe we all feel as I do: we owe you, and though I am predisposed to spare life, I think the others will agree with me.”

“Remember, Sir Knight, ‘Be strong and of a good courage, fear not, nor be afraid of them: for the Lord thy God, he it is that doth go with thee; he will not fail thee, nor forsake thee.’ Ours is not a God who is in the habit of forsaking His people; there is hope for your sister yet, as there is for us all.”

“Besides,
he says with a wink, ”I don’t think you could take me.”
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d10, Shooting d4, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d10, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire; Stunner Pistol (based on NG Equalizer Bronze Patron Item)
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
  • Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
Signature

User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 180
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 4: Home again, but Marron's thataway

Post by Kim Black » Sun Apr 22, 2018 2:39 am

Notice #
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 9: 3
Wild 1d6+6 = 7: 1
***

Kim put a hand on Blurre’s arm. “Don’t worry. We can do that. I have all kinds of gadgets to wrap her up and stuff. Though I’m a bit tapped taking care of that bomb, so try and tell her not to attack us until tomorrow?” Kim said with a playful smile to lighten the mood.

***
Actions
Conditions
PPE: 9/15
Bennies: 6/3
Arcane Machinist (6/6)
Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Adventure Cards
  • Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
To Do
Fix Desert Fox
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • One way recording radio transmitter (Blue Hands)
Vehicles
(2 Wounds) Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)(Severiana)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Character Tracking
Vigor d12+2; Toughness 16 (7) (Orrin 3r)
Agility d10 (Orrin 3r)
Pace: 8
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 14/20
Bennies: 1/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Backpack of Shooting Stars
  • 35/42 shots
  • PPE 10/10
Jammer Pistol
  • 9/10 shots
UEMC (10 charges)
Adventure Cards
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.


To Do
Add TW Piloting upgrades to Sky Siren. Convert Desert Fox and add TW piloting
NPCs
Inala - Kim’s Marronite apprentice
Tazden - Jack’s Marronite apprentice, crushes on Kim.
Ikimi - Orrin’s Marronite apprentice; crushed on by Inala
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • 2 x One way recording radio transmitter (Blue Hands)


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mod: +1 Piloting
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover


Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

User avatar
Duncan Montana
Posts: 50
Joined: Thu Dec 07, 2017 3:24 am

Re: Day 4: Home again, but Marron's thataway

Post by Duncan Montana » Sun Apr 22, 2018 2:56 am

Notice=4
Notice: 1d6 = 2: 2
WILD dye: 1d6 = 4: 4

Common Knowledge: 1d8-2 = 5: 7
WILD dye: 1d6-2 = 4: 6
-ACE: 1d6 = 4: 4
Bandit's
Bandit's Notice (Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks):
Bandit's Notice: 1d8+2 = 10: 8
-ACE: 1d8 = 3: 3
WILD dye: 1d6+2 = 8: 6
-ACE: 1d6 = 1: 1
To Silverclaws, Duncan says with wide eyes, "Dang Silver! Maybe a little 'heads up' next time yer fixin' to decapitate a feller. Whoo! That's gonna be a hard one to forget."

Duncan holsters his ion pistol as Rill attends the dying Mr. Mustache. To the Fennodi preacher he dips his hat and says apologetically, "Sorry Padre. But couldn't take the chance, ya know?"
Sir Blurre wrote:"I wouldn't want to have to fight any of you to protect her."
Sheesh! Thanks fer the warnin'...
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees

User avatar
Sir Blurre
Bronze Patron
Bronze Patron
Posts: 123
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 4: Home again, but Marron's thataway

Post by Sir Blurre » Sun Apr 22, 2018 8:38 am

Blurre gives Rill a gentle chuckle, his demeanor immediately shifting to something lighter and happier. "Why do you think I didn't look forward to the idea of fighting you?" He gives a wink, and then turns to Kim. "Thank you for that; I'm hoping we won't meet her until after we get to Marron, in any case."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
ISP: 5/20 (To recharge, must let armor go uncharged for an hour)
  • Q4/18 Adventure cards:
    Epiphany: Something you never understood before suddenly “clicks.” You gain a
    d6 in any skill you previously did not have for the remainder of this game session.
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.

User avatar
Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 147
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 4: Home again, but Marron's thataway

Post by Jack 'Bullet' Jones » Sun Apr 22, 2018 9:09 pm

Jack grins at the young lady in front of him. "Even the best can get cheated, darlin'. 'sides, ah figgered ah'd run 'cross this snake again when he weren't surrounded by a buncha heeled rhino-buffalo rustlers with itchy trigger fingers what ain't been scratched in a coon's age. Ain't a smokewagon on this or any earth worth a new hole where one don't go." He takes the pistol from Kim and tips his hat. Ah'm an oak alright. That kisser...Not where ya eat, Jones. Focus.

Turning back to the borg, he chuckles a little bit at Slade. "Reckon maybe a tattoo check oughta be part of the hirin' procedures at the ranch?"

Jack nods to Blurre. "Pardner, ah reckon a family dispute oughta be settled by family. Ah ain't gonna intervene 'less the table don't go yer way. Much as you'd like ta save her, ah don't fancy losin' my friend fer family matters. 'course, ah've seen what you can do. Ah don't reckon ah'll have ta take that shot." He smiles and claps the cyber knight on the shoulder.

He peers, a little dumbfounded, at Rill's answered prayer. "Stella did...well, ah'll be a one horned bull. Ah might have ta take up prayin' if she's answerin'. You get visions with them prayers, preacher?"
Bullet Jones
Jack "Bullet" Jones
Bennies: 4 (+1 quarter bonus, +1 escape the fade, +1 donating van, -1 reroll Agility, -1 EE Boost, -1 reroll TK, +1 Gonna Need It)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 40/40
Active Powers: Greater Boost Trait - Psionics w/ raise (d12+3), Quickness
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon
Left hand: Shard Pistol
Adventure Cards:
  • Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Edit Signature

User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 171
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 4: Home again, but Marron's thataway

Post by Silverclaws » Mon Apr 23, 2018 7:52 am

Notice Anything
  • Notice 7, 9 Sight, Scent or Sound
  • Notice 1d8 = 5: 5 (+2; +4 Sight, Scent, or Sound)
  • Wild 1d6 = 2: 2
Back at the Ranch.
Silver sniffs the air on the 18th's arrival but does not enter the house. He turns and walks to the perimeter some where around 100 feet away from the house. Sitting down on his launches, Silver watches activity at the ranch house and in the yards around the house.
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...


Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.


Adventure cards:
  • (14) In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |

User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 204
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 4: Home again, but Marron's thataway

Post by Orrin Truthseeker » Mon Apr 23, 2018 5:13 pm

Mechanics
Notice 1d6 = 3: 3
Wild 1d6 = 3: 3

CK 1d10+2 = 9: 7
Wild 1d6+2 = 5: 3

Streetwise 1d4+2 = 6: 4
Ace! 1d4+6 = 9: 3
Wild 1d6+2 = 7: 5

Orrin breathes a sigh of relief. He looks around the shell shocked crowd and then down and the headless body pooling blood.

That was far too close. I'll have to start giving Silver's instincts the benefit. Maybe it's good to half someone with a healthy amount of paranoia around. Still... I need to make sure he doesnt end up ripping off someones head only to find out they were innocent.

Orrin turns to berate the brash cyber knight for jumping on the bomb - not that Orrin wouldn't do so himself without another option - when Blurr speaks up.
Sir Blurre wrote: "Sir, I think I need to tell you something.... This "Ronin" they keep talking about. I'm... I'm pretty sure she's my sister. There can't be that many Fallen Quickflex Cyberknights out there, after all. I should warn you--I've vowed to do whatever it takes to save her from the path she's ensnared herself in. If we meet her, you should all either leave her to me, or fight to restrain her. I wouldn't.. I wouldn't want...." He takes a moment to compose himself. "I wouldn't want to have to fight any of you to protect her."
Orrin smiles and tries to keep his voice light-hearted but resolute"Dont worry Blurr. We will help you get your sister back in one piece. Hell, soon the only thing you'll have to worry about is keeping Jack away from her." Orrin smiles as he jerks his head toward the gun-slinger.

Underneath the worry-free demeanor, Orrin's mind reels though. If it comes down to saving innocent lives or the sister of a friend who has made the choice to harm others.... I hope it doesn't come to that...

When they get to the ranch, Orrin looks for anything else that might give some type of insight into the hands capabilities or plans. He also spends time mingling with the refugees and ranch hands, digging for info on either the hand or the Coalition attack.

After about an hour he rounds up the team.

"Alright. This is the second time we've got moles from the Blue hand in the area. I think it is safe to say they are already a few steps ahead of us, and we need any advantage we can get. We'll stop at the Shaft just long enough to pick up the transport and then try to get to Marron before news of us heading there spreads. Rill, do you think you have enough in the take to keep us on our feet? Assuming your willing that is. I can't give you orders, but I'll say please if you want. Kim, did you say that transmitter was one way with a locked frequency? Do you think you can rig something up to pick up transmissions on that same frequency? We might be able to get some inkling of what they know if they've got other folks that are locked into the same frequency.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Update Signature

User avatar
Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 147
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 4: Home again, but Marron's thataway

Post by Jack 'Bullet' Jones » Mon Apr 23, 2018 6:29 pm

Jack snickers at Orrin's jab. "Shucks, Orrin, ah wouldn't horn in on my pardner's sister. Bullet Jones don't mix do business with family a' friends. Except, maybe...Blurre, is she purtier'n you?" He winks at the cyber knight, then returns to his preparations.
Bullet Jones
Jack "Bullet" Jones
Bennies: 4 (+1 quarter bonus, +1 escape the fade, +1 donating van, -1 reroll Agility, -1 EE Boost, -1 reroll TK, +1 Gonna Need It)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 40/40
Active Powers: Greater Boost Trait - Psionics w/ raise (d12+3), Quickness
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon
Left hand: Shard Pistol
Adventure Cards:
  • Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Edit Signature

User avatar
Sir Blurre
Bronze Patron
Bronze Patron
Posts: 123
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 4: Home again, but Marron's thataway

Post by Sir Blurre » Mon Apr 23, 2018 7:06 pm

Blurre nods to Orrin, thankfully, and doesn't even object when he orders a rapid start on the road. It's a fair trade--I'll just have to make due with whatever juice I have on hand when trouble hits.

When Jack asks about their relative attractiveness, he even manages to chuckle. "Oh, yes, she's quite attractive, so long as you like girls with no noses. And truth to tell Jack," he continues, his face breaking into a mischievous grin, "I can't think of a finer man to make an honest woman out of her by becoming my brother-in-law. That is what you were suggesting, right?"
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
ISP: 5/20 (To recharge, must let armor go uncharged for an hour)
  • Q4/18 Adventure cards:
    Epiphany: Something you never understood before suddenly “clicks.” You gain a
    d6 in any skill you previously did not have for the remainder of this game session.
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.

User avatar
Tribe of One
Posts: 773
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 4: Home again, but Marron's thataway

Post by Tribe of One » Mon Apr 23, 2018 8:22 pm

Orrin gets an earful as he asks around at the ranch, though picking out useful intel from the (mostly) good-natured gossip is the real trick. By the sounds of it, Misha -- he of the booby-trapped brain -- hadn't been too talkative, which most folks put down to the language barrier.

"He'd picked up a fair bit of 'Merican, but that Rushun' accent made him hard to understand," one of the nannies offers. "He never did say exactly how he got here from over there, but I got the impression he'd been with a crew, 'cuz he mentioned some a his 'comrades' picked up the local language better. Mentioned once or twice that there was good money to be made for anyone who was quick with a gun, but never got too specific."

Wilson, whose brief ownership of Jack's pistol proved to be his undoing, was more gregarious. Hector, a cyber-armed trainer working with the dino herd, says he got to talking with Wilson once about his past riding with several of the Pecos gangs.

