Day 7: The Magnificent Marron

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Tribe of One
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Joined: Wed Aug 30, 2017 9:28 am

Day 7: The Magnificent Marron

Post by Tribe of One » Tue May 22, 2018 10:02 pm

Toto sniffs, rubbing some dust from his almost non-existent nose when Blurre asks about Ronin.

"I only seen her the once, and it was from a fair bit away. All clad in black armor, with a kinda long cape-thing, but nothing as spooky as that robe of shadows or whatever the Shibboleth wears. She's some kinda psychic warrior or something, apparently wields one of them mind-blades like the cyber-knights do, but more like a whip, I guess. She's not as outright mean as Cassius, but liable to cut off a man's head if he steps outta line."

The trimadore laughs as Silver nudges him to be on his way while the others are still trying to coordinate a meet-up later.

"Silver here's got my number. Shouldn't be any problem making my run from Springer to Laughlin then getting back to Marron in that five-day window. Then we can see what we'll see, as far as the Blue Hand goes. 'Til then, good luck, and thanks again for the nukes!" With a rumble, the raptor-legged Gunwolf rises and heads southwest, into the desert.

Marron1.jpg
As Toto disappears to the south, the group loads back into the Sky Siren -- now weighted down with looted munitions -- and heads west. Sir Keegan's patchwork digital map proves accurate enough, and before long the COT stands on a high rise, gazing down at the town of Marron below.

Built against a rocky hillside, the town is basically a walled fort, with towers and other structures built along the wall, surrounding more traditional buildings that include a saloon and mercantile exchange, as well as greenhouses, a small stockyard and several large warehouse buildings. The residential structures appear to be mostly prefab, squat boxes, with open patios and canvas pavilions connecting or adding on to the homes.

Here are there, the tall, willowy people of Marron can be seen moving around, their pale skin exposed to the sun and seeming to glow with a golden light. You don't see any obvious guards, but with the aid of farsight, Kim is able to spot some mechanized security measures - a handful of turret-mounted railguns and mini-missile launchers, patched into a surveillance network that makes use of repurposed skelebot parts. Robot torsos and skulls hang from the walls like macabre trophies, connected by fiber-optic cable to form a camera network with eyes scanning in all directions.

Scanning with the Sky Siren's sensors doesn't add much useful information - the entire town, or at least the parts of it within a dozen yards of the residents, suffers from weird interference that mucks up radar and other tech. Some sort of nuclear electromagnetic radiation seems to be to blame - if Keegan's description of the Marron D-bees' diet was correct, it could be some byproduct of the townsfolks' radiation-based metabolism.

Orrin's critter friend is able to fill in some of the blanks. The D-bee residents of Marron tend to rise with the sun, with women, children and the elderly working outside or in the greenhouses in the morning and afternoon. The able-bodied men instead head into the largest warehouse, next to the hillside, and don't emerge until nightfall. Glowing brightly in the darkness, they head to the communal dining hall to meet with their families and share the radiation absorbed below.

The Blue Hand raiders, meanwhile, don't seem particularly intent on keeping a close watch, on the residents or the outside world. They appear to be bunking for the most part in a reinforced vehicle depot next to the large warehouse, moving between there and the mercantile and saloon buildings for meals and recreation. They rise late and stay up drinking into the night for the most part, taking breaks to practice shooting or to harass some of the townsfolk.

Using his psychic sight, Rill is able to slip in for an even closer look - one that reveals the reason for the seemingly lax defensive measures. Of the women and children in the compound, a full quarter wear collars or belts rigged with small explosive charges, which appear to be linked in some way to handsets carried by their Blue Hand captors. Any time one of the residents appears ready to rebel or disregard orders, their tormentors hold up the controls in a threatening manner.
Little Sandra Sees All
Spellcasting 1d10 = 10: 10
Ace 1d10+10 = 11: 1
Wild 1d6 = 1: 1
Aghast at such treatment, Rill fails to notice the child-like woman with the tattooed face lurking in the shadows. Muttering to herself, her eyes go white, then suddenly fasten on Rill's astral sensor. Expressionless, she turns and hurries into the saloon. A few moments later, a tall man in a long tan coat comes walking casually outside, adjusting his hat as he squints out into the desert. Grinning, he directs a group of Marron women out into the dusty courtyard, where they lie down on the ground, their bodies spelling out a message:

COME ON IN

A minute or two later, a couple of the Blue Hand reavers head to the main gate, which swings slowly open ...
GM Bennies: 6/7

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Kim Black
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Location: Wheaton, IL

Re: Day 7: The Magnificent Marron

Post by Kim Black » Wed May 23, 2018 1:58 am

Notice 13
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 10: 4
Wild 1d6+6 = 12: 6
Ace 1d6+12 = 13: 1
***

Kim stared down at the town as the residents filed out. “What are they doing?” They started to lie down, and then Kim paled behind her magic goggles. “Oh God! How do they know we’ere here?” she asked. “We’ve been careful, quiet, haven’t even gotten near town!”

They were opening the gates for them. “We walking into the lion’s den, boss?” she asked Orrin. “I need to come up with some way to jam those collars!”

Kim hurried back to her makeshift workbench in the Sky Siren.

***
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
Northern Gun Sky Siren
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.
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 5
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
(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
Actions
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 20/20
Bennies: 3/3
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
  • 36/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Cutting in Line: Draw 3 initiative cards and keep the highest.


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)
A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB) (Claimed by Silver)
Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, Mega Damage) (Claimed by Silver)
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

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Rill
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Re: Day 7: The Magnificent Marron

Post by Rill » Wed May 23, 2018 3:02 am

Notice 1d8+4 = 9: 5
Wild 1d6+4 = 5: 1

CK 1d8+2 = 5: 3
Wild 1d6+2 = 7: 5


Rill sighs and shakes his head sadly at the message spelled out in innocent townsfolk below.

"Father, I'm starting to think people might be the worst. Strengthen me for what is coming."

Grabbing his staff, he approaches Orrin. "I am happy to go down. Well, 'happy' is not the right word, but perhaps they will not fire on a man of the cloth. And I do have means of escape if they do."

As the group discusses, he adds, "If there is specific information we need, tell me and perhaps I can find it out. The Lord has often revealed hidden things to me in prayer."
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

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Duncan Montana
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Joined: Thu Dec 07, 2017 3:24 am

Re: Day 7: The Magnificent Marron

Post by Duncan Montana » Wed May 23, 2018 3:54 am

COME ON IN
Duncan's held tilts one way and then the other before asking, "I don't get it. Who's that message fer?" He looks up in the sky, assuming the message must be for a passing aeroplane er Sammy er Drasgon er somesuch. He offers a subdued, "Oh," when informed that the message is fer them. "Well ain't that a pickle, now."
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

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Sir Blurre
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Re: Day 7: The Magnificent Marron

Post by Sir Blurre » Wed May 23, 2018 5:30 am

Sir Blurre steps next to Rill. "You will not go down alone, Padre. I will join you." His tone brooks no argument on this point. He considers. "Can anyone here tell if they are watching us?"
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 3/4
Wounds: 0
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Elan (+2 w/Benny); Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
  • Adventure cards:
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.

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Orrin Truthseeker
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Re: Day 7: The Magnificent Marron

Post by Orrin Truthseeker » Wed May 23, 2018 9:57 am

OOC Comments
Notice 1d6 = 1: 1
Wild 1d6 = 3: 3

Common Knowledge 1d10+2 = 12: 10
Wild 1d6+2 = 7: 5

Knowledge Arcana 1d8+2 = 5: 3
Wild 1d6+2 = 4: 2
Orrin clenches his jaw and fists when he see the message the Hand has spelled out.

Come on in.... and we don't have much choice with the collars they have on those civilians. Though how they spotted us...
Sir Blurre wrote:"Can anyone here tell if they are watching us?"
Orrin looks around, but doesn't spot anybody. Instinctively he switches on his arcane sight...

The Witch! Dammit I should have expected that!

He looks around just to make sure there is nothing magically observing them, but is fairly certain he knows what happened.