"Me, I make no excuses -- I used to be a bad man. S'how I ended up with these arms, running up against some cyber-knights down El Paso way. I don't deny it, but I don't brag. This Wilson, he was a bragger. Always talking about how he once outshoot this guy, and steal a woman from another. But he said his last boss, the jefe of the last bunch of bandidos he rode with, was the toughest of them all. Said he had a magic eye and bones of iron, and knew spells to bind los diablos or burn a man to ash. Said even the man's name, Shibboleth, could freeze men's blood. I told him I thought it sounded like someone stuttering or drunk, and he just laughed. Said I was lucky, 'cause no one who knew the man would have the huevos to repeat what I said."

Regarding the Coalition attack, most at the ranch are surprised it's taken this long. The Black Market presence, combined with the concentration of magic-users drawn by the ley line, was too much of a provocation for the CS to let it stand forever. Despite the destruction, however, no one expects the Dead Boys to stick around. Black Mesa is too remote, with the infrastructure or supply lines to support an extended occupation. They'll raze what they can, then head home, and the Market -- or someone else -- will rebuild.

Once the locals are talked out, the COT gathers its gear and heads northeast toward the bunker. With the access codes, you don't have to hike all the way up to the upper hatch, but instead enter through the vehicle bay doors. The Killians' ghosts are silent when you arrive, and radiation levels are stable, just shy of worrisome.

It's dark enough that travel through unfamiliar wastes at any real speed would be difficult, so you catch a few hours rest then head out as soon as light starts to color the desert from the east. With the cyber-horses and hovercycles stowed, you can make good time to Marron, assuming nothing too troublesome stands in your path.

Traveling to Marron will take a base of 3 days -- you can make good time in the Sky Siren on the relatively flat stretches, but frequently find yourselves skirting old ruins or high mesas, and having to navigate around or through other hazards. To determine what sorts of things you run into, I'll draw a card for each day:
  • Clubs - Some sort of disaster strikes. Maybe it's a dust storm, or an alien whale falls from the sky. Maybe a rift opens and a horde of demons falls through ... whatever it is, it's no good for you, and probably slows you down in addition to other negative effects or dangers.
  • Spades - You've run into a potential trap, whether natural or man-made. Maybe it's an ambush, or a caravan of con artists, or perhaps a deceptively appealing shortcut. There might be a silver lining, but obtaining any sort of reward will require running considerable risk.
  • Hearts - A potential ally or some other form of help lies in your path. You may have to work for it a bit, but a real boon is possible if you play your cards right.
  • Diamonds - Riches are right in front of you! They might not be handed out on a silver platter, but there's gold in them hills if you know where to look ...


Each player has a chance to modify the results of your journey. Make an appropriate Trait roll and incorporate it into your post with a description of how you took some action while traveling to improve the COT's odds -- perhaps you were scouting, or keeping watch at night, or cast a spell (go ahead and spend the PP if you this) to allow the Sky Siren to pass undetected. Maybe you shoot scavengers or set booby-traps around the campsite. Whatever it is, if you fail you increase the length of the journey to Marron by half a day. If you succeed with a raise you can choose one of the following benefits:

  • Shift one day's draw up or down by one suit -- from Clubs to Spades, or Spades to Hearts, etc.
  • Draw an additional card -- you went looking, and found either trouble or something terrific!
  • Reduce travel time by half a day (minimum a day and a half)
  • Gain a +4 bonus to any one Trait roll that may be required by an event, or +2 to all Trait rolls during the journey to Marron.
GM Bennies: 4/8

User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 180
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 4: Home again, but Marron's thataway

Post by Kim Black » Tue Apr 24, 2018 3:00 am

Notice #
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 8: 2
Wild 1d6+6 = 7: 1
***

At the bunker, Kim checked the radiation levels and made a few tweaks. “We probably don’t have room for all this,” she said, looking at the damaged Desert Fox and the wrecked hovercycle. She would have to leave it here, along with all the other loot they’d collected so far.

“I’ll see what I can do with tapping into that radio frequency,” Kim said.

***

As they traveled, Kim cobbled together a few devices that she felt would help out with the trip, outfitting the Sky Siren with them. “These will only be temporary,” Kim said. “Only enough power to last the three days, probably.”

A small device sat in the lower back position of the driver’s seat, draining off fatigue from the driver so they wouldn’t have to stop (succor). A set of driving goggles allowed them to see at night (darkvision). A set of driving gloves beaded with rhinestone increased the driver’s capabilities (boost driving). Finally she added a few mods to the Sky Siren itself, allowing it to fly over or around hazards (fly), adding force fields in case they were attacked (armor), and increasing the speed (speed).
Techno-Wizardry 10 Raise
TW 1d12+4 = 10: 6
Wild 1d6+4 = 6: 2
Reward
I will take the travel time reduction, thank you.
***
Actions
Conditions
PPE: 15/15
Bennies: 6/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Adventure Cards
  • Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
To Do
Fix Desert Fox
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • One way recording radio transmitter (Blue Hands)
Vehicles
(2 Wounds) Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)(Severiana)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Character Tracking
Vigor d12+2; Toughness 16 (7) (Orrin 3r)
Agility d10 (Orrin 3r)
Pace: 8
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 14/20
Bennies: 1/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Backpack of Shooting Stars
  • 35/42 shots
  • PPE 10/10
Jammer Pistol
  • 9/10 shots
UEMC (10 charges)
Adventure Cards
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.


To Do
Add TW Piloting upgrades to Sky Siren. Convert Desert Fox and add TW piloting
NPCs
Inala - Kim’s Marronite apprentice
Tazden - Jack’s Marronite apprentice, crushes on Kim.
Ikimi - Orrin’s Marronite apprentice; crushed on by Inala
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • 2 x One way recording radio transmitter (Blue Hands)


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mod: +1 Piloting
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover


Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

User avatar
Sir Blurre
Bronze Patron
Bronze Patron
Posts: 123
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 4: Home again, but Marron's thataway

Post by Sir Blurre » Tue Apr 24, 2018 6:52 pm

OOC Comments
Blurre Streetwise 1d6+2 = 5: 3
Wild Streetwise 1d6+2 = 8: 6
Ace Running Total 1d6+8 = 14: 6
Ace Running total 1d6+14 = 17: 3
Blurre takes to moving on long, loping runs around the campsite each night, spiraling outward, then back in to make sure the area is secure of dangers. Similarly, when the group stops for meals, he sometimes dashes ahead, just to see if there's anything worthwhile out there.

On one of the lunch runs, he encounters another group, resting. Or at least, so it seemed--a single, large vehicle, with a large group of youths, and a few adults, standing around outside. He went to see if they needed assistance, and the leader of the group--a man who introduced himself as Preacher Jones--thanked him and said they were, in fact, in need of a little help. Their vehicle had suffered a breakdown. Perhaps Blurre could help them?

The Cyber-Knight nodded, smiling, offering to take a look and then bring back a mechanic to help the group. As he looked at the engine, though (just planning to take a quick image for Kim to know what she'd need to fix it), he caught a small gesture from one of the kids. Most folks wouldn't know it, or even be aware that the orphans and street-rats of the New West had spread out a system of hand-gestures used to communicate below the eyes of the adults--much of the meaning changed between generations, whether through a kind of linguistic drift or just simply to confound former urchins who'd gone over to the enemy, by growing up. But some of those signals tended to last longer, and probably the oldest one was "Danger". And it was directed at the "Preacher".

Sure, he was outnumbered. But they were expecting a typical traveler, not a fully trained Cyber-Knight. By the time they'd fully realized just how badly they'd selected their target, the bandits (who'd taken control of the orphan caravan to use as bait to snare more victims) they were either unconscious or running. The REAL Preacher Jones, fortunately, was actually tied up in the transport--the bandits had used his continued safety to keep the kids in line. There were a few passengers tied up with him--fortunately, no one too much the worse for wear, though Blurre got the notion the bandits had hinted at darker fates for them once sundown came.

Blurre made contact with the rest of the SET, and made sure they swung through to let Kim fix the transport (that really was broken), and the captured bandits would be promptly delivered to a jail cell once they got to the next town. (They'd been traveling cross-path to the SET's route from Black Mesa to Marron.) Of course, Blurre sidestepped questions about how he'd sensed the trap--it'd be bad form to expose the code's existence to grown-ups.
OOC Comments
Raise spent to:
Spade (Trap) => Heart (Ally)
Could be one of the travelers, could be the Preacher, hell, could be one of the older orphans if you want to go there, Tribe.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
ISP: 5/20 (To recharge, must let armor go uncharged for an hour)
  • Q4/18 Adventure cards:
    Epiphany: Something you never understood before suddenly “clicks.” You gain a
    d6 in any skill you previously did not have for the remainder of this game session.
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.

User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 204
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 4: Home again, but Marron's thataway

Post by Orrin Truthseeker » Tue Apr 24, 2018 6:57 pm

Mechanics
Beast Friend
Spellcasting 1d10+2 = 7: 5
Wild 1d6+2 = 5: 3
EE 1d6+7 = 13: 6
Ace 1d6+13 = 17: 4

-1PPE (-2 consumption for Wizard)
When the group stops to to rest for the night, Orrin helps set up up camp, then dismisses himself and walks off toward a high point from which he can get a clear view of the surrounding area. He spends a few minutes surveying the area, but isnt able to find what he is looking for until he activates his power supply to sharpen his eyesight. Then he spots it. He hikes down until he get to the rabbit corpse, and more importantly, the peregrine falcon eating it for dinner.

Orrin had always loved animals, and since his flight from the federation had never been able to bring himself to harm them. He had nearly been killed on more than one expedition due to his refusal to hurt one predator or another, even in his own defense. Of course, he hadn't had to worry about that since Tarn had gifted this staff to him. All of his other powers worked with spoken words. The words themselves weren't important but they had to be spoken as commands, through which he enforced his will on the ether from which he drew his power.

The power the staff granted him over animals was different. It required speaking, yes, but in a different sense.

"Hey there little guy" Orrin, says, walking up to falcon without the slightest bit of caution. As he speaks, the staff start to glow with a faint, almost imperceptible light. When you are done there, me and some friends of mine could use your help."

Orrin waits patiently while the falcon finishes picking at the rabbit, then wraps some extra clothe around his fore-arm and holds it out. The falcon calmly hops onto his arm, and Orrin starts walking back towards camp with the bird.

"If you could do a fly a few laps around our camp here and let me know if you see anything out of place - you know, something unnatural. of me and my kind - I would really appreciate it."

The falcon lets out a short high pitched screech that has the undeniable tone of understanding to it. Orrin nods and smiles at the bird.

"Thanks! By the time you get back we should have something cooked up, if that rabbit wasn't quite enough for you." With that said, Orrin raises his arm and sends the Falcon on its way around the camp.
OOC Comments
I'll take another card please!
Last edited by Orrin Truthseeker on Tue Apr 24, 2018 7:26 pm, edited 2 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Update Signature

User avatar
Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 147
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 4: Home again, but Marron's thataway

Post by Jack 'Bullet' Jones » Tue Apr 24, 2018 7:06 pm

Jack switches gears. Rapidly. "Blurre, ah'm sorry. Ah'm gettin' an awful hollerin' in my earpiece. Did you say 'stay away from my sister'? Ah can't say no to a friend. Sounds like a deal." He turns and shouts towards Kim. "Hey Kim, darlin', ah think my earpiece done gone south. Gettin' a squeakin' and a squawkin' up in here." He turns back to Blurre. "'scuse me, Blurre." The gambler tips his hat to the cyber knight, and beats as quick a retreat as any you've seen, mumbling something about "Can't hear nothin'..." and "Ah ain't signin' up fer all that..." and a little "can't tell where to put my lips with no nose." Strangely, though, he doesn't walk towards the techno-wizard to have his earpiece looked at.