"That witch that Toto mentioned....she must have the ability to see magic! Many in our field tend to be able to. She probably noticed either Rill's or my castings. I should have anticipated it. There is nothing magically observing us, so they know somebody is watching, but they don't necessarily know who, or where from. They are guessing it came from outside the city. Probably a safe guess, but they don't know how many of us there are...yet"
Rill wrote:Grabbing his staff, he approaches Orrin. "I am happy to go down. Well, 'happy' is not the right word, but perhaps they will not fire on a man of the cloth. And I do have means of escape if they do."
Orrin nods as the preacher speaks "I'm not happy about it either, but that makes tactical sense. You would be in the least amount of danger. Though be careful, they have a magic user, and she wont be impaired by your intangible form." Orrin hesitates for a second, and then adds "Does your God allow you to lie though? They don't know who or how many we are, and until we can figure out how to stop them from blowing those collars, we can't move against them..."

When Blurr volunteers to go with Rill, Orrin is a little more hesitant.

"I don't know if that is wise. We know your sister isn't here, but she may have left orders with her men to be on the lookout for you, and those orders may be lethal." Orrin puts his hand on Blurrs shoulder "Being the first to be captured won't help in getting your sister back." Orrin drops his hand, and adds in a conciliatory tone "But you are a cyber knight, and the one most likely to survive a hail storm of lasers...I'll leave it to you but, its going to be a lot of bullets if things get ugly in there and its only you..."
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 29/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4
Toughness: 15 (6)
Active Powers:
Active Effects Staff:, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

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: 3/3
+1 at start for 2018 1st quarter performance
-1 for Battle of Marron Round 1
-1 for Battle of Marron Round 2
+1 for 2 Raises in Round 2



Aventure Cards:
Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
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.


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Silverclaws
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Re: Day 7: The Magnificent Marron

Post by Silverclaws » Wed May 23, 2018 12:21 pm

Silent Wolf Feet
  • Stealth 8
  • Stealth 1d4 = 3: 3
  • Wild Die 1d6 = 6: 6
  • Aced Wild 1d6+6 = 8: 2
Silver had been practicing and quietly slipped away from the 18th.

One thing he learned from Shaft 13 was there were always secondary exits. Quite possiblty more exits than entrances to be sure.
Notice Anything
  • Notice 7, 9 Sight, Scent or Sound
  • Notice 1d8 = 4: 4 (+2; +4 Sight, Scent, or Sound)
  • Wild 1d6 = 5: 5
Silver moves cautiously, avoiding the sentry cams where possible and trying to fool them when he can't. Moving about the city and then towards the ridge, he gathers what information he can and utilizes his scanners and sensors when he thinks it is wise and he can not get any other information.
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) |

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

Post by Jack 'Bullet' Jones » Wed May 23, 2018 7:04 pm

Jack shakes his head and spits into the dirt as he listens to the conversation between Kim, Rill, and Orrin. "Ah don't reckon these fellas are feelin' their oats and wanna do a showdown in the middle of the street? Reckon not." He sniffs at the air as he mulls over the possibility of ambush killings. "Preacher, ah don't have to tell you 'bout how bad these boys are. Ah'm all for redemption and savin' these townsfolk without firin' a shot, but these ain't the redeemin' types. They ain't familiar with the concept of fair play, 'cept ta use it against them that abide by it. Ah prefer killin' a man that's facin' me and packin' heat, but ah more prefer savin' innocent folk from the wolf 'fore they get ate, like a shepherd has to. Rill, that's what these boys are. Wolves. They don't have a soul to save, ah don't reckon, on account of a laundry list of evil doin's. All a wolf knows is eatin' sheep. They'll bite yer hand soon as look at ya. Some of 'em literally."

He pauses a moment to look Rill in the eyes. "Ah reckon we got a plan what might keep us from havin' to cull these boys right off, we'll go that route. You've been a powerful help to the lot of us, and to a lot of people besides. We ain't 'bout ta toss that aside fer the joy of killin'. But you gotta understand these boys ain't gonna make the decision you want 'em to. Comes down to it, if it's them or it's the townsfolk, ah'll drill a Blue Hand twice just to make sure they ain't comin' back. Bein' first to the draw don't mean yer first to shoot, but ah'd rather be a gun up on the other guy to start, all things equal." With that, he tips his hat and lets the preacher's sight wander, taking up a position of guarding the Fennodi 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.
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Jack 'Bullet' Jones
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Re: Day 7: The Magnificent Marron

Post by Jack 'Bullet' Jones » Wed May 23, 2018 7:39 pm

Jack snorts as the message is relayed. "Come on in, eh? Shucks. They're even openin' the gate for us. They just pushed a big ol' stack into the pot, and they don't know what we got in the hole."

He turns to the group's leader. "Orrin, let me head on down with Rill and Blurre. Ah reckon ah can keep 'em occupied a minute or two while y'all suss out a different way in. Deal goes sour, ah reckon Blurre can get in 'fore they close the gate and make a ruckus they can't catch while ah'm pickin' off stragglers. 'tween me'n the preacher's almighty, maybe we don't get filled full of holes." Jack begins checking the chambers on his wide variety of weaponry, ensuring they're charged, full, and ready to dance. He slings his firebreather rifle across his back, prepared for a telekinetic grab and shoot. The hellfire hand cannon rests comfortably in the holster at his right, the shard pistol at his left, and his old pearl handled Colt tucked into his new vest.

"Let's throw down."
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.
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Re: Day 7: The Magnificent Marron

Post by Tribe of One » Thu May 24, 2018 11:38 am

Silverclaws wrote:Silver moves cautiously, avoiding the sentry cams where possible and trying to fool them when he can't. Moving about the city and then towards the ridge, he gathers what information he can and utilizes his scanners and sensors when he thinks it is wise and he can not get any other information.
Staying out of sight of the mangled skelebot surveillance system, Silver makes his way around the high walls of Marron. The weird interference is weaker here on the periphery, and he's able to augment sight-based obervations with some crude radar and laser-based topographical scans. He notes half a dozen places where sloppy welding has left cracks in the walls that could be used for climbing, but hits a real jackpot when he's about three-quarters finished with his circuit.

There, on the west side of town, the walls of the town rise next to the edge of a shallow ravine. Making use of the lower elevation, the town's builders installed a couple of drainage pipes to channel runoff from the annual rainstorms into the gully. It's obvious that neither has been checked for awhile, as the grates installed to keep out vermin or intruders have fallen into disrepair, and can be cut or pried open with a little effort.

Silver doesn't see any sign of technological security system monitoring the newly-created backdoor, which presumably should lead to drainage grates somewhere in the main compound.
GM Bennies: 6/7

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Silverclaws
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Re: Day 7: The Magnificent Marron

Post by Silverclaws » Thu May 24, 2018 1:54 pm

Silver looks for some rocks and stones and builds a temporary cairn just at the mouth of the ravine. He then proceeds back a ways further out from the city walls. Ideally finding a suitable path back to the 18th outside of the tech sensors.

Silver does note the number of head cams and their spacing. And finalizes his return to the team by noting the less than obvious security at the gated entrance.

He makes his report back to the 18th.
Tribe of One wrote:
Silverclaws wrote:Silver moves cautiously, avoiding the sentry cams where possible and trying to fool them when he can't. Moving about the city and then towards the ridge, he gathers what information he can and utilizes his scanners and sensors when he thinks it is wise and he can not get any other information.
Staying out of sight of the mangled skelebot surveillance system, Silver makes his way around the high walls of Marron. The weird interference is weaker here on the periphery, and he's able to augment sight-based obervations with some crude radar and laser-based topographical scans. He notes half a dozen places where sloppy welding has left cracks in the walls that could be used for climbing, but hits a real jackpot when he's about three-quarters finished with his circuit.

There, on the west side of town, the walls of the town rise next to the edge of a shallow ravine. Making use of the lower elevation, the town's builders installed a couple of drainage pipes to channel runoff from the annual rainstorms into the gully. It's obvious that neither has been checked for awhile, as the grates installed to keep out vermin or intruders have fallen into disrepair, and can be cut or pried open with a little effort.