Intimidation
Intimidation
1d6+4 = 8: 4

WD Intimidation
1d6+4 = 5: 1

Move 1 card from Hearts to Diamonds
The trip to Marron is plenty eventful. Scenery, wildlife, a whole host of creatures trying to feed on the 18th COT. Never a dull moment to be had. Kim manages to work a bit of a shortcut to shave some time, but it leads through a narrow valley. Some of the locals call it the Valley of the Shadow of Death, as it is a prime location for thieves and highwaymen to set upon unsuspecting travelers simply hoping to get to their destination a little quicker. Why add hours to your trip going around the mesa when you can just cut through, right? Unfortunately, nobody passed that information along to Truthseeker and company.
The Sky Siren is going along at a good clip when two individuals step out in front of the vehicle and wave it to a stop. The one on the left, presumably the leader, a disheveled looking fellow with some worn down cybernetics, clicks the safety on his rifle and addresses the occupants of the vehicle. "Come on out, yers gonn' no futher'en here. What yas got's now ours, 'less yers figgerin' on takin' yers last sleep." He gestures upwards towards the walls of the valley. Two ragged souls with portable rocket launchers stand ready to fire.

"Aw, shucks. These yokels ain't got the gumption. Hang on, y'all." Jack cracks the hatch on the vehicle and steps out. "Listen here, fella. Y'all done bit off a little more'n y'all are ready ta chew, here. Sure. Y'all might pull the trigger on them busted hunks, but any man ain't blind can tell y'all don't take care a' yer gear. Ah bet you know as well as I do you got 'bout a one in five shot of them things lightin' off like you want. That's on a good day. But ah'll bet ya Prosek's credstick if they don't light, ours do." The gunslinger adjusts his hat, and lets the beginnings of a grin spread across his face.
"Now listen here, fella. Y'all think a wagon like this'n runs lonely? Y'all ain't thinkin' right. We got ourselves an escort ridin' shotgun. Couple flyers with them long range eyes. They got me onscreen right now. Right signal from me, and even that one in five shot ain't gonna matter, 'cause them raggedy boys y'all got up there are just sittin' ducks with their bits and pieces flappin' in the wind. SAY HI, FELLAS!" Jack gestures to the two rocket boys, and points them towards the direction of the flying...whatever they might be. For all these bandits know, there are two Death's Head Transports locked onto them.
"Pardner, look. Ah don't wanna kill y'all, and y'all don't wanna be dead. Reckon y'all just stand aside and we'll let bygones be bygones. Or, y'all go ahead and let them puppies off the chain. Go on, then. But don't you fool yourself none." He points straight at the leader. "You go first, fella. Maybe the preacher don't throw up his holy shield quick enough. Maybe you manage to put a big enough hole in the wolfman where he don't bite somethin' vital off each'n every one of y'all. But ah can beat yer rockets ta put a real nasty hole in yer noggin that the cyber-docs can't fix, and you ain't gonna be around ta grouse about it." For a flourish, Jack pulls the flap of his duster back, revealing the hellfire hand cannon. "Think real slow, pardner. If you die today, you good with that? Whaddya reckon we got that's worth dyin' for?"

The lead bandit is clearly having second, third, and fourth thoughts about a variety of life decisions that led him to stand in front of Bullet Jones, hoping their poorly maintained rocket launchers could take down the vehicle they needed to escape the valley. "Fah, hell. Found us some kinda somethin's back in 'is here cave, can't get it out. Trap whacked most my crew. We's just trynna get to homestead afore dryin' out a' thirst." He looks at the downcast faces of the remnants of his raggedy crew. "Spare us water, we's leave out. Druther be 'live'n rich."

Jack nods, then smiles. "Made the right call, pardner. Ah ain't aimin' to doublecross nobody. Leave them heaters on the ground, we'll spare a few rations of water, let y'all head out." Jack arranges to fill their canteens to stave off the thirst, and gathers some additional information regarding the find in the cave. The traps were triggered, wiping out all but he and 3 of his crew, down from 20 riders. All but one of their rides and all of their supplies were detonated, leaving them stranded in the middle of the desert with no water and no way out. This attempt at highway robbery was their last hope to get out with the loot they'd found, not one of them knowing for sure what it is they had stumbled upon. The bad luck boys begged a charge of their dead electric hovercycle, then rigged up enough of a skid to drag the other two back to their intended destination. "Thankee yas didn't scrag us like y'ought. Mebbe our luck's turned."

Jack nods, and tips his hat. "Hope so. Thievin' as a life don't never end happy. Reckon y'all oughta look into somethin' a little less dangerous. Safe ride, Clip." He turns to the rest of the group after the vagabonds have departed. "Reckon let's take a gander at what ol' Clip and his boys found?"
Bullet Jones
Jack "Bullet" Jones
Bennies: 4 (+1 quarter bonus, +1 escape the fade, +1 donating van, -1 reroll Agility, -1 EE Boost, -1 reroll TK, +1 Gonna Need It)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 40/40
Active Powers: Greater Boost Trait - Psionics w/ raise (d12+3), Quickness
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon
Left hand: Shard Pistol
Adventure Cards:
  • Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Edit Signature

User avatar
Duncan Montana
Posts: 50
Joined: Thu Dec 07, 2017 3:24 am

Re: Day 4: Home again, but Marron's thataway

Post by Duncan Montana » Thu Apr 26, 2018 3:23 am

Survival=13
Survival: 1d8+2 = 4: 2
WILD dye: 1d6+2 = 8: 6
-ACE: 1d6 = 5: 5
During the long ride that day Duncan never once gets out to relieve himself, which is itself a minor feat of heroics on account of the sheer quantity of water he manages to guzzle down. When the group sets up camp after the day's travel, he announces to the others, "I gotta go pee. Be back in a few minutes." Duncan and his nearly distended belly then waddle out toward the camp's outer perimeter.

In a big, loose circle around their camp Duncan periodically stops and whips out his pride and tinkles here and there, like a cougar markin' his territory. Bein' a man of the open country and all, he knows all about the strong repelling effect the smell of human urine can have on otherwise dangerous predators like bears and demon pigs and such. O' course it don't have no effect on smarter, more human-like minds but it can be remarkably effective against the common critters that are goin' on little more than animal instinct.

Upon returning to the camp he is noticeably lighter in both step and girth.
OOC Comments
I'll take this reward:

Gain +2 to all Trait rolls during the journey to Marron.
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees

User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 171
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 4: Home again, but Marron's thataway

Post by Silverclaws » Fri Apr 27, 2018 5:34 am

Notice Anything
  • Notice 13 success, 2 raises , 15 (Sight, Scent or Sound) success, 2 raises
  • Notice 1d8 = 2: 2 (+2; +4 Sight, Scent, or Sound)
  • Wild 1d6 = 6: 6
  • Aced Wild 1d6 = 5: 5
Know This
  • K/Common 2, failed
  • Common Knowledge 1d8 = 1: 1
  • Wild 1d6 = 2: 2
Silver spends his time to the ranch, at the ranch, to the shaft, and the days to Morron, cleaning himself. He is not impressed with anyone that would fight in such a manner as placing a bomb in themselves. Truly someone without honor.

Through the three days, when he can find the opportunity, Silver talks with Blurre."I will leave the mental preparations for dealing with your sister to you. For combat and speed, I am your best option for keeping those skills honed and ready. I am not saying you should killer her, but the situation may default to it."

Silver leaves the COT and scouts ahead [Tracking]. Then finding a place to hide [Stealth] he triggers his radio with Blurre, "We know you can move fast. Now we learn to track without using our eyes. Come find me using your other senses." Silver uses his time out to hunt for food [Survival].
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...


Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.


Adventure cards:
  • (14) In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |

User avatar
Rill
Bronze Patron
Bronze Patron
Posts: 126
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 4: Home again, but Marron's thataway

Post by Rill » Sun Apr 29, 2018 9:35 am

Succor 13
Mysticism for mega version of Sustain (succor) 1d10+1 = 3: 2
Wild 1d6+1 = 4: 3
EE 1d6+2 = 8: 6
Wild 1d6 = 1: 1
-2PPE
-1 Benny


Rill watches the endless expanse of the desert pass by as they travel, pondering on the events of the last few days. His life has certainly become much more interesting with the Tomorrow Legion as a part of it, and now he finds himself on a quest (for what else could this be called?) to save a beleaguered town from a rogue cyber-knight. Meanwhile, the mechanized army of bigotry that is the Coalition besieges his home while an ancient deity of a pre-Rifts continent from the other side of the world fights them off.

The constant hum of the engine and the monotony of the landscape begin to lull him to sleep. How long have they been traveling? He looks around and sees some of his companions' eyes closing, too, and he shakes himself from his rest. Sleeping on this road seems like a poor idea.

Holding his Nymbu staff, Rill pops the roof hatch to break the vehicle's environmental seal and give himself a better connection to the arcane. He smiles at the quizzical looks of his companions and mutters a quick incantation, channeling his power and sending a wave of sustaining energy through the vehicle and washing away the fatigue of everyone inside.

"There. Nothing like a full-night's sleep and a three-course meal all wrapped up in the blink of an eye."
Reward
Not sure which reward to choose; I am waiting to see what card the GM draws.
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d10, Shooting d4, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d10, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire; Stunner Pistol (based on NG Equalizer Bronze Patron Item)
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
  • Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
Signature

User avatar
Tribe of One
Posts: 773
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 4: Home again, but Marron's thataway

Post by Tribe of One » Mon Apr 30, 2018 9:04 pm

With all of the TW improvements Kim makes to the Sky Siren, you're able to make better-than-expected time on your journey to Marron. With time to spare, she also spends a few hours with the hover transports communications equipment, trying to pick up any transmissions on the frequency used by the Blue Hand spies' device. But if anyone else is using that band, they're not active now, and her efforts at 'pinging' a receiver are unsuccessful.

Duncan's more ... primitive ... techniques ensure the group isn't slowed down by encounters with any common critters of the desert. And Silverclaws' advance scouting helps the group chart a more direct course, avoiding blind canyons and other impassable terrain.

Still, it isn't long before you encounter some snakes of the two-legged variety. Blurre is the first to uncover some of the predators roaming the wastes, when he stumbles across a group of bandits posing as a group of travelers. One of the children held captive by the group tips off the cyber-knight, who soon drives off the scoundrels and rescues the captive priest, Father Jones.

Grateful for the timely aid, Jones nods sagely when Blurre mentions the group is headed to Marron.

"Yes, I know the place. The people there are a strange kind, though not entirely opposed to hearing about the divine plan. Word of the Blue Hand's depredations has spread, though, and most travelers I know avoid the place. I tell you what, though, lest I seem ungrateful -- let me get these children to their destination, then I'll see what I can't do about paying a visit and lending a hand. There's a network of us priests out here, wandering the wastes, and I'm sure I can talk one of them into coming in my stead should other duties call."

He presses a small token -- a St. Christopher medallion -- into Blurre's hand before leaving. "Go with the light, son, and bring it to others lost in the desert.

[The medallion can be used once to reroll a Spirit roll, even a Critical Failure. You'll also be able to call on Father Jones or another priestly ally once you get to Marron.]

Jack deals with the next bunch of wannabe bushwackers, staring them down before any blood is shed. In exchange for some water, they provide the location of a booby-trapped cache half-buried in a nearby cave. Whatever is inside the armored storage container must be valuable, considering the number of disintegration phase-mines floating in an ever-shifting pattern around the cache. Such mines are usually keyed to a specific person's biometric signature, allowing them to approach and shut down the protective measures. Someone with quick reflexes might be able to get close enough deactivate the mines, if they don't mind risking death or dismemberment.

[Disabling the mines requires a Successful Agility roll at -8. (Duncan would only be at -6, or -4 if this is the only check he attempts during the journey). On a failure, suffer a 6d6 damage, AP 8 hit. With a success, you can deactivate the mines and get at the cache of weapons, ammo and armor stashed within: A total of 400,000 credits worth, chosen from the TLPG, including vehicular weapons ...]

That's a partial post. At this point, you'll make it to Marron in two days. The initial draw included a Spade and two Hearts. Blurre turned the Spade (trap) into a Heart (ally), and Jack turned a Heart into a Diamond (riches). That leaves one more Ally from the initial draw, plus the card Orrin generated, which also came up a Heart. So if anyone has an idea for an Ally, go ahead and post, or I'll come up with something. Rill also gets to choose a benefit still, which could be a new card, changing one of the undetermined Allies into Riches, etc.
GM Bennies: 4/8

User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 180
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 4: Home again, but Marron's thataway

Post by Kim Black » Tue May 01, 2018 1:42 am

Notice 9
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 7: 1
Wild 1d6+6 = 9: 3
***

“Well, now. That’s a pickle,” Kim mused, studying the floating disintegration phase mines protecting the armored crate. “Maybe I can whip something up to help?” she mused, starting to pull out pieces, reagents, and components, studying them, keeping some, returning others.
Question
You said someone needs an Agility -8. Can we cooperative roll? Like, say, Kim whips up something TW to help whoever does the Agility roll? If so, here’s a TW roll.

TW 1d12+4 = 13: 9
Wild 1d6+4 = 7: 3
***
Actions
Conditions
PPE: 15/15
Bennies: 6/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Adventure Cards
  • Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
To Do
Fix Desert Fox
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • One way recording radio transmitter (Blue Hands)
Vehicles
(2 Wounds) Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)(Severiana)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Character Tracking
Vigor d12+2; Toughness 16 (7) (Orrin 3r)
Agility d10 (Orrin 3r)
Pace: 8
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 14/20
Bennies: 1/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Backpack of Shooting Stars
  • 35/42 shots
  • PPE 10/10
Jammer Pistol
  • 9/10 shots
UEMC (10 charges)
Adventure Cards
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.


To Do
Add TW Piloting upgrades to Sky Siren. Convert Desert Fox and add TW piloting
NPCs
Inala - Kim’s Marronite apprentice
Tazden - Jack’s Marronite apprentice, crushes on Kim.
Ikimi - Orrin’s Marronite apprentice; crushed on by Inala
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • 2 x One way recording radio transmitter (Blue Hands)


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mod: +1 Piloting
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover


Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

User avatar
Rill
Bronze Patron
Bronze Patron
Posts: 126
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 4: Home again, but Marron's thataway

Post by Rill » Tue May 01, 2018 11:32 am

Notice 9
Notice 1d8+4 = 9: 5
Wild 1d6+4 = 9: 5
As the party takes in the rotating minefield, Rill's eyes are drawn away from the swirling spectacle to a glimmer just at the edge of his vision. It would be difficult for the humans in the party to see, but, fortunately, Rill can see in infrared! What is that...?
Rags to Riches
Rill picks his reward: riches! Bring on something cool (but pacifist friendly)!
"I'll be right back. Please, no one do anything deadly to yourselves while I am away. I need to go check something out." Rill wanders over to some scrub brush around eighty yards away, and sees something partially covered by the sand of the desert.

He opens himself to his ability to see auras, and finds that something under the sand is glowing brightly in the magical spectrum. He knows he should be careful, but his curiousty gets the best of him and he brushes aside some of the debris and finds what looks to be a rocket sticking out of the ground.

He makes the trek back to the vehicle, grabs his shovel from his pack, and then runs over to the mysterious object. After a few minutes of concerted effort with the shovel, he finds a backpack, no, a jetpack buried in the desert!
So Stylish
Something to this effect.
Jet Pack.jpg
Based on the Triax T-100
Major: speed power
Minor: 5 Power Points
Other Minor: +1 to Agility rolls
It looks to be in good shape, but I had best ask Kimberly for her assessment, Rill thinks as he heads back to the group with his prize.
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d10, Shooting d4, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d10, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire; Stunner Pistol (based on NG Equalizer Bronze Patron Item)
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
  • Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
Signature

User avatar
Duncan Montana
Posts: 50
Joined: Thu Dec 07, 2017 3:24 am

Re: Day 4: Home again, but Marron's thataway

Post by Duncan Montana » Thu May 03, 2018 4:10 am

Notice=3
Notice: 1d6 = 2: 2
WILD dye: 1d6 = 3: 3

Common Knowledge: 1d8-2 = -1: 1
WILD dye: 1d6-2 = 0: 2
Duncan gapes dubiously at the floating doohickeys whirlin' around the buried pirate treasure. "So uh, can't we just shoot 'em down or somethin'?"
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees

User avatar
Sir Blurre
Bronze Patron
Bronze Patron
Posts: 123
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 4: Home again, but Marron's thataway

Post by Sir Blurre » Thu May 03, 2018 8:44 am

He shakes his head at Duncan. "Well, I'd be fine with that solution, if we can't get in there, but I suspect most of you folks would rather not destroy the box they're surrounding. Shoot one, and they probably all go off."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
ISP: 5/20 (To recharge, must let armor go uncharged for an hour)
  • Q4/18 Adventure cards:
    Epiphany: Something you never understood before suddenly “clicks.” You gain a
    d6 in any skill you previously did not have for the remainder of this game session.
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.

User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 171
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 4: Home again, but Marron's thataway

Post by Silverclaws » Sat May 05, 2018 6:31 am

A puzzled look crosses Silver's face, but then his eyes seem to light up.

"Are those things proximity explosives or impact explosives?"
Searching the Area__
  • Notice 5, 7 Sight, Scent or Sound
  • Notice 1d8 = 3: 3 (+2; +4 Sight, Scent, or Sound)
  • Wild 1d6 = 3: 3
  • Survival 5
  • Survival 1d6 = 3: 3
  • Wild 1d6 = 5: 5
"Blurre, can you operate that teleport device of Ms. Kim's?"

"Anyone have a means of boosting Blurre's running ability?"

"If those things are proximity then run over towards that cliff over there. Slow down and then port out as the proximity mines go off."

"If those are impact detonation then running to that cliff over there will allow you a position to mitigate the blast and teleport back before dieing"

Silver laughs thinking he has told a good joke.
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...


Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.


Adventure cards:
  • (14) In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |

User avatar
Rill
Bronze Patron
Bronze Patron
Posts: 126
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 4: Home again, but Marron's thataway

Post by Rill » Sat May 05, 2018 6:22 pm

Seeing that Blurre was preparing to make an attempt, Rill pulls the Cyber-Knight aside for a quick prayer.

”Remember, Sir. Knight, the words of the Apostle, ‘I can do all things through Christ which strengtheneth me.’ Simple words, but there is truth in simplicity.”
Inspire 8, +2 to Blurre
Spirit 1d8+1 = 2: 1
Wild 1d6+1 = 4: 3
Extra Effort 1d6+2 = 7: 5
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d10, Shooting d4, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d10, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire; Stunner Pistol (based on NG Equalizer Bronze Patron Item)
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
  • Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
Signature

User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 204
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 4: Home again, but Marron's thataway

Post by Orrin Truthseeker » Sat May 05, 2018 10:15 pm

As Blurr drops his gear to make the attempt, Orrin grabs his shoulder.

"I can't order you not to do this, but know that you don't have to." Orrin thinks for a second, but ultimately shakes his head in frustration "There is no spell that I can place on you that can help. At best I could make you a little more nimble for a time, but I dont have the energy to sustain it for long, and it would be far too dangerous for you in that moment when the spell runs out and you find you arent as quick as you thought."

****If Blurr doesn't have an IMRSS one of his own*****

"But take this" Orrin says, handing him his IMRSS unit. "It may be enough to keep you alive until the preacher can get to you, if... if something happens."
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Update Signature

User avatar
Sir Blurre
Bronze Patron
Bronze Patron
Posts: 123
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 4: Home again, but Marron's thataway

Post by Sir Blurre » Mon May 07, 2018 2:40 pm

OOC Comments
Psionics To Trigger Teleport 1d6 = 6: 6
Ace Running Total 1d6+6 = 7: 1
Wild Psionics 1d6 = 4: 4
Success, no Raise, because Acing means rolling a 1.

I'll leave it to Tribe and Kim to figure out how many PPE the teleporter has left.

Shut-down Roll:
Base -8, +4 from Teleport, +2 from Inspiration
Agility 1d10-2 = 7: 9
Wild Agility 1d6-2 = 3: 5
Blurre takes the device from Kim, with gratitude, and even moreso the blessing from Orrin. Following Kim's brief instructions in its operation, he activates the switch. Appearing at the new destination with only minimal disorientation, he immediately starts working to shut down the mines. He flips several switches, and then, mere heartbeats later, gives a relieved sigh as the panel indicates he has been successful. "Okay, my friends, I think we are clear." He returns the device to Kim.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
ISP: 5/20 (To recharge, must let armor go uncharged for an hour)
  • Q4/18 Adventure cards:
    Epiphany: Something you never understood before suddenly “clicks.” You gain a
    d6 in any skill you previously did not have for the remainder of this game session.
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.

User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 171
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 4: Home again, but Marron's thataway

Post by Silverclaws » Mon May 07, 2018 3:41 pm

Silver watches as the proximity devices deactivate and fall to the ground. Moving forward cautiously, he reaches the first one on the outer perimeter.

Squatting down on his haunches, he lets one vemblade loose from his right hand and uses it to roll the devices back in forth in the dirt of the cave. His senseof smell registers explosives but his other sense are telling him the device is inert.

"Ms. Kim, these explosives be of interest to you? If so, I will collect them up."
OOC Comments
Utilizing a previous notice roll.
Silver stands up and the vemblade retracts its way back into his forearm. Looking left and then right, Silver discovers a curious case that has laid open near the vault and has gathered dust and dirt from open exposure. Navigating his way to the case, through the minefield, he picks up the case and gently blows the dirt and dust from inside it. Sniffing the case, Silver detects residue that is common to the mines. Turning on his heels with the case, he begins gathering the mines and storung them. When he gets done, he notices that there is a slot in the middle section of the case beneath some of the mines. He figures that the control mechanism would go back in that slot.
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...


Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.


Adventure cards:
  • (14) In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |

User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 204
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 4: Home again, but Marron's thataway

Post by Orrin Truthseeker » Tue May 08, 2018 9:11 am

Orrin releases the breath he hadn't noticed he was holding, and then laughs as the tension in his shoulders is melts away.

"Alright everyone. Lets not waste Sir Blurr's efforts. Make a quick search of the cavern and see what was worth going through so much hastle to protect. But make quick, we roll out in 20 minutes with whatever we find."
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Update Signature

User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 171
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 4: Home again, but Marron's thataway

Post by Silverclaws » Tue May 08, 2018 10:23 am

Silver hands the case of mines to Kim, "Not sure how we might be able to use these. If you figure something out, let me know."

Passing by Orrin, "I will go and begin scouting. It has been a few years since I came out this way. Should be interesting to see what has changed."

Slowly Silver leaves the perimeter of the 18th. Pausing just outside of the scents of the mechanical horses and the hover vehicles, Silver lifts his nose into the air. The wind smells scoured, as if the sand had scrubbed away any identifiable smells.

With his eyes closed Silver decides to walk blindly for a bit to see what he might hear, since smelling anything is giving nothing. Heading west he slowly walks, listening and feeling the world around him. With only his sensor array giving feedback on distance and range he walks.

Nothing even registers in the minutes that he is walking. Opening his eyes, Silver stops. Looking down he notices the ground has been turned up and over by something big. It has been a day or two since the ground had been moved, but it was by something much bigger than his ten foot frame. Judging by the size of it, the foot print made this thing maybe five times his size.

Not one foot print there but several. Looking around he discovers the travel pattern that confirms this big thing was moving in the direction of Marron. Flipping on his radio to broadcast, "Silver here. 18th we have something big that has moved in the direction of Marron. It is ..." Silver stumbles into a dinosuar sized foot rut, "What in Gaia's green earth?"
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...


Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.


Adventure cards:
  • (14) In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |

User avatar
Tribe of One
Posts: 773
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 4: Home again, but Marron's thataway

Post by Tribe of One » Tue May 08, 2018 8:16 pm

Blurre activates Kim's device and flickers out of sight, reappearing a moment later three-quarters of the way through the disintegration minefield. Weaving expertly through the remaining explosives, he reaches the armored cache and quickly deactivates the defenses. A few more moments of fiddling and the cargo pod opens, revealing a neatly organized stash of ordnance and weaponry, all of it scrubbed clean of serial numbers, maker's marks or other identifying information.

It's up to you all what's inside -- Rifles and vibro-blades? Explosives? Armor? Vehicular Weapons? Railgun ammo? Anything in the TLPG is fair game, with a total worth of 400,000 credits.