Silver doesn't see any sign of technological security system monitoring the newly-created backdoor, which presumably should lead to drainage grates somewhere in the main compound.
Last edited by Silverclaws on Fri May 25, 2018 12:45 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) |

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Rill
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Re: Day 7: The Magnificent Marron

Post by Rill » Fri May 25, 2018 9:34 am

(Rolls held)

Rill kneels a moment to pray, a suspicion itching at the back of his mind.
Divination 9
Mysticism 1d10+1 = 5: 4
Wild 1d6+1 = 3: 2
EE 1d6+2 = 6: 4

Vigor to resist fatigue 1d6 = 6: 6
Wild 1d6 = 5: 5
Are all of the collars what they appear to be, or are some of them dummies? And how many triggers are there, truly?
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
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Rill
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Re: Day 7: The Magnificent Marron

Post by Rill » Fri May 25, 2018 3:39 pm

(Rolls held)

Rill opens his eyes and says, The collars are, unfortunately, real, and there are six trigger devices spread among the ruffians that can set the explosives off. But I get a sense that the residents are safest when congregated together at meal times, when the glowing miners come up and share radiation with the others. Perhaps the radiation interferes with the collars somehow. I know it is not much information to go off of, but, Lord willing, it will be enough to give us an advantage."
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
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Silverclaws
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Re: Day 7: The Magnificent Marron

Post by Silverclaws » Fri May 25, 2018 4:10 pm

Silver smiles a big toothy grin. "How long until the sun down and the community gathering? I will position the breech team an hour before."

"We have plenty to work with. It is the Blue's fault that they caged themselves in Marron. The Blue's have no where to go."

"Leave a group outside. Have a group go inside. My breech team will be ready as well."
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) |

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Orrin Truthseeker
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Re: Day 7: The Magnificent Marron

Post by Orrin Truthseeker » Sun May 27, 2018 7:39 am

Orrin paces back and forth biting his nails and furiously thinking of how to turn the situation to their advantage.

There is just no way to avoid it... if we are going to save the civilians I have to accept some risk to the team...

"All right, here is the plan: Rill, Blurr, and Jack, I'm going to have to ask you to "surrender" yourselves for the time being. Fact is, they know we are here, and as long as they are keeping an eye out for us, we will have a hard time securing the collared civilians. Your main goal will be to convince them that they outsmarted your team, and that there is no-one else out here. Jack's used to pretending to a weaker hand than he actually has, so follow his lead. The rest of us will take some time to make what appears to be a 3 person camp, in case they come searching, and the hide with the Sky Siren where we wont be found"
Jack 'Bullet' Jones wrote: "Let's throw down."
"No violence till the civies are secured, and hopefully not afterward if we can manage it" Orrin says, looking to Blurr and then Jack. Finally he nods to the preacher, as if to indicate that this particular charge is his goal in the mission.

"The rest of us" Orrin says, indicating himself, Silver, Duncan, Kim, and Sev, "Will try to sneak in just before meal time and confirm Rills....suspicion... that the townsfolk will be safe from the collars during that time. If so, we will then need to make our move quickly while they still have radiation to share. If necessary, we may have to wait till the next meal."

When the team breaks to make preparations Orrin turns to Kim, "Kim, that Slumber Bomb may not be a bad idea. I know its not fool-proof, but please use the down time until we make our move to make it or any other gadget you can think of that would help us resolve this as non-violently as possible. I'm under no pretense that some of the Blue hand are going to die, and likely deserve it for their actions, but I do want to minimize the casualties. Rill is a valuable resource, both as a team member and as a Legion advocate in Black Mesa, and I'd rather not turn him against us."
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 29/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4
Toughness: 15 (6)
Active Powers:
Active Effects Staff:, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

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: 3/3
+1 at start for 2018 1st quarter performance
-1 for Battle of Marron Round 1
-1 for Battle of Marron Round 2
+1 for 2 Raises in Round 2



Aventure Cards:
Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
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.


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Sir Blurre
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Re: Day 7: The Magnificent Marron

Post by Sir Blurre » Sun May 27, 2018 3:57 pm

OOC Comments
Just a reminder, the CK Light Armor is concealable--they have to be actively looking him over to even be sure he's got armor on under his clothing, and then it takes a Notice roll to be sure. So they aren't likely to immediately assume he's a Cyber-Knight, unless his sister gave a particularly close description.

Blurre nods at Orrin's directions, and pulls his new overcoat around his armor, allowing the dermal plating that comes from his nanites to dissipate--he now looks like just another Quick-Flex with a laser rifle and a shield. "Does anyone have a vibro-weapon I can carry? They'll be less likely to assume I've got some other means of attack if they see me typically outfitted for a rider."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 3/4
Wounds: 0
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Elan (+2 w/Benny); Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
  • Adventure cards:
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.

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Rill
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Re: Day 7: The Magnificent Marron

Post by Rill » Sun May 27, 2018 6:40 pm

Sir Blurre wrote:
OOC Comments
Just a reminder, the CK Light Armor is concealable--they have to be actively looking him over to even be sure he's got armor on under his clothing, and then it takes a Notice roll to be sure. So they aren't likely to immediately assume he's a Cyber-Knight, unless his sister gave a particularly close description.

Blurre nods at Orrin's directions, and pulls his new overcoat around his armor, allowing the dermal plating that comes from his nanites to dissipate--he now looks like just another Quick-Flex with a laser rifle and a shield. "Does anyone have a vibro-weapon I can carry? They'll be less likely to assume I've got some other means of attack if they see me typically outfitted for a rider."
”I don’t have a vibro-blade, but you are welcome to have this neural mace back,” Rill says, offering Blurre the weapon.
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
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Jack 'Bullet' Jones
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Re: Day 7: The Magnificent Marron

Post by Jack 'Bullet' Jones » Sun May 27, 2018 9:51 pm

Jack nods to Orrin. "Reckon ah can do that. Sure you don't want me playin' the other way, like we got the army a' Heaven at our backs waitin' fer the preacher's orders?"
He reaches back to one of his vibro-knives and offers it to Blurre. "Ain't the full sword, but it ain't a twig, neither."
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.
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Sir Blurre
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Re: Day 7: The Magnificent Marron

Post by Sir Blurre » Mon May 28, 2018 12:04 am

Blurre considers the offers and takes the Vibro-Blade from Jack. "They're likely to be suspicious of someone who rides out with nothing but a non-lethal weapon, unfortunately. I'm not any better than the preacher at lying, but I'm willing to let evil men fool themselves."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 3/4
Wounds: 0
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Elan (+2 w/Benny); Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
  • Adventure cards:
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.

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Kim Black
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Location: Wheaton, IL

Re: Day 7: The Magnificent Marron

Post by Kim Black » Mon May 28, 2018 12:39 am

Notice 9
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 9: 3
Wild 1d6+6 = 8: 2
***

Time to build! Kim was in her element, soldering, screwing, twisting the delicate pieces of electronics and small, magical crystals, as well as her usual cheap bedazzles.
Greater Obscure 8 Raise, 12 PPE
+4 Machine Maestro
TW 1d12+4 = 7: 3
Wild 1d6+4 = 7: 3
Benny for EE 1d6+7 = 8: 1
Greater Slumber Grenade 10 Raise, 12 PPE
+4 Machine Maestro, -2 Seasoned
TW 1d12+2 = 7: 5
Wild 1d6+2 = 8: 6
Ace 1d6+8 = 10: 2
Kim rushed out and stopped the others before they left. “Wait!” She ran up to Jack and looked up into his eyes as she started to tug at his belt. She gave him a mischievous grin and a wink as she attached a device behind his belt buckle. “Just press here. It should make it really difficult to get any sort of electronic signal out of the area around you, about twenty-four yards,” she told him.

“Now who wants the Nighty Night Stick?” she asked, holding up a small rod. “Just break off one of the pieces and toss it to put people to sleep.”

***
Actions
Conditions
Parry: 5 Toughness: 13 (7)
Bennies: 5/3
Arcane Machinist (3/6): 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.

Greater Teleport Device PPE: 9/12
Greater Obscure Device PPE: 12/12
Greater Slumber Device PPE: 12/12
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
Northern Gun Sky Siren
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
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 5
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
(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)
  • 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
Jammer pistol (Kim)
Magic Optics System (Blurr)
Grade IV field computer (Orrin)
WI-GL20 Automatic Grenade Launcher (for Duncan)
Light Missile Launcher (for the Sky Siren)
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag
Actions
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 20/20
Bennies: 3/3
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
  • 36/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Cutting in Line: Draw 3 initiative cards and keep the highest.