Loading the haul into the Sky Siren, you're about ready to hit the road when Silver signals an alert after discovering the tracks of some giant, bipedal robot. Cautiously, you follow the tracks, which seem headed toward Marron.
Utah-Arches-Balanced-Rock-0094.jpg
An hour later, you top a short rise to see your quarry ahead of you, standing near some rocky pillars -- a modified Gunwolf robot, silhouetted against the setting sun. It stands motionless, well within sensor range. After a few moments, a hatch on the top opens and the awkward body of a trimadore emerges, lifting a large sombrero and waving in your direction. He seems to be yelling in your direction, but the sound is too faint to make out. Seeming to remember himself, he ducks back inside and retrieves a handset. There's a blast of static and squawking, before his amplified voice cuts in at a decibel level that verges on painful.

<<Well howdy there, strangers. I hope the day finds you well and following your natural calling. As for me, well, I find myself in a bit of a pickle. I don't suppose you've got any spare uranium-235 handy, do you? I need to get down to Springerto pick up some cargo, then get it to Laughlin by the night after next. I had to dump core this morning after stepping on an old EMP mine and frying my coolant regulator. I've got some old solar panels, but it'll take me a week to soak up the juice I need to get anywhere civilized. If you can find it in your hearts to part with a few glowsticks of your own, I've got a couple of devil rattlers I cooked with my flamethrower, and a bottle of good Powder River whisky to share, plus I'd sure owe you hell of a favor.>>

<<Oh, and where are my manners. I'm Toto, the Texas Tech, and this here's my faithful steed, Waylon. Pleased to meetcha!
Toto the Texas Tech.jpg
GM Bennies: 4/8

User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 180
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 4: Home again, but Marron's thataway

Post by Kim Black » Tue May 08, 2018 11:37 pm

Notice #
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 8: 2
Wild 1d6+6 = 7: 1
***

Kim gave a relieved sigh as Blurre managed to deactivate the mines. She took back the bedazzled watch teleport device she had made and slipped it on her wrist next to the bedazzled slap bracelet she wore.

“Wasn’t sure that would work,” Kim admitted with a grin. “Glad it did!”

"Ms. Kim, these explosives be of interest to you? If so, I will collect them up," Silver said.

Kim chuckled. “My dad always said, if you can’t think of something to do with explosives, you aren’t trying hard enough. Sure, pack them up and I will take a look at them.”

Kim joined the others in searching the cavern. There was a veritable armory in the cargo container, and Kim oohed and aaahed with the rest of them.

“Oh, hey, this is cool,” Kim said, holding up a duster with armored padding and several pockets and hooks inside for securing objects for easy access. She shrugged it on over her combat mage armor. “How’s it look, Jack?” she asked, doing a bit of a spin for the gambler.

Then Kim’s eyes lit on something else. “Oooo!” she squealed. “A UMEC!” Kim darted over and picked up the strange object. “This will be useful!” She hung it inside the coat and continued to look around.
OOC Comments
What else is in there? Vehicle weapon for the Sky Siren? TW or normal? How many mods do we have on the Sky Siren?
***

They followed the tracks, and they came upon the stranded Trimadore and his gunwolf. “Nice ride,” Kim said, walking up to him. “We might have a few spare fuel rods. Let me take a look at that coolant regulator. I’m Kim Black,” she introduced herself, offering her hand.

***
Actions
Conditions
PPE: 15/15
Bennies: 6/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Teleport Device PPE: 9/12
Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
To Do
Fix Desert Fox
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • One way recording radio transmitter (Blue Hands)
Vehicles
(2 Wounds) Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)(Severiana)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Mission Loot
Biometric phase mines and control
Character Tracking
Vigor d12+2; Toughness 16 (7) (Orrin 3r)
Agility d10 (Orrin 3r)
Pace: 8
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 14/20
Bennies: 1/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Backpack of Shooting Stars
  • 35/42 shots
  • PPE 10/10
Jammer Pistol
  • 9/10 shots
UEMC (10 charges)
Adventure Cards
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.


To Do
Add TW Piloting upgrades to Sky Siren. Convert Desert Fox and add TW piloting
NPCs
Inala - Kim’s Marronite apprentice
Tazden - Jack’s Marronite apprentice, crushes on Kim.
Ikimi - Orrin’s Marronite apprentice; crushed on by Inala
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • 2 x One way recording radio transmitter (Blue Hands)


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mod: +1 Piloting
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover


Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 171
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 4: Home again, but Marron's thataway

Post by Silverclaws » Wed May 09, 2018 7:23 pm

Silver catches up to the faster moving vehicles of the COT. He shouts out to Toto, "By the cold embers of last year's fires. You should just go one legged with that robot armor."

Silver pushes past the rest of the COT at lightning fast speed. "The Trail Boss had said you had gone to being a Waste Wander. Didn't believe him."

Silver gets into position under the damaged leg and uses his back and legs to lift. "Knock out the repairs. We need to get moving."
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...


Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.


Adventure cards:
  • (14) In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |

User avatar
Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 147
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 4: Home again, but Marron's thataway

Post by Jack 'Bullet' Jones » Wed May 09, 2018 9:44 pm

Jack nods and smiles at Kim. "Darlin', that's a nice fit on you. Looks a mite like it oughta keep you covered if fightin' kicks up. Ah reckon...well, lookee here!" He picks up an armored vest. "Reckon ah might could get this tucked into my coat real sneaky like. Can't never have too many guns at hand. Purtiest, shiniest, straightest-shootin' Colt you ever saw ain't nothin' but a fancy blackjack if the workins went south. An' ah don't care what nobody says. Even a revolver can bust. You ain't carryin' a spare, yer a one gun guy in a two gun fight, an' that's a bad way to be." He pokes around the crate and marvels at the discovery.
"Good thing ol' Clip didn't get through the traps. Bet the stuff in here'd drive him ta call my bluff."

As the group discovers the stranded gunwolf, Jack chuckles to himself. "That there fella's quite a sight. Ain't never seen a Trimmydore in a sombrero." Jack calls out as they approach. "Say there, fella! Nice hat! Reckon we might could help ya out. Jack Jones. Pleasure to make yer acquaintance, Toto!"
Last edited by Jack 'Bullet' Jones on Mon May 14, 2018 7:22 pm, edited 1 time in total.
Bullet Jones
Jack "Bullet" Jones
Bennies: 4 (+1 quarter bonus, +1 escape the fade, +1 donating van, -1 reroll Agility, -1 EE Boost, -1 reroll TK, +1 Gonna Need It)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 40/40
Active Powers: Greater Boost Trait - Psionics w/ raise (d12+3), Quickness
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon
Left hand: Shard Pistol
Adventure Cards:
  • Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Edit Signature

User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 171
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 4: Home again, but Marron's thataway

Post by Silverclaws » Thu May 10, 2018 5:06 am

When Toto taps Silver on the shoulders and tells him the Gunwolf is just lacking power, Silver sets the Texas Twister back down on both legs. "Ms. Kim, anyway to rig those proximity mines as a potential fuel source?"

Waiting for Kim to give an answer, Silver sits on the ground near the Trimadore so he won't have to keep staring into the sun when he speaks to Silver. "Hey Marron isn't to far from here. From the sound of things, they have your fuel source and some to spare."

Pausing for a moment, "Trick is they need some help liberating themselves from the Blue Hand."

"Toto, maybe you have more information on Marron and the Blue Hand?"
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...


Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.


Adventure cards:
  • (14) In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |

User avatar
Sir Blurre
Bronze Patron
Bronze Patron
Posts: 123
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 4: Home again, but Marron's thataway

Post by Sir Blurre » Thu May 10, 2018 12:39 pm

Sir Blurre smiles at Kim as she takes back the teleportation device. "I had every confidence in you. Of course, if it hadn't worked, I still would have been standing here, so the risk was actually pretty minimal on that front." He gives her a wink.

He lets the others examine the loot he acquired for them, knowing most of it is unlikely to really be of use to him in any case. He does take one of the nifty overcoats they have, though--he may not have much, but it makes sense to keep what he has handy. And besides, he likes the bright red color.

Similarly, he locates a pair of tinted glasses that, he realizes with delight, are actually a full optics system. Again, it's the small things that make him smile.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
ISP: 5/20 (To recharge, must let armor go uncharged for an hour)
  • Q4/18 Adventure cards:
    Epiphany: Something you never understood before suddenly “clicks.” You gain a
    d6 in any skill you previously did not have for the remainder of this game session.
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.

User avatar
Duncan Montana
Posts: 50
Joined: Thu Dec 07, 2017 3:24 am

Re: Day 4: Home again, but Marron's thataway

Post by Duncan Montana » Sun May 13, 2018 12:45 am

Duncan breathes a sigh of relief when the excitable cyber knight is able to disarm the doohickeys safely.

When the posse comes upon the long neck and his robot Duncan pops open his helmet, smiles, and says, "Howdy fella. Nice hat you got there."
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees

User avatar
Rill
Bronze Patron
Bronze Patron
Posts: 126
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 4: Home again, but Marron's thataway

Post by Rill » Sun May 13, 2018 5:34 pm

Notice 1d8+4 = 11: 7 (awareness and sight)
Wild 1d6+4 = 6: 2

CK 1d8+2 = 5: 3 (HJ bonus)
Wild 1d6+2 = 7: 5


Rill walks up to the group, adjusting the straps of an elaborate harness rig that he found with the jetpack. It seemed one of the harness features was a built-in IRMSS. Very encouraging, he thought dryly.

Carrying the jetpack, he approaches Kim and asks, "Miss Kimberly, I found this a bit buried a ways back there. Can you tell if it will still work or if it might do something, ah, untoward if I were to turn it on? It's very inconvenient to try and minister once one has been blown up." He gives a small smile.

Assuming Kim takes a look at the jetpack, Rill will look over the weapons cache with a passing glance. So much potential, and yet people insist on making increasingly ugly ways to kill each other.

Something catches his eye: a handgun case (he's seen enough of them by now to recognize one on sight) with the word "STUNNER" printed on the side. Ever curious, he pops the latch to find a large, gaudy-looking pistol and a number of bullets, along with a small card that reads only "Stunner Rounds: Non-Lethal (Experimental)" and the Northern Gun logo.

Non-lethal? he thinks. Could I carry a thing like this, a weapon like this? It's a gun, certainly, but if it is truly a non-lethal gun, could that mean I might save some of those we encounter who might otherwise be put down by our warriors? Perhaps I could help protect life on both sides? I will look absurd with this thing, but maybe looks are not so important.

Hefting the weapon, he calls to Jack or Duncan, "I, ah, I don't suppose either of you might show me how to use one of these things? This one purports to be non-lethal. Is there a way to tell if that's true, short of shooting someone with it?"
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d10, Shooting d4, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d10, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire; Stunner Pistol (based on NG Equalizer Bronze Patron Item)
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
  • Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
Signature

User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 180
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 4: Home again, but Marron's thataway

Post by Kim Black » Sun May 13, 2018 11:07 pm

Notice 14
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 7: 1
Wild 1d6+6 = 12: 6
Ace 1d6+12 = 14: 2
***

“Sure, I can take a look at that pack, Rill,” Kim said. She gave it a quick once over. “Seems good to me. I can more thoroughly take it apart later, if you want. I’ll take a look at that gun, too.”

She took the “stunner” Rill had found. “Nice piece of tech. It will take real rounds, but the ones in the box are packing a nice electro-chemical charge that should pack a wallop, but not kill anyone.” She paused. “Well, unless they have a heart condition, or if you hit them in the eye or something. I’m sure Jack could teach you how to slap leather,” she said with a smile. “I can give some basics, but he’s the expert.”

***

“I can probably use some of the power cells from the mines as a temporary power source. Or pull a few rods out of the Sky Siren to lend you until we get to Marron.”

***
Actions
Conditions
Parry: 5 Toughness: 13 (7)
Bennies: 6/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Teleport Device PPE: 9/12
Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
To Do
Fix Desert Fox
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • One way recording radio transmitter (Blue Hands)
Vehicles
(2 Wounds) Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)(Severiana)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Mission Loot
Biometric phase mines and control
Character Tracking
Vigor d12+2; Toughness 16 (7) (Orrin 3r)
Agility d10 (Orrin 3r)
Pace: 8
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 14/20
Bennies: 1/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Backpack of Shooting Stars
  • 35/42 shots
  • PPE 10/10
Jammer Pistol
  • 9/10 shots
UEMC (10 charges)
Adventure Cards
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.


To Do
Add TW Piloting upgrades to Sky Siren. Convert Desert Fox and add TW piloting
NPCs
Inala - Kim’s Marronite apprentice
Tazden - Jack’s Marronite apprentice, crushes on Kim.
Ikimi - Orrin’s Marronite apprentice; crushed on by Inala
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • 2 x One way recording radio transmitter (Blue Hands)


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mod: +1 Piloting
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover


Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 204
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 4: Home again, but Marron's thataway

Post by Orrin Truthseeker » Mon May 14, 2018 3:36 am

Mechanics
Notice 1d6 = 3: 3
Wild 1d6 = 1: 1

CK 1d10+2 = 3: 1
Wild 1d6+2 = 4: 2
Orrin joins with the rest of the legion and its supporters going through the various treasures stored in the mysterious cave.

He stumbles across a field computer buried amongst other various electronics. He blows the dust off the screen and powers the computer.

"This could be useful. He says, as his fingers tap away at the miniaturized keyboard. "Probably not going to save our lives in a fight or anything, but could definitely help me with my research."

In the "armory" section, he also finds a harness similar to the one that accompanies the jet-pack that Rill comes back with. He pulls it on over his shoulders and tightens a few of the straps, and connects a few pieces of his gear to the harness. He whistles and smiles approvingly at the effect. "It's amazing what proper load distribution can do in reduce the strain on the external obliques of the lower back".

When they come across Toto the Texas Tech, Orrin is happy to finally meet a friendly fellow traveller, as opposed to the less the generous welcomes they had been coming across in their journey so far.

"We'd be more than happy to help. I'm sure Kim can find a couple spare rods in our gear. We are headed down toward Springer ourselves actually. Not Springer exactly, but Marron which is right next door. They've been having quiet some trouble with bandits in the area. A nasty group called the 'Blue Hand'. Have you come across any trouble lately? Other than the EMP mine, of course. Anyway, you are more than welcome to travel with us as far as your like in that direction"
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Update Signature

User avatar
Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 147
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 4: Home again, but Marron's thataway

Post by Jack 'Bullet' Jones » Mon May 14, 2018 7:35 pm

Jack smiles broadly and gets a hold of the preacher. "Reckon even a preacher oughta know how to fend off lions from the flock. Ain't nothin' to it. First thing's first. Aimin'...that's yer last worry. All the aimin' in the world ain't gonna do you a lick a' good if ya jerk yer shot when rippin' on the trigger. All ah want ya to focus on is this right here." Jack empties one of his pistols, ensures the chamber is clear and safe, and then points off at a random spot on the wall. He squeezes the trigger back smoothly. The gun doesn't flinch. He continues the same action, emphasizing the trigger press while ensuring the sights don't move. "That right there, preacher, is the most important part a' firin' a hogleg. Don't matter a lick if yer fast on the draw, carry the biggest gun, or ya got sights that'll show you the eyeball on a fly at a hundred paces. If yer sights get jumpy when yer on the trigger, yer gonna miss." Jack proceeds to expound on the finer points of trigger press and grip working in concert, only eventually winding up at sight picture and sight alignment.

He finishes his lesson with one thought. "Preacher, ah don't hold it against you that yer set on not killin'. Fella ah rode with some time ago told me, 'it's a hell of a thing, killin' a man, Jones.' It changes a man, and that's no bullpucky. But if it's you or him, ah'd bet the house that any man or critter runs afoul a' you ain't gonna offer the world what you can. Squeeze that trigger and hold true. The Almighty, well, my momma told me He's forgivin' up 'til the end. Ah don't reckon He'd hold defense of the flock against you." Jack smiles, and returns to a telling a story of a poker game where he thought he had been busted out until he moved a drink and found another chip under the glass. He came back and cleaned out the whole table, much to the chagrin (and violence) of several of his opponents.
Bullet Jones
Jack "Bullet" Jones
Bennies: 4 (+1 quarter bonus, +1 escape the fade, +1 donating van, -1 reroll Agility, -1 EE Boost, -1 reroll TK, +1 Gonna Need It)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 40/40
Active Powers: Greater Boost Trait - Psionics w/ raise (d12+3), Quickness
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon
Left hand: Shard Pistol
Adventure Cards:
  • Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Edit Signature

User avatar
Tribe of One
Posts: 773
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 4: Home again, but Marron's thataway

Post by Tribe of One » Tue May 15, 2018 8:21 pm

Toto smiles and doffs his hat when the group agrees to help, and whistles appreciatively when he spots the handful of Tomorrow Legion patches scattered among the group.

"Legionnaires, well it must be my lucky day. I ain't ever had a cross encounter with you folks, no matter what those Dead Boys say about you. And a preacher to boot -- I reckon I'll have to pray for more than cheap drinks and pretty women next time Waylon and I get to town. Silver, I don't know what kind of ruse you pulled to convince these fine folks to let you run with 'em, but they're a sight more civilized than that last bunch I saw you with."

He keeps right on chattering as Kim digs out some spare fuel rods from the Sky Siren and sets to work repairing the Gunwolf's core coolant system.

"I feel like a mighty fool for getting stranded out here without a spare core. My momma alwaya said, the only thing dumber than not carrying a spare is not carrying six, and I followed her advice for years. But the last time I was in Missouri I got to drinking with this foreign fella, and he's jabbering away about 'life's a table of crap on a bee's ass and you just have to roll in it,' or some such nonsense, and next thing you know I'm selling him all my spare cores. I ain't sayin' he swindled me, 'cause his credits spent good and paid for a couple of upgrades on old Waylon, but I certainly have regretted not having those spare cores in the back."

The Texas Tech's broad face darkens when Marron and the Blue Hand are mentioned.

"That sure is a shame. Marron was a nice town before those scoundrels came along. Real peaceful folk, and a handy place to relax and refuel when running the routes hereabouts. Those Blue Hand Raiders, though, they don't play nice when they've decided they want something. A real ornery mix, they are. Half or more are raiders from the Pecos who was too mean to keep around down there, and the other half are even stranger, pale-skinned, with odd accents, always complaining about the heat. Come through a rift, years back, is what I heard."

He seems to size up the members of your group for a moment.

"There's only about 18 or 20 of 'em in Marron, last I was there, and the real nasty ones -- Ronin and Cassius, and their boss, the one called the Shibboleth -- they ain't usually around," he says. "When I was there, it was a 'slinger named Dutch that was running things, backed up by his little posse: That Quick-Flex Crazy, Toot-Toot, is one. Then Piotr, that three-eyed 'Borg. And Oso, the big fella with the mismatched power armor. Then Hex, another 'slinger they say sold his soul to the Devil for some infernal irons -- pardon, preacher -- and of course Little Sandra, who's some kinda psychic or witch. The rest are kind of your standard homicidal reavers and hired guns."

"Still, the right group with a plan and the right set of skills could take 'em, I'd guess. Marron's well-situated, with strong defenses, but Dutch and his jokers are more concerned with playing as lords than keeping watch. The hard fight would come later, when main gang found out someone had put the rearguard in the ground. They say you feel an earthquake out this way, there's a 50-50 shot it's just the Blue Hand riding. When they move, they move in force."

Toto wipes sweat from his brow as the repairs on Waylon are finished.

"I don't want to sound ungrateful, but I do have to get to Springer, then on to Laughlin without delay. I promised the headman there I'd fetch some drilling supplies so they could tap a new aquifer -- shook on it and everything -- and if I don't show up when I said I would, some folks are liable to go thirsty. But I figure I could head to Marron after that and be there in three, maybe four days. I'd be happy to lend a hand clearing out Dutch if you want to wait on me, or I can help with the aftermath -- I'd recommend trying to evacuate folks before the Blue Hand comes looking for revenge, but I'll stand with you if you decide to take another tack. Like I said, I'm not ungrateful, but I gave my word to the man in Laughlin, and I don't want to let him down."

MARRON
:
Marron1.jpg
GM Bennies: 4/8

User avatar
Sir Blurre
Bronze Patron
Bronze Patron
Posts: 123
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 4: Home again, but Marron's thataway

Post by Sir Blurre » Tue May 15, 2018 11:42 pm

Blurre approaches Toto. "Before you go, sir.... Can you tell me anything else about this 'Ronin'? It might be a... personal matter for me."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
ISP: 5/20 (To recharge, must let armor go uncharged for an hour)
  • Q4/18 Adventure cards:
    Epiphany: Something you never understood before suddenly “clicks.” You gain a
    d6 in any skill you previously did not have for the remainder of this game session.
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.

User avatar
Rill
Bronze Patron
Bronze Patron
Posts: 126
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 4: Home again, but Marron's thataway

Post by Rill » Wed May 16, 2018 11:26 am

OOC Comments
Notice 1d8+4 = 6: 2 (awareness and sight)
Wild 1d6+4 = 7: 3
Jack 'Bullet' Jones wrote:Jack smiles broadly and gets a hold of the preacher. "Reckon even a preacher oughta know how to fend off lions from the flock. Ain't nothin' to it. First thing's first. Aimin'...that's yer last worry. All the aimin' in the world ain't gonna do you a lick a' good if ya jerk yer shot when rippin' on the trigger. All ah want ya to focus on is this right here." Jack empties one of his pistols, ensures the chamber is clear and safe, and then points off at a random spot on the wall. He squeezes the trigger back smoothly. The gun doesn't flinch. He continues the same action, emphasizing the trigger press while ensuring the sights don't move. "That right there, preacher, is the most important part a' firin' a hogleg. Don't matter a lick if yer fast on the draw, carry the biggest gun, or ya got sights that'll show you the eyeball on a fly at a hundred paces. If yer sights get jumpy when yer on the trigger, yer gonna miss." Jack proceeds to expound on the finer points of trigger press and grip working in concert, only eventually winding up at sight picture and sight alignment.
Rill finds himself feeling awkward through the entire lesson, but it is necessary. Jack does a fine job of teaching, but Rill feels like the gun makes his fingers itch every time he touches it. This will take some significant getting used to.
Tribe of One wrote:
He seems to size up the members of your group for a moment.

"There's only about 18 or 20 of 'em in Marron, last I was there, and the real nasty ones -- Ronin and Cassius, and their boss, the one called the Shibboleth -- they ain't usually around," he says. "When I was there, it was a 'slinger named Dutch that was running things, backed up by his little posse: That Quick-Flex Crazy, Toot-Toot, is one. Then Piotr, that three-eyed 'Borg. And Oso, the big fella with the mismatched power armor. Then Hex, another 'slinger they say sold his soul to the Devil for some infernal irons -- pardon, preacher -- and of course Little Sandra, who's some kinda psychic or witch. The rest are kind of your standard homicidal reavers and hired guns."

"Still, the right group with a plan and the right set of skills could take 'em, I'd guess. Marron's well-situated, with strong defenses, but Dutch and his jokers are more concerned with playing as lords than keeping watch. The hard fight would come later, when main gang found out someone had put the rearguard in the ground. They say you feel an earthquake out this way, there's a 50-50 shot it's just the Blue Hand riding. When they move, they move in force."
Rill is a bit crestfallen to hear Toto’s description. Turning to Orrin, he says, "I look to you all for strategy; that is clearly not my area. But if the town is in as much trouble as it sounds, the people there will be suffering greatly. I am not eager for more violence, but expedience seems key."
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d10, Shooting d4, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d10, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire; Stunner Pistol (based on NG Equalizer Bronze Patron Item)
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
  • Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
Signature

User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 204
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 4: Home again, but Marron's thataway

Post by Orrin Truthseeker » Wed May 16, 2018 2:50 pm

Hm... A witch.... we will have to stay on our toes...