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)
A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB) (Claimed by Silver)
Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, Mega Damage) (Claimed by Silver)
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

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Rill
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Re: Day 7: The Magnificent Marron

Post by Rill » Mon May 28, 2018 6:16 am

Sir Blurre wrote:Blurre considers the offers and takes the Vibro-Blade from Jack. "They're likely to be suspicious of someone who rides out with nothing but a non-lethal weapon, unfortunately. I'm not any better than the preacher at lying, but I'm willing to let evil men fool themselves."
Rill nods at the cyber-knight and secures the neural mace. ”As you say, Sir Knight.” Rill gives the rest of his gear a quick check over. He closes his eyes for a short prayer, opens them, and says ”ready.”
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

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Silverclaws
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Posts: 157
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 7: The Magnificent Marron

Post by Silverclaws » Mon May 28, 2018 6:53 am

Silver is grateful that he would not need to remove one of vibroblade vembraces for Blurre to use. The engraved reminder on the vemblades "Some assembly required," was most certainly an understatement.
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) |

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Tribe of One
Posts: 689
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 7: The Magnificent Marron

Post by Tribe of One » Thu May 31, 2018 2:53 pm

nb7.jpg
Jack, Rill and Sir Blurre

The fiery rays of the setting sun slant down over the town's western wall, casting long shadows as the gambler, the preacher and the cyber-knight make their way through the yawning gate of Marron.

Tattooed bandits with glittering, sunken eyes and bulky, brutal-looking energy rifles gaze down on Jack, Rill and Sir Blurre as they trudge through the swirling dust and into the walled town's wide courtyard, where a gallows stands next to a water pump and public basin.

Next to the gallows, standing tall in an armored duster that blows in the wind, is a grinning gunslinger with dark, hickory skin and a black hat pulled low over his brow, at least four pistols holstered at his side. Next to him looms a man - or perhaps a woman? - in a 12-foot-tall suit of power armor that appears to combine pieces of popular Northern Gun models and other salvage. A shoulder-mounted railgun shifts to track your movement as the power armored soldier flexes massive metal fists that appear capable of punching through tanks. Nearby, a small, robed figure with a pale, pinched face watches, seeming to gaze through you as you approach. Half a dozen reavers form a semicircle around them, with a similar number still on the walls, weapons at the ready.

Assuming those facing you are Dutch, Oso and Little Sandra, at least three others Toto had mentioned are unaccounted for - Toot-Toot the Crazy, Hex the devil-touched 'slinger and Piotr, the three-eyed 'Borg. Those three, along with the rest of the reavers, must be watching the prisoners or standing guard elsewhere in the compound.

Dutch hawks and spits into the dirt as the trio draws near.

"Well now, what do we have here? A preacher, a Quick-Flex and a dandy, come visiting little old Marron? Sounds like the start of a joke," he says, the smile never leaving his face, but somehow never reaching his eyes, either. "We'd have rolled out the red carpet, but it blew away in a sandstorm last week. Pity, too, 'cause that nice crimson weave didn't show the blood when visitors got out of hand ...

"Now, I'll be wanting to hear just what brings you to our fine town, all by your lonesomes, but first: Which one of you was playing Peeping Tom with the arcane eye that Little Sandra here spotted?"

He waits expectantly, hands never straying far from the pistols slung low from his waist.

This is, for the time being, a social encounter, so say what you want to say and roll those bones for Persuasion, Intimidation or some other Test of Wills.

Silver, Orrin, Duncan and Kim

Silver's vibro-claws slice through the metal grate covering the stormwater tunnel almost without a sound, a few metal shavings catching the light as they float away on a gust of wind. A couple of pumpkin-sized sand spiders scuttle away from the light, deeper into the tunnel, but at least it's not a sewer.

Using infrared illumination, the group -- Silver, Orrin, Kim and Duncan -- moves carefully into the shaft, which soon links up with other utility tunnels ranging in size from pipes a few inches in diameter to others in which everyone but the wolfen can walk upright. Silver's cybernetic orientation system and radar quickly map out a route that will put you underneath the warehouse mess hall ... until his sensors start pinging from a thermal anomaly.

A split-second later, a fist-sized spot on the concrete ceiling glows red-hot, and a magma worm drops out! Other holes form on the ceiling, walls and floor as the worm-like creatures swarm, their spiked noses glowing like lava.
index.jpg
index.jpg (6.84 KiB) Viewed 2549 times
Each of needs to make a Fighting check or other appropriate roll at a -4 penalty as you try to kill, chase off or subdue the magma worms. On a success, you use 1d6 PPE or 2d6 shots from an e-clip, as appropriate. Failure means you also take 1d3 Wounds. Success with a Raise means you use half as may PPE/shots and manage to find something cool, such as a gemstone buried in a dead worm's flesh, a discarded weapon or some exposed wiring that could shut off the lights in the warehouse above. Get creative.
GM Bennies: 6/7

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Silverclaws
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Posts: 157
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 7: The Magnificent Marron

Post by Silverclaws » Thu May 31, 2018 4:30 pm

Silver Blades
  • Edges
  • Ambidextrous: Ignore penalty for attacking with off-hand
  • Two-Fisted: Ignore MAP when attacking with two weapons
  • TMW-Vembraces: +1 Fighting to each set of blades
  • Fighting Left 14
  • Fighting 1d12 = 11: 11 (+2 Cyber, +1 TMW)
  • Wild 1d6 = 4: 4
    • Damage Left (Str+d8) AP 4, 13 MDC
    • Strength 1d12 = 8: 8 (+1)
    • Left Vembrace 1d8 = 4: 4
  • Fighting Right 9
  • Fighting 1d12 = 6: 6 (+2 Cyber, +1 TMW)
  • Wild 1d6 = 1: 1
    • Damage Left (Str+d8) AP 4, 12 MDC
    • Strength 1d12 = 9: 9 (+1)
    • Right Vembrace 1d8 = 2: 2
As Silver is further ahead then the rest of the group he manages to find himself in a particularly nasty cluster of lava/magma worms.

*Schinkt* *Schinkt* Not waiting for a signal from the others, Silver judges these things as hostile and promptly spears two falling from the pipes above. He then pierces a few more in rapid succession on the ground. As he evisceratesthe worms he tosses he cooling husks against the storm drain walls and back into the slow moving drainage at his feet.

"Must get pretty hot around here to have these things hanging around." Silver shakes a few more carcasses onto the dirt floor. Using one of his feet, he follows up by crushing the husks and carcasses.
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) |

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Kim Black
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Posts: 174
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 7: The Magnificent Marron

Post by Kim Black » Fri Jun 01, 2018 3:59 am

Notice 21
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 = 21: 3
***
Shooting 4
-4 difficulty Shooting 1d10+2 = 6: 4
Wild 1d6+2 = 6: 4
Extra Effort 1d6+2 = 4: 2
Shots used 7
2d6 = 7: 4, 3
Kim was nearly caught off guard when the magma worms dropped into the tunnel.

“What are these darn things doing here?” she exclaimed as she deployed her backpack cannon and opened fire, peppering one of the worms with plasma and driving it back until it blew up in hot, disgusting chunks.

***
Actions
Conditions
Parry: 5 Toughness: 13 (7)
PPE: 15/15
Bennies: 5/3
Arcane Machinist (3/6): 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.

Greater Teleport Device PPE: 9/12
Greater Obscure Device PPE: 12/12
Greater Slumber Device PPE: 12/12
Backpack of Shooting Stars
  • 35/42 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
Northern Gun Sky Siren
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
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 5
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
(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)
  • 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
Jammer pistol (Kim)
Magic Optics System (Blurr)
Grade IV field computer (Orrin)
WI-GL20 Automatic Grenade Launcher (for Duncan)
Light Missile Launcher (for the Sky Siren)
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag
Actions
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 20/20
Bennies: 3/3
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
  • 36/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Cutting in Line: Draw 3 initiative cards and keep the highest.


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)
A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB) (Claimed by Silver)
Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, Mega Damage) (Claimed by Silver)
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

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Orrin Truthseeker
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Re: Day 7: The Magnificent Marron

Post by Orrin Truthseeker » Fri Jun 01, 2018 9:41 am

Beast Friend: 12
(-4 Scene Modifier that I forgot)
Spellcasting 1d10+2 = 12: 10
Ace 1d10+12 = 16: 4
Wild 1d6+2 = 5: 3

1d6 = 5: 5/2 ISP spent: -3 ISP
-1ISP for armor (its probably been about an hour since we arrived)

Orrin struggles to maintain focus on the task at hand as they trek through the old storm water tunnel. He runs his hand along the wall of the tunnel.

It looks like Marron was built on the remains of an old pre-rifts township.... This is very old masonry technique

More than once he finds some old relic, barely recognizable and covered in filth, and has to be physically pulled away before falling too far behind silver and his navigational computuers.

Because of this, Orrin tended to lag behind, and was a hundred feet or so behind the rest of the group when the magma worms swarmed from the walls.


Orrin rushes toward the group, then frantically doubles his pace as Silver, Duncan and Kim start blasting, shooting, and slicing up the worms.

"WAIT..Wait!... STOP IT!" He yells, pulling down arms holding rifles and interposing himself between worms and the wolfen as much as possible. A couple of worms bounce off his hardened metal skin, and while the heat stings, the metal dissipates the heat quickly enough that no permanent harm is done. "They are only doing what instinct drives them to do. They are just defending their territory! We're the intruders here" Orrin manages to push his team enough back down the path they came that the Magma worms stop actively pursuing the group of adventurers. Instead the small swarm that remains waits threateningly on the path ahead, glowing tips of their front ends raised like cobras.

Orrin pulls his staff from his back, and holds it before him as his softens his voice.

"I'm so sorry... my friends and I didn't know you claimed this area..." he says in a slow, reassuring tone. As he speaks his staff starts to glow, "I promise, we are simply passing through. We have friends in the city above who are in trouble. If you let us pass, I promise we wont be long... Orrin trails off, waiting to see how the creatures respond.

To his surprise, the remaining worms lower their heads and slither over to and around the Ley-line Walker. He rotates around in a mild panic, but signals the others not to do anything. Then he realizes that the way the worms are moving and circling rubs their midsections (the non-molten parts) against his shins and calves, in an oddly affectionate way. He smiles and slowly reaches a hand down, and gently scratches at one of the worms...backs? The worm wriggles in delight. When Orrin pulls his hand back in turns it molten end directly toward Orrin in what he would swear is a deadpan stare. Orrin reaches back down, and the worm returns to its delighted wriggling.

Looking back up at the group, Orrin grins ear to ear "I don't think we are going to have any more trouble with these guys....." Orrin scratches a little more vigorously "Are we little fella? Heck, these guys might be useful. I wont push them into a fight, but we could probably use them to set a distraction. A fire in the Hand's Barracks might cause a bit of confusion...If nothing else they can help us open a tunnel to the mess hall if there isn't one in the area already."
Last edited by Orrin Truthseeker on Mon Jun 04, 2018 9:50 am, edited 6 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 29/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4
Toughness: 15 (6)
Active Powers:
Active Effects Staff:, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

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: 3/3
+1 at start for 2018 1st quarter performance
-1 for Battle of Marron Round 1
-1 for Battle of Marron Round 2
+1 for 2 Raises in Round 2



Aventure Cards:
Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
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.


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Jack 'Bullet' Jones
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Re: Day 7: The Magnificent Marron

Post by Jack 'Bullet' Jones » Fri Jun 01, 2018 10:57 am

Notice, Persuasion
Notice
1d6 = 5: 5

WD Notice
1d6 = 1: 1

Persuasion (+11 with active Communications Band, using voice)
1d4+11 = 12: 1

WD Persuasion
1d6+11 = 13: 2
He smiles at Kim as she plays at his belt. "Much obliged, darlin'." He tips his hat to the girl. Once out of sight, he dislodges the device and passes it to Rill. "Reckon ah'm the first ta get plugged if they crawfish on us. Better hang onto this'n, preacher."

Jack marches through the gate and tips his hat to Dutch. "Howdy, friend. Ah'll shoot ya straight, so to speak. We're a mite lost. We came upon the town, here, lookin' for rest and maybe resupply. Lost our horses and everything. Ah confess we did take a look 'fore we knocked. Thought we oughta know what's behind all them walls y'all got put up 'fore we walk in. Don't need ta go walkin' into a butcher shop where we're on the menu, savvy?" He lets out a self deprecating chuckle. "Reckon we missed somethin'."

He straightens up and looks each of the three head honchos in the eyes. "Truth be told, we'd've passed on by, but y'all invited us in, and it didn't look like y'all were askin'. Reckon it's worse if'n you chase us. So here we are. No red carpet necessary. We ain't aimin' to cause trouble. Just ridin' the trail. No bull, ah'd prefer ta keep ridin' and let y'all go about your business, but ah reckon that's up to you folks now. Ah'll admit, though, ah ain't seen a sign like y'all put together afore. Them people're glow rods or somethin'. Y'all sure it's safe ta be around 'em? Ah've heard tale of folk like them gettin' regular folks sick."
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.
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Sir Blurre
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Re: Day 7: The Magnificent Marron

Post by Sir Blurre » Mon Jun 04, 2018 3:40 pm

Blurre stands to Jack's flank, silent. His borrowed Vibro-sword is sheathed, pistol holstered, and rifle across his back. He carries the shield, mainly because not doing so would look stupid, but even that arm is currently hanging down, so as to present the least hostile profile possible. He keeps his mouth shut for now, letting Jack weave his web of distraction.
OOC Comments
To be clear, the idea is that his shield is not 'readied', and therefore would not provide any bonus if someone took a shot right now. Of course, on his action, it would be a free action to raise it up into position.

Notice 1d4 = 2: 2
Wild Notice 1d6 = 2: 2
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 3/4
Wounds: 0
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Elan (+2 w/Benny); Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
  • Adventure cards:
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.

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Rill
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Re: Day 7: The Magnificent Marron

Post by Rill » Tue Jun 05, 2018 5:48 pm

Jack 'Bullet' Jones wrote:
Notice, Persuasion
Notice
Original post: 1d6 = 5: 5

WD Notice
Original post: 1d6 = 1: 1

Persuasion (+11 with active Communications Band, using voice)
Original post: 1d4+11 = 12: 1

WD Persuasion
Original post: 1d6+11 = 13: 2
He smiles at Kim as she plays at his belt. "Much obliged, darlin'." He tips his hat to the girl. Once out of sight, he dislodges the device and passes it to Rill. "Reckon ah'm the first ta get plugged if they crawfish on us. Better hang onto this'n, preacher."

Jack marches through the gate and tips his hat to Dutch. "Howdy, friend. Ah'll shoot ya straight, so to speak. We're a mite lost. We came upon the town, here, lookin' for rest and maybe resupply. Lost our horses and everything. Ah confess we did take a look 'fore we knocked. Thought we oughta know what's behind all them walls y'all got put up 'fore we walk in. Don't need ta go walkin' into a butcher shop where we're on the menu, savvy?" He lets out a self deprecating chuckle. "Reckon we missed somethin'."

He straightens up and looks each of the three head honchos in the eyes. "Truth be told, we'd've passed on by, but y'all invited us in, and it didn't look like y'all were askin'. Reckon it's worse if'n you chase us. So here we are. No red carpet necessary. We ain't aimin' to cause trouble. Just ridin' the trail. No bull, ah'd prefer ta keep ridin' and let y'all go about your business, but ah reckon that's up to you folks now. Ah'll admit, though, ah ain't seen a sign like y'all put together afore. Them people're glow rods or somethin'. Y'all sure it's safe ta be around 'em? Ah've heard tale of folk like them gettin' regular folks sick."
Notice 11, Common Knowledge 6
Notice 1d8+4 = 11: 7 (includes vision and awareness)
Wild 1d6+4 = 9: 5

Common Knowledge 1d8+2 = 5: 3 (includes HJ bonus)
Wild 1d6+2 = 6: 4
Rill nods somberly and stows the device when Jack hands it to him. Well, into the lion's den we go.

Once at the gates, he let's the smooth-talking gunslinger speak for him, trying to keep his face stoic. Like Sir Blurre, he wears easily visible weapons, though the neural-mace is admittedly less intimidating than a vibro-knife. The massive pistol on his hip is impressive enough, and it's not as though it is labeled "non-lethal" for all to see.

He is admittedly uncomfortable, however, as his is a God of truth. He tries to focus on what was most important; Jack's word-weaving is giving the rest of the team the time they need to approach from the south, and is likely keeping them all alive at this point.

Silently, he prays, please, Father, let this be the right path.
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
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Tribe of One
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Re: Day 7: The Magnificent Marron

Post by Tribe of One » Wed Jun 06, 2018 9:44 pm

Jack, Rill and Sir Blurre

"Well, well, well now, if that ain't just the sorriest story I've heard all week," Dutch says, his eyes lighting up as Jack spins his tale. It's obvious he doesn't believe a word that's been said.

And that's just where Jack wants him. Because as long as Dutch is watching Jack's hands, looking for the cheat, he's not watching anything else. Too bad for Dutch, Jack's got partners.

"Lost out here in the desert, and lucky enough to stumble right into our little town. Well you must be a fortunate cuss, there, friend ... uh, I didn't catch your name there, or rather, you didn't offer. Not very neighborly, to fail to introduce yourself," Dutch says, his face frozen into a serpent's smile. His eyes track each movement as he stands, muscles tight, ready to pounce. "I reckon we can offer some aid to poor prodigal travelers, lost in the desert, can't we boys? There's a story about that, as I recall, ain't there, preacher? A story about wandering in the desert, and running into the Devil? Wonder what that makes us, then?"

He lets the question linger for an uncomfortable moment before interjecting: Now where are my manners. I'm Dutch, and this here's the gang. We're what you might call the protection around here, looking after Marron. We were just about to sit down to some chow, before you all started your Peeping Tom routine with your ghost eye, or whatever Little Sandra spotted. Course don't let it be said we didn't do our duty as hosts and invite you in, so why don't you come along and sit a spell, and we'll figure out how we might aid you in your time of need, and how you might repay that generosity."

He starts to turn toward the warehouse/dining hall, then spins back around, his the grin plastered on his dark-skinned face even wider.

"Of course, for politeness' sake I'm gonna have to ask you to disarm yourselves. The folk of Marron, well, they're a gentle type, and I can't have them being disturbed at their supper by strangers such as yourselves waltzing in armed to the gills. I'm sure you understand," he says, waiting for Jack, Rill and Blurre to hand over their weapons before leading the group into the mess hall.

You've got a couple of options here as the Blue Hand Raiders lead you inside. You can attempt to hold on to some of your weapons, using Persuasion (to talk them into it), Agility or Stealth (to try to hide them) or another appropriate check. Jack's roll is at a -4 due to Dutch's scrutiny. For every success and raise, you can hold onto one weapon. Just include appropriate narration.

Alternatively, you can turn over your weapons, allowing you to start any subsequent combat on hold; with a successful Persuasion or Stealth check (Jack, again, would be at -4) you can choose one enemy and begin with The Drop on them, as well.

Orrin, Silver, Kim and Duncan

With the magma worms tamed, the path through the tunnels is relatively clear and you soon find yourselves underneath the mess hall. Two routes up are available: a maintenance shaft that leads into the kitchen are adjacent to the mess hall, and a drainage tunnel that leads up to a floor grate in the center of the main cafeteria. You can see the folk of Marron milling about, readying themselves for the arrival of the mine workers as well as the Blue Hand.

The maintenance shaft offers the more stealthy route, but you'll be delayed when the action starts in the mess hall. You'll miss the first round of any ensuing combat, but can then make a Stealth check to gain The Drop on one enemy of choice when you arrive. The drainage grate offers a more direct route right into the thick of things, but slicing through the grate will be noisy and require an action from someone, unless you work around it another way.
GM Bennies: 6/7

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Sir Blurre
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Re: Day 7: The Magnificent Marron

Post by Sir Blurre » Wed Jun 06, 2018 10:12 pm

OOC Comments
I'm assuming the CK Charisma bump doesn't qualify, here, since they don't know what he is, even....
Persuasion 1d4 = 1: 1
Wild Persuasion 1d6 = 3: 3

Bennie Reroll 1d4 = 2: 2
Wild Reroll 1d6 = 5: 5

Success, no Raise--gets the shield, but not the Drop.
.

As the men motion for weapons to be set down, Blurre readily lowers his rifle, pistol and vibro-sword on the ground, presumably to be collected by the gang. If one of the men looks at the shield, he smiles disarmingly. "Well, you wanted weapons, right? This is more of a protective accessory. Hitting someone with a shield is like busting a dinner tray over their head, at best...."

The Blue Hand mook sent to collect the weapons just snorts in reply, and leaves Blurre with his shield, but Dutch narrows his eyes--he doesn't object, but it's clear he's not going to assume Blurre is no threat at all.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 3/4
Wounds: 0
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Elan (+2 w/Benny); Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
  • Adventure cards:
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.

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Silverclaws
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Re: Day 7: The Magnificent Marron

Post by Silverclaws » Wed Jun 06, 2018 10:47 pm

Silver looks to the grate in the mess hall. Whispering to Orrin, "Sorry about the early magma worms, but do you think you could get them to melt their way through?"

Nodding to Duncan, "You and me at the kitchen. We can move out those we can convince to visit Ms. Kim for help with the collars, or we could wait for dinner to be served and then act."
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) |

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Jack 'Bullet' Jones
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Re: Day 7: The Magnificent Marron

Post by Jack 'Bullet' Jones » Thu Jun 07, 2018 10:29 am

Persuasion
Persuasion at -4 due to heavy scrutiny
1d4+7 = 11: 4

Ace Persuasion with prior
1d4+11 = 15: 4

2nd Ace Persuasion with prior
1d4+15 = 17: 2

WD Persuasion
1d6+7 = 11: 4
Jack chuckles. "Ah forget my manners. Beg pardon. Ah'm 'Kansas' Wylie Stafford. This here's Father Deacon Rivulet, and that's 'Slowpoke' Rodriguez. Poor fella never could shake bein' the slowest Quick Flex y'ever met. He'd still beat me in a footrace, though." He tips his hat, and gestures to his two companions.

"Now, my paw told me only a fool don't go heeled, but you seem like honest folk, and our little pea-shooters ain't gonna even the odds if our friendly rag-chewin' turns sour. On your word, once our business is finished, all amicable-like, we'll collect 'em back as is and in total. Fair 'nough?" Jack begins the process of leaving his armament on the ground. "See? We ain't here to upset nobody, least of all the folks you're in charge of." Once disarmed, he tips his hat again and begins to move through the gates.
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.
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Orrin Truthseeker
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Re: Day 7: The Magnificent Marron

Post by Orrin Truthseeker » Fri Jun 08, 2018 9:44 am

OOC Comments
Notice 1d6 = 4: 4
Wild 1d6 = 3: 3
Orrin Nods to Silver, accepting his plan and apology at the same time.

"Remember, our first priority is protecting the citizens of Marron. If you have time, tell anyone in the kitchen to spread the word that if fighting breaks out, the miners need to keep feeding their families. It is their best protection against the collars."

I really hope the preacher is right about that....

Orrin then bends down to pet the remaining lava worms. "I need your help with this grate ok?" He says with that higher register voice people so often use when talking to pets, "When I say so, will you melt the edges so I can break through it?"

The magma worms' noses begin to glow faintly, and Orrin knows instinctively that they have agreed.

"Great! After that, make sure you stay clear of the fighting. There is no sense in you getting hurt by our silly human squabbles." Orrin starts to turn back to his team, but hesitates, and then adds "But if you want to dig a couple tunnels under those guys feet," Orrin points out the Hand members, emphasizing the gun slinger as he enters with Jack, Rill and Blurr, "maybe throw of their balance, that would be fine too." Orrin grins and winks, then turns back to the team to continue coordinating their strategy.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 29/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4
Toughness: 15 (6)
Active Powers:
Active Effects Staff:, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

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: 3/3
+1 at start for 2018 1st quarter performance
-1 for Battle of Marron Round 1
-1 for Battle of Marron Round 2
+1 for 2 Raises in Round 2



Aventure Cards:
Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
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.


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Silverclaws
Silver Patron
Silver Patron
Posts: 157
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 7: The Magnificent Marron

Post by Silverclaws » Fri Jun 08, 2018 6:32 pm

Orrin Truthseeker wrote:
Orrin Nods to Silver, accepting his plan and apology at the same time.

"Remember, our first priority is protecting the citizens of Marron. If you have time, tell anyone in the kitchen to spread the word that if fighting breaks out, the miners need to keep feeding their families. It is their best protection against the collars."
Silver chortles which sounds oddly like winds blowing through winding canyons. "Someone always needs saving. Maybe we should start training these rescuees, to fend themselves."

"It is interesting when we place one person's life above another as more valuable."

Silver turns and walks off towards the kitchen access, hoping his sensors are set to notify himself, internally.
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) |

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Rill
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Posts: 124
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Re: Day 7: The Magnificent Marron

Post by Rill » Sat Jun 09, 2018 8:42 am

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

CK 1d8+2 = 3: 1 (includes HJ bonus)
Wild 1d6+2 = 7: 5
Not trusting himself to speak, Rill unbuckles his gun belt (what an odd thing, to have strapped one of these on for the first time only to have to take it off immediately) and withdraws his neural mace, leaving both with Jack's pile of weapons. He keeps his staff, however, employing it as a walking stick as he moves.
Persuasion If Needed, 5 or 7
Persuasion 1d4 = 4: 4+2 (Mystic bonus, if applicable)
Ace 1d4 = 1: 1
Wild 1d6 = 1: 1+2

If they make a fuss about his staff, Rill smiles and says, "Oh, you would not part a tired preacher from his walking stick?"

Tribe: would he also need persuasion to hold on to the TW gadget Kim made?
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
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Kim Black
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Posts: 174
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 7: The Magnificent Marron

Post by Kim Black » Wed Jun 13, 2018 3:30 am

Notice 16
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 9: 3
Wild 1d6+6 = 12: 6
Ace 1d6+12 = 16: 4
***

“Ew…” Kim said as Orrin got affectionate with the worms. “Do you guys need a room?” she asked. “I mean, we can keep going, give you all some privacy…”

Kim followed through the tunnels to under the mess hall. It seemed the worms might be useful after all in getting them an access point. It looked like she and Orrin were going up the direct route, smack dab into the middle of the dining hall.

Kim pulled out her Slumber device to ready it. “Maybe I should throw this first before we go up,” she suggested to the others.

***
Actions
Conditions
Parry: 5 Toughness: 13 (7)
PPE: 15/15
Bennies: 5/3
Arcane Machinist (3/6): 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.

Greater Teleport Device PPE: 9/12
Greater Obscure Device PPE: 12/12
Greater Slumber Device PPE: 12/12
Backpack of Shooting Stars
  • 35/42 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
Northern Gun Sky Siren
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
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 5
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
(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)
  • 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
Jammer pistol (Kim)
Magic Optics System (Blurr)
Grade IV field computer (Orrin)
WI-GL20 Automatic Grenade Launcher (for Duncan)
Light Missile Launcher (for the Sky Siren)
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag
Actions
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 20/20
Bennies: 3/3
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
  • 36/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Cutting in Line: Draw 3 initiative cards and keep the highest.


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)
A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB) (Claimed by Silver)
Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, Mega Damage) (Claimed by Silver)
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

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Tribe of One
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Re: Day 7: The Magnificent Marron

Post by Tribe of One » Wed Jun 13, 2018 7:44 pm

In the tunnels below Marron, Orrin, Kim, Silver and Duncan decide a two-pronged approach may offer the most advantage. Moving quietly, Silverclaws and Duncan climb up the maintenance shaft into the kitchen, where they stealthily spy a few of the Marron natives -- tall, angelic humanoids with luminescent skin -- tending to the cooking. The few pots don't seem nearly enough to feed the entire village, but based on Keegan's description of their metabolism, they may not require much solid sustenance.

Accompanied by the magma worms, Orrin and Kim crawl farther along the drainage tunnel until it slants upward toward a grate just a few feet above. The magma worms tunnel through the surrounding concrete, ready to melt through the bars at Orrin's command. The murmur of voices and scattered glimpses through the grate suggests the drain pipe emerges in the center of the dining area, surrounded on all sides by tables of villagers.

Just then, the doors on the east side of the dining hall swing open as Dutch motions the prodigal travelers Jack, Rill and Blurre inside. The trio are greeted by an unearthly scene, more than a hundred villagers arranged in tight groups, hand in hand as they share a sort of communion. At each table, one Marron-er glows with almost blinding white light, the glimmer flowing outward from them to pass along the linked hands, each Marron-er in turn beginning to glow a little more brightly.

"Don't worry, they don't set off no Geiger counters," Dutch says, the smile never reaching his eyes.

"Don't eat much, neither, which is good for them, 'cause they wouldn't be worth the trouble, otherwise," he says, kicking at the chair of the nearest villager. "Swore up and down there wasn't nothing down below but radiation, but they changed their tune after we wouldn't let 'em go down there for a week. Got mighty thin with nothing but sunshine to eat, so they started bringing up e-clips and computer hardware and technical manuals, things we can sell now they've been cleansed of all them rads. I reckon there's more down there they ain't copped to yet, but we'll bring 'em in line eventually. Only question is how many will be left."

Jack, Blurre and Rill mark others spread out in the dining hall, keeping a watchful eye on the villagers. There's Hex, whose eyes seem to glow a dull red beneath the brim of his black hat, his hands never straying far from the blackened handles of his revolvers. Piotr, the three-eye 'Borg, carries a monstrous weapon that seems to combine a massive chainsaw with a flamethrower. Toot-Toot, the Quick-Flex Crazy, seems most concerned with counting cracks on the floor while whistling like a train. In addition to those desperadoes, you spy half a dozen reavers spread out around the room, ready for trouble.

The tension is thick, each side watching the other as you wait for someone to draw down ...


Marron Brawl pre fight.jpg
Initiative Rolls
Rill 1d54 = 39: 39 = Ace of Clubs
Jack (Quick) 1d54 = 9: 9 = 10 Spades
Silver (Level-Headed) 1d54 = 16: 16 1d54 = 12: 12 = King of Spades
Blurre 1d54 = 24: 24 = Queen of Hearts
Kim 1d54 = 37: 37 = Queen of Clubs
Orrin 1d54 = 41: 41 = 3 Diamonds

Dutch + Group 1 (Quick) 1d54 = 11: 11 = Queen of Spades
Hex + Group 2 (Quick) 1d54 = 15: 15 = Reroll 1d54 = 40: 40 = Reroll 1d54 = 17: 17 = Reroll 1d54 = 38: 38 = King of Clubs


Bad guys' Agility for Interrupt 1d10 = 1: 1
Wild 1d6 = 3: 3
I'm working on prettying-up the map with tokens, etc., but the draft above will give you an idea of starting positions. In addition to the wild cards, there are 6 Blue Hand Raider extras spread among the tables inside, and 6 outside (if someone closed the door quickly enough, they might be stuck out there ...)

Based on the draw above, here's the Initiative Order:
  • Rill
  • Silverclaws
  • Both groups of bad guys
  • Blurre
  • Kim
  • Jack
  • Orrin


It's up to you when combat starts - Rill and Silverclaws could decide to go on Hold, for example. Dutch and the Blue Hand Raiders won't start the combat, so if it comes to them and no one has made a move, they'll go on hold, as well, until someone later in the order takes an action. At that point, they'll try to interrupt, but as a group they only rolled a 3 to interrupt, so if your turn comes up after they've gone on hold, you just need a 4 or better on an Agility check to go before them.

Also, Silver: You and Duncan are undetected in the kitchen to start. If you spend your action on a Stealth roll, you can move and have The Drop on any of the bad guys on Round 2. Or you can just go ahead and act normally on Round 1 and forego that opportunity.

Clear enough?

Oh, and if you made it this far: Have a Benny. It's gonna get dicey from here on out!
GM Bennies: 6/7

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Rill
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Re: Day 7: The Magnificent Marron

Post by Rill » Thu Jun 14, 2018 12:45 am

Notice 1d8+4 = 5: 1(includes sight and awareness)
Wild 1d6+4 = 9: 5

Ck 1d8+2 = 6: 4(includes HJ bonus)
Wild 1d6 = 6: 6


Rill can feel the tension hanging thick in the air. It’s about to start, he thinks, preparing for whatever comes next while trying not to be too obvious about it.
Hold
Rill is on hold.
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

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Kim Black
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Posts: 174
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 7: The Magnificent Marron

Post by Kim Black » Thu Jun 14, 2018 11:17 pm

Notice 9
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 7: 1
Wild 1d6+6 = 9: 3
***
Agility to Interrupt 6
Agility 1d8 = 6: 6
Wild 1d6 = 1: 1
Adventure Card
I hope I don't regret this, but I am going to drop my Adventure Card. We have the initiative/Drop. If we can put down some big damage, they will have to deal with wound penalties when they attack us.
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.
As they waited, observing the mess hall and watching Jack, Rill, and Blurre enter, Kim pulled out her jammer pistol and readied her backpack cannon. As soon as Orrin’s magma worms blew the hatch, she scrambled up, slapping the amulet at her neck to activate her Amulet of Protection. Shadows emerged from the pendant, making her difficult to see. Then she opened up the backpack on Little Sandra. Hopefully she could remove that wild card from play. They didn’t know what kind of magic she could sling.
Greater Deflection 16 3 Raises; -6 to hit/-7 at range/+7 Armor vs AOE
MAP -2, Machine Maestro +2
TW 1d12 = 12: 12
Ace 1d12+12 = 16: 4
Wild 1d6 = 5: 5
Shooting 13; 2 raises
MAP -2, Machine Maestro +2, The Drop +4
Shooting 1d10+4 = 13: 9
Wild 1d6+4 = 8: 4
Damage (raise) 27 MD, ignores non-FEP armor
The Drop +4
3d10+8 = 18: 1, 5, 4 + 1d6 = 5: 5
Benny to reroll damage
3d10+8 = 26: 5, 7, 6 + 1d6 = 1: 1
***
Actions
Move: Up through the hole
Action 1: Activate Greater Deflection
ACtion 2: Fire backpack at Little Sandra
Conditions
Greater Deflection (raise): -6 to hit/-7 at range/+7 Armor vs AOE
Parry: 5 Toughness: 13 (7)
PPE: 11/15
Bennies: 5/3
Arcane Machinist (3/6): 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.

Greater Teleport Device PPE: 9/12
Greater Obscure (radio) Device PPE: 12/12
Greater Slumber Device PPE: 12/12
Backpack of Shooting Stars
  • 34/42 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. -USED
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
Northern Gun Sky Siren
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
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 5
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
(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)
  • 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
Jammer pistol (Kim)
Magic Optics System (Blurr)
Grade IV field computer (Orrin)
WI-GL20 Automatic Grenade Launcher (for Duncan)
Light Missile Launcher (for the Sky Siren)
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag
Actions
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 20/20
Bennies: 3/3
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
  • 36/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Cutting in Line: Draw 3 initiative cards and keep the highest.


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)
A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB) (Claimed by Silver)
Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, Mega Damage) (Claimed by Silver)
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

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Sir Blurre
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Re: Day 7: The Magnificent Marron

Post by Sir Blurre » Fri Jun 15, 2018 9:23 am

Interrupt successful, lots of free actions, and a kill-shot on a 'borg
Interrupt roll:
Agility 1d10 = 10: 10 ACE Running Total 1d10+10 = 20: 10 ACE Running Total 1d10+20 = 29: 9
Wild Interrupt 1d6 = 5: 5
Raise and then some.

Free Action: Activate Speed (2 ISP):
Psionics 1d6 = 2: 2
Wild Psionics 1d6 = 1: 1
Extra Effort Running Total: 1d6+2 = 4: 2
Success: Pace+2, then Doubled (32")

Free Action: Activate Deflection (1 ISP):
Psionics 1d6 = 6: 6 ACE Running Total 1d6+6 = 12: 6 ACE Running Total 1d6+12 = 18: 6
Wild Psionics 1d6 = 3: 3
-4 to be hit; +4 Armor vs. AoE

Free Action: Ready Shield (+2 Parry, +4 Armor vs. Ranged)

Free Action: Activate Psi-Whip (+2 ISP, Whip does base 1d6 + 3d8, AP 8 MD)

Free Action: Activate Cyber-Armor (+2 Toughness)

Charge (Run as Free Action when followed by Fighting Attack; Overrun = +2 Damage to Fighting and, if Shaken, target is knocked Prone)
Run 1d12+1 = 4: 3
Total Move: 36", just enough to say "Hi!" to Piotor the Borg.

Wild Attack (-2 Parry, +2 Fighting, +2 Damage; Spending +3 ISP to enhance Damage); vs. Parry 5.
Fighting 1d12+2 = 10: 8
Wild Fighting 1d6+2 = 7: 5
10 = Raise.
Damage Modifiers: +1d6 for Raise, +2 for Wild, +2 for Overrun, +12 for ISP spent
Raise Damage: 2d6 = 6: 5, 1 + 3d8+16 = 28: 8, 1, 3
ACE Running Total 1d8+34 = 42: 8
ACE Running Total 1d8+42 = 45: 3
45 MD, AP 8 vs. 24 (12) = 7 Wounds = Incapacitated Borg (possibly dead)
.
If it weren't for the electrical sparks that mark out the trail he takes across the room as he closes with Piotr the Borg, a casual observer who blinked might've mistakenly believed Sir Blurre could teleport. One heartbeat, the scarlet-clad Cyberknight is standing with his shield hanging loose at his side; the next, he's right up next to Piotr the borg, bringing down a crackling whip of psychic energy that simply cleaves the machine-man in twain. Without a pause, he turns to face Hex and points, making it clear who his next target will be, if given the chance.
Current Stats
9/20 ISP
5/4 Bennies
No Wounds/Fatigue
Parry (Wild Attack, Shield): 9
Modifiers to be hit: Deflection -4; vs. Technology -6
Toughness (Melee): 12 (4)
Toughness (Ranged): 16 (8)
Vs. Supernatural Evil: +2 Toughness (Champion)
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 3/4
Wounds: 0
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Elan (+2 w/Benny); Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
  • Adventure cards:
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.

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Orrin Truthseeker
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Re: Day 7: The Magnificent Marron

Post by Orrin Truthseeker » Fri Jun 15, 2018 8:17 pm

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

Agility to resist interruption
Agility 1d6 = 1: 1
Wild 1d6 = 4: 4

Turn A

Quickness on self (+1 armor, +1 from Staff -4MAP)
Spellcasting 1d10-2 = -1: 1
wild 1d6-2 = -1: 1
-5EP and -1 Bennie to Reroll (Elan gives additional +2)
Spellcasting 1d10 = 2: 2
Wild 1d6 = 2: 2
-1 Bennie to reroll
Spellcasting 1d10 = 8: 8
Wild 1d6 = 4: 4

-3 PPE (4 base -1 raise)

Greater Armor on Kim (+1 armor, +1 from Staff -4MAP)
Spellcasting 1d10-2 = 3: 5
Wild 1d6-2 = 1: 3
-1 Bennie EE (+2 Elan)
EE 1d6+5 = 6: 1

-5 PPE

Greater Armor on Self (+1 armor, +1 from Staff -4MAP)
1d10-2 = 5: 7
Wild 1d6-2 = 0: 2
-5PPE

Turn B

Greater Deflection on Rill (+1 armor, +1 from Staff -2MAP)
Spellcasting 1d10 = 10: 10
Ace! 1d10+10 = 14: 4
Wild 1d6 = 6: 6
Ace 1d6+6 = 8: 2

-2PPE (4 base -2 raises)

Greater Lower Trait (Oso, Shooting) (+1 armor, +1 from Staff -2MAP)
Spellcasting 1d10 = 10: 10
Ace