"18 or 20 huh? We can probably manage that so long as we can get a bit of a tactical advantage. Have you been in the town Toto? Know anything about how good or what kind of a watch they keep? Or where their group normally holes up in the evening?

Orrin reaches out to the sombrero-ed D-bees for a friendly handshake when he expresses his need to get going.

"No worries Toto. We understand the need to keep a man's word." The subsequent three fingered handshake holds none of the awkwardness one might expect. Orrin has ventured with many a Trimadore, and separates his fingers between the middle and ring finger to accommodate the robot pilots anatomy. Toto smiles appreciatively at the gesture. "We need to get on our way to Marron ourselves. From what you've said about the Blue hand, we may yet need your help to weather their retaliation when we free Marron, or otherwise protect the townsfolk as they relocate." Orrin makes sure to emphasize the 'when' in the statement, highlighting that there is 'if' about it.

"How could we get a hold of you when the time comes?"
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Update Signature

User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 171
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 4: Home again, but Marron's thataway

Post by Silverclaws » Thu May 17, 2018 6:18 pm

Silver's laugh echos around the sand blasted walls. "Toto, you still run that emergency signal?"

Silver taps his left wrist, exposing his personal computer, "Test signal sent."

Looking to Toto, "Would have contacted you earlier if I had known you were in the area. Either way, you should be good to go. Give you five days and use the cover of darkness as much as possible."

Silver grabs the Trimadore by the waist and pushes him up towards the cockpit rather quickly.
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...


Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.


Adventure cards:
  • (14) In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |

User avatar
Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 147
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 4: Home again, but Marron's thataway

Post by Jack 'Bullet' Jones » Thu May 17, 2018 9:04 pm

Jack nods at Toto. "A man's word is his worth, and his worth is his word. Ah don't fault you takin' care of yer obligations. Ah don't know if we're gonna wait til ya get back 'round ta make our move, but we sure ain't gonna turn ya down when we've set them folks free. Happy trails, pardner, and we'll see ya on another sunrise." He tips his hat to the trimadore.

Upon reaching the outskirts of Marron, Jack begins sizing up the town. "This don't look like no easy ride through. Looks like we got some gates ta get past. Ah reckon ah could go all see-through, follow somebody else in, and see 'bout gettin' the gates open from the inside. Maybe put Duncan somewhere up high with his long-range huntin' rifle, pick off a few prime targets. Ah ain't gonna pretend to run the show, here, Orrin, so ah ain't gonna pitch too much of a fit if you got a better idea. We wanna try bustin' through all sides? Don't seem the best idea with our numbers bein' what they are."
Planning
This is pretty much a guess at a planl based on the picture. If I'm missing something, I'm happy to tweak the post or brainstorm other attempts at entry.
Bullet Jones
Jack "Bullet" Jones
Bennies: 4 (+1 quarter bonus, +1 escape the fade, +1 donating van, -1 reroll Agility, -1 EE Boost, -1 reroll TK, +1 Gonna Need It)
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 40/40
Active Powers: Greater Boost Trait - Psionics w/ raise (d12+3), Quickness
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon
Left hand: Shard Pistol
Adventure Cards:
  • Flesh Wound: Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
    Riled Up: Play after your hero sustains at least one wound. His attacks cause +2 damage for the remainder of the scene.
Edit Signature

User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 180
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 4: Home again, but Marron's thataway

Post by Kim Black » Mon May 21, 2018 2:28 am

Notice 11
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 9: 3
Wild 1d6+6 = 11: 5
***

Kim studied the town of Marran, using the farsight ability of her optic system to get a closer look at the town. “Should we spend a day observing?” she asked. “I could probably rig us up a device to get us eyes and ears in there. If we can get all of the Blue Hand -- or at least the leaders -- in one place, maybe meal time, or night, we could probably teleport a device in there to take them out before they even know we’re there.”
Possible plan
Kim works up a few gadgets:
  • Teleport device has two uses in it yet, depending on distance, and she could make another.
  • If we can get them all at mess or something, we could toss in a Greater Blast device. Or possibly Greater Slumber if there are civilians around.
  • Alternative, Burrow could be a good way to get in to plant the devices, as well, or Intangibility.
***
Actions
Conditions
Parry: 5 Toughness: 13 (7)
Bennies: 6/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Teleport Device PPE: 9/12
Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
To Do
Fix Desert Fox
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • One way recording radio transmitter (Blue Hands)
Vehicles
(2 Wounds) Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)(Severiana)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Mission Loot
Biometric phase mines and control
Character Tracking
Vigor d12+2; Toughness 16 (7) (Orrin 3r)
Agility d10 (Orrin 3r)
Pace: 8
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 14/20
Bennies: 1/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Backpack of Shooting Stars
  • 35/42 shots
  • PPE 10/10
Jammer Pistol
  • 9/10 shots
UEMC (10 charges)
Adventure Cards
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.


To Do
Add TW Piloting upgrades to Sky Siren. Convert Desert Fox and add TW piloting
NPCs
Inala - Kim’s Marronite apprentice
Tazden - Jack’s Marronite apprentice, crushes on Kim.
Ikimi - Orrin’s Marronite apprentice; crushed on by Inala
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • 2 x One way recording radio transmitter (Blue Hands)


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mod: +1 Piloting
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover


Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 204
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 4: Home again, but Marron's thataway

Post by Orrin Truthseeker » Tue May 22, 2018 3:31 am

Greater Beast Friend 6 - Success
Spellcasting 1d10+2 = 6: 4
Wild 1d6+2 = 3: 1
When they arrive at Marron, Orrin is itching to get into the city. After all, Sir Keegan had mentioned that the Hand had been using hostages, so there wasnt a lot of time to waste.

Won't do any good though if we just run in there and get ourselves shot though....Can't help anyone if I'm dead...

"Well we made it. Now we need to figure out how to kick the Blue hand out of here. For that we need info. Lets take the next 24 hours to gather intel. But be careful. Our biggest advantage when the time comes will be surprise, and we don't want to spoil that. I'm thinking we might be able to use Kim's teleport device to get us all inside at a time when the majority of the Hand is together and asleep or drunk, but I am open to suggestions."

That said, Orrin rummages through their supplies until he finds some trail mix rich in sweet nuts. He sets some out on edge of the camp and waits. Eventually a chipmunk comes to enjoy the snack. Orrin walks up to rodent. As he speaks, his staff starts to glow.

"There's a lot more where that came from, so eat. However, I need a favor." Orrin lowers his cupped hand and the chipmunk hops into it. He raises it to his face, and proceeds to give it a series of instructions on searching through the city, looking for members of the blue hand and where they stay, where and when they gather, where and when they sleep etc.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Update Signature

User avatar
Rill
Bronze Patron
Bronze Patron
Posts: 126
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 4: Home again, but Marron's thataway

Post by Rill » Tue May 22, 2018 3:35 am

Kim Black wrote: Kim studied the town of Marran, using the farsight ability of her optic system to get a closer look at the town. “Should we spend a day observing?” she asked. “I could probably rig us up a device to get us eyes and ears in there. If we can get all of the Blue Hand -- or at least the leaders -- in one place, maybe meal time, or night, we could probably teleport a device in there to take them out before they even know we’re there.”
Notice 8, CK 8
Notice 1d8+4 = 8: 4 (includes Awareness and sight)
Wild 1d6+4 = 5: 1

CK 1d8+2 = 8: 6 (includes HJ bonus)
Wild 1d6+2 = 7: 5


Rill furrows his forehead. "Miss Kimberly, I don't believe 'taking out' an unsuspecting enemy is particularly honorable, even ruffians such as these. Perhaps if we could subdue them, they would take the opportunity to change their ways rather than face such wrath? Or at the least they could be incarcerated for their crimes, but I do not believe we have been given the right to serve as executioners, unless you all have received some missive from your legion that I missed?"

"As regards reconnaissance, I am happy to take a look psychically. My own psionics are not all that potent, but they can serve in a pinch."
If the team takes him up on his offer, Clairvoyance 6
Psionics 1d8 = 6: 6
Wild 1d6 = 4: 4
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d10, Shooting d4, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d10, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire; Stunner Pistol (based on NG Equalizer Bronze Patron Item)
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
  • Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
Signature

User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 180
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 4: Home again, but Marron's thataway

Post by Kim Black » Tue May 22, 2018 4:55 am

Notice 10
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 10: 4
Wild 1d6+6 = 8: 2
***

Kim stared at Rill and blinked. “Your magic recon will be great, Preacher,” she said. “I’m not some hard killer, but my dad always said if someone is aiming to kill you, there’s no honor in making it easier. But then he was a sniper.” She shrugged. “We’re protecting people, Rill. They’ve had every chance to just leave town before we even arrived. They’re bullies. And bullies need to be put in their place. That sleep bomb isn’t a guarantee. Someone could drop a pan, and they’d wake up, or come by and shake them, before we had an opportunity. I’ll use it if there are innocents in the way, but putting some hurt on them before we get there will only make this go faster and with less loss of life. They have essentially a town full of hostages,” she pointed out.

***
Actions
Conditions
Parry: 5 Toughness: 13 (7)
Bennies: 6/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Teleport Device PPE: 9/12
Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
To Do
Fix Desert Fox
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • One way recording radio transmitter (Blue Hands)
Vehicles
(2 Wounds) Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)(Severiana)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Mission Loot
Biometric phase mines and control
Character Tracking
Vigor d12+2; Toughness 16 (7) (Orrin 3r)
Agility d10 (Orrin 3r)
Pace: 8
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 14/20
Bennies: 1/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Backpack of Shooting Stars
  • 35/42 shots
  • PPE 10/10
Jammer Pistol
  • 9/10 shots
UEMC (10 charges)
Adventure Cards
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.


To Do
Add TW Piloting upgrades to Sky Siren. Convert Desert Fox and add TW piloting
NPCs
Inala - Kim’s Marronite apprentice
Tazden - Jack’s Marronite apprentice, crushes on Kim.
Ikimi - Orrin’s Marronite apprentice; crushed on by Inala
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • 2 x One way recording radio transmitter (Blue Hands)


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mod: +1 Piloting
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover


Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 171
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 4: Home again, but Marron's thataway

Post by Silverclaws » Tue May 22, 2018 12:42 pm

Silver listens to the conversations but says nothing.

When Kim begins fidgetting and preping her gadgets, he walks over to the Sky Siren. "Ms. Kim, can you secure my transmissions, so that the Sky Siren is the only one receiving them?"

Not waiting for an answer, "I need to get moving and scouting is a great way to get moving."

Silver flips open the wrist cover on his personal computer and secures the datajack to the Sky Siren, via an access port with a rubber dust cover on it.

"Do what you need to do ma'am."

Silver waits and does what he can with his limited knowledge of electronics and programming. Thinking of his limited technology skills, Silver does recall that Doc 'Oliday mentioned a cybernetic skill port option. Looking at where his mini-computer is mounted, there would be enough secure space to hold several skill softs.
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...


Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.


Adventure cards:
  • (14) In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |

User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 204
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 4: Home again, but Marron's thataway

Post by Orrin Truthseeker » Tue May 22, 2018 2:40 pm

Rill wrote: Rill furrows his forehead. "Miss Kimberly, I don't believe 'taking out' an unsuspecting enemy is particularly honorable, even ruffians such as these. Perhaps if we could subdue them, they would take the opportunity to change their ways rather than face such wrath? Or at the least they could be incarcerated for their crimes, but I do not believe we have been given the right to serve as executioners, unless you all have received some missive from your legion that I missed?"
Kim Black wrote: Kim stared at Rill and blinked. “Your magic recon will be great, Preacher,” she said. “I’m not some hard killer, but my dad always said if someone is aiming to kill you, there’s no honor in making it easier. But then he was a sniper.” She shrugged. “We’re protecting people, Rill. They’ve had every chance to just leave town before we even arrived. They’re bullies. And bullies need to be put in their place. That sleep bomb isn’t a guarantee. Someone could drop a pan, and they’d wake up, or come by and shake them, before we had an opportunity. I’ll use it if there are innocents in the way, but putting some hurt on them before we get there will only make this go faster and with less loss of life. They have essentially a town full of hostages,” she pointed out.
Orrin steps up to Kim and Rill, and does his best to sound placating. "Now, Now, Lets not get too worked up. Rill's got a point. As legion, if we can do this without bloodshed, we should. We were able to make an ally of Slade by asking questions first before shooting, " He holds up a hand to still the expected interruption "though this is distinctly different situation. We can talk about this once we have some intel, but I am inclined to take the option with minimal casualties if at all possible." He turns to Rill, and tries to adopt an understanding but firm demeanor. It probably comes out more constipated than anything. "But Preacher, understand...these men have already made terrible decisions. If it comes down to their lives or the lives of my men, I don't expect our legionaires to hesitate. I sure as hell wont."
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 7/20; Staff PPE: 10/10; Armor PPE: 7/10

Parry: 4+2
Pace: 6+2
Toughness: 15+4 (6)
Active Powers:Exalted Slow (R1) Greater Boost Trait (R1)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells : Exalted Quickness: Parry +1, Greater Boose trait: Vigor +4dT, Agility +1DT, Pace +2

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 4/3
+1 Bennie for end of Q3 interlude


Aventure Cards:
Spill the beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Theme song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Update Signature

User avatar
Rill
Bronze Patron
Bronze Patron
Posts: 126
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 4: Home again, but Marron's thataway

Post by Rill » Tue May 22, 2018 3:06 pm

Orrin Truthseeker wrote:
Rill wrote: Rill furrows his forehead. "Miss Kimberly, I don't believe 'taking out' an unsuspecting enemy is particularly honorable, even ruffians such as these. Perhaps if we could subdue them, they would take the opportunity to change their ways rather than face such wrath? Or at the least they could be incarcerated for their crimes, but I do not believe we have been given the right to serve as executioners, unless you all have received some missive from your legion that I missed?"
Kim Black wrote: Kim stared at Rill and blinked. “Your magic recon will be great, Preacher,” she said. “I’m not some hard killer, but my dad always said if someone is aiming to kill you, there’s no honor in making it easier. But then he was a sniper.” She shrugged. “We’re protecting people, Rill. They’ve had every chance to just leave town before we even arrived. They’re bullies. And bullies need to be put in their place. That sleep bomb isn’t a guarantee. Someone could drop a pan, and they’d wake up, or come by and shake them, before we had an opportunity. I’ll use it if there are innocents in the way, but putting some hurt on them before we get there will only make this go faster and with less loss of life. They have essentially a town full of hostages,” she pointed out.
Orrin steps up to Kim and Rill, and does his best to sound placating. "Now, Now, Lets not get too worked up. Rill's got a point. As legion, if we can do this without bloodshed, we should. We were able to make an ally of Slade by asking questions first before shooting, " He holds up a hand to still the expected interruption "though this is distinctly different situation. We can talk about this once we have some intel, but I am inclined to take the option with minimal casualties if at all possible." He turns to Rill, and tries to adopt an understanding but firm demeanor. It probably comes out more constipated than anything. "But Preacher, understand...these men have already made terrible decisions. If it comes down to their lives or the lives of my men, I don't expect our legionaires to hesitate. I sure as hell wont."
(Rolls held)

"I am not ignorant of the situation, and I would expect you to take measures to endure the safety of your people. But if it comes to bombing those people in their beds, that's not salvation for the town; that's damnation for us. I work for someone who happens to be big on second chances and you might be surprised, Mr. Truthseeker, at the choices that haunt the pasts of even the very 'virtuous'."

With that, Rill walks away in suitably dramatic fashion. He sits down a ways off, crosses his legs, and activates his clairvoyance, sending his sight to look over the town.
Character Summary
Rill Lightwalker a Fennodi Mystic
Active effects: N/A
Parry: 9 (w/staff or shield)
Toughness: 15(8) normally or 21(14) vs. ranged w/shield
Notable Edges/Abilities: Danger Sense, Alertness, Senses Supernatural beings w/Notice roll (Mystic ability), Infravision (halve darknes penalties against enemies who generate heat), +2 to Notice for sight, Healer
Attributes: Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d10, Shooting d4, Riding d4, Stealth d4, Notice d8 (+2 for Awareness, +2 for sight), Psionics d10, Survival d6 +2 (from HJ), Streetwise d4 +2 (from HJ), Knowledge (Occult) d6, Mysticism d10, Persuasion d4
Miracles: Banishment (banish), Wall of Defense (barrier), See Aura (detect arcana), Prayer (divination), Restoration (greater healing), Heal Wounds (healing), Daylight (light), Cloud (obscure), Sustain (succor).
Psionics: Protective Energy Aura (armor), Remote Viewing (clairvoyance), Ghost Walk (intangibility), Telepathy (telepathy)
Equipment of Note: Blessed Nymbu staff, holds 10 PPE and 2 powers (banish and barrier), +1 Parry; Thatcher Bible, gives Luck, Elan, +1 Spirit, and Inspire; Stunner Pistol (based on NG Equalizer Bronze Patron Item)
Charisma: +2 with all but those who dislike Mystics
Adventure Cards:
  • Extra Effort: Play to add +1d6 to any trait roll.This roll may Ace.
Rill Character Sheet
Signature

User avatar
Sir Blurre
Bronze Patron
Bronze Patron
Posts: 123
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 4: Home again, but Marron's thataway

Post by Sir Blurre » Tue May 22, 2018 9:33 pm

Sir Blurre simply listens to the conversation, and smiles as Rill makes his final point. Sir Antoine always did have good things to say about Mystics; now I see why. And Orrin's a good man for seeing what's important.

Aloud, he adds, "I fear I won't be much good during the scouting part of things. I'll be more than happy to do my part when it comes time to instruct these hooligans in the errors of their ways, which are clearly many."

During the intel-gathering phase, he settles on simply serving as an extra watchman for those who are extending their senses elsewhere.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
ISP: 5/20 (To recharge, must let armor go uncharged for an hour)
  • Q4/18 Adventure cards:
    Epiphany: Something you never understood before suddenly “clicks.” You gain a
    d6 in any skill you previously did not have for the remainder of this game session.
    Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.

User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 180
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 4: Home again, but Marron's thataway

Post by Kim Black » Wed May 23, 2018 1:34 am

Notice 20
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 7: 1
Wild 1d6+6 = 12: 6
Ace 1d6+12 = 18: 6
Ace 1d6+18 = 20: 2
***

"Now, Now, Let's not get too worked up. Rill's got a point. As Legion, if we can do this without bloodshed, we should. We were able to make an ally of Slade by asking questions first before shooting." Orrin held up a hand to still the expected interruption. "Though this is distinctly different situation. We can talk about this once we have some intel, but I am inclined to take the option with minimal casualties if at all possible."

Kim frowned. “Fine,” she said. “But Slade was a weasel and a coward. These men are worse, and they have us outnumbered, and they have a town full of hostages,” she pointed out.

“Sure, Silver, I can encrypt your comms,” Kim told the big wolfen. She followed him over to the Sky Siren and got to work.
Knowledge (Electronics) 6
Machine Maestro +2
Electronics 1d6+2 = 6: 4
Wild 1d6+2 = 6: 4
“There, that should do it,” Kim said, finishing up the work. She pulled out a small, colorful can of air and sprayed out his internal electronics, just in case any dust got inside.

***
Actions
Conditions
Parry: 5 Toughness: 13 (7)
Bennies: 6/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Teleport Device PPE: 9/12
Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • Let's Settle This: Play at the beginning of a combat round with no Jokers. No character can soak wounds until a Joker is drawn.
To Do
Fix Desert Fox
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • One way recording radio transmitter (Blue Hands)
Vehicles
(2 Wounds) Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)(Severiana)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Mission Loot
Character Tracking
Vigor d12+2; Toughness 16 (7) (Orrin 3r)
Agility d10 (Orrin 3r)
Pace: 8
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 14/20
Bennies: 1/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.

Backpack of Shooting Stars
  • 35/42 shots
  • PPE 10/10
Jammer Pistol
  • 9/10 shots
UEMC (10 charges)
Adventure Cards
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.


To Do
Add TW Piloting upgrades to Sky Siren. Convert Desert Fox and add TW piloting
NPCs
Inala - Kim’s Marronite apprentice
Tazden - Jack’s Marronite apprentice, crushes on Kim.
Ikimi - Orrin’s Marronite apprentice; crushed on by Inala
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Vibro-Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • 2 x One way recording radio transmitter (Blue Hands)


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mod: +1 Piloting
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover


Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

User avatar
Duncan Montana
Posts: 50
Joined: Thu Dec 07, 2017 3:24 am

Re: Day 4: Home again, but Marron's thataway

Post by Duncan Montana » Wed May 23, 2018 3:35 am

Toto wrote:"That sure is a shame. Marron was a nice town before those scoundrels came along. Real peaceful folk, and a handy place to relax and refuel when running the routes hereabouts. Those Blue Hand Raiders, though, they don't play nice when they've decided they want something. A real ornery mix, they are."
As Toto talks, Duncan stays mostly quiet except fer this one time when he blurts out "Lousy sons-a-bitches!" and his eyes harden at the description of these Blue Hand thugs runnin' roughshod all over the people of Marron. Embarrassed by his outburst, he excuses himself and heads back to the Sky Siren.

'Only', huh? 'Only' about 20 of 'em in town already, with a bunch more on the way once they get word we've arrived? Duncan digs into the pirate loot they lucked into before meeting Toto and pulls out the bulky grenado shooter. He lets his armor get accustomed to the weight of the weapon and gives a grim grin when the 'reticulous' adjusts itself in that way it does. With that done he straps the weapon to Bandit's flank.
Duncan Montana
Duncan Montana
Gunslinger
Agility d10, Smarts d8, Spirit d6, Strength d6 d12+2, Vigor d6
Charisma: 2 ; Pace: 6 (8) (d6 running); Parry: 6; Toughness: 5 17(10)
Clueless (-2 to all K-Common rolls), Loyal, Big Mouth
Notice d6, Common Knowledge d8-2, Intimidation d4-2, Persuasion d4+2
I Know A Guy: (Once per session can invoke Connection Edge (Persuasion roll) with any person or group, only used up when contact is successfully made)
Quick: (re-draw combat initiative card < 6)
Nerves of Steel: (He may ignore 1 point of wound penalties)
Steady Hands: (Ignores the “unstable platform” penalty for firing from the backs of animals or while riding in moving vehicles. In addition, when performing actions while Running (see page 65), his penalty is –1 instead of –2)
Two-Fisted: (May attack with a weapon in each hand without multi-action penalty)
Woodsman: (+2 to Tracking, Survival, and Stealth rolls made in the wilderness)
Lucky: (+1 benny/quarter)
Brave: (+2 to Fear rolls)

WOUNDS:

Bandito Arms RH-1002B Robot Riding Horse "Bandit"
Agility d8, Smarts d6, Spirit d6, Strength d12+2, Vigor d8
Skills: Fighting d4, Notice d8+2, Survival d6
Pace: 12 (Acc/TS 10/50); Parry: 4; Toughness: 17 (8)
Special Abilities
  • All-Terrain: Ignores penalties for rough terrain, and each inch counts as 1.5” instead of 2”
  • Armor +8: High strength alloy, M.D.C.
  • Handling: Riders gain +2 on all Riding checks.
  • Kick: Str, Mega Damage.
  • Sensor Suite: Power Armor sensors and communication, including 360 radar, thermal imaging, night vision, HUD, and +2 to Notice checks
  • Environmental Weakness (Electricity): Robots suffer +4 damage from electrical attacks.
  • Nuclear Power Pack - Robot does not need to be recharged for 15 years
  • Size +2: Based on the mustangs of old, these robot horses are of a strong, compact model.
  • Travel Speed: Use the Acc/TS for overland speeds; use pace for combat


Adv. Cards
Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement)
Florence Nightingale: Play this card to gain +2 on heal checks on the current patient. Spend a Benny: Gain +4 on heal checks on the current patient.

BENNIES (LUCKY): 7/4
  • +1 from last Q bonus
  • +1 given upon return from the fade
  • +1 for donating supplies to refugees

Post Reply

Return to “Adventure Archive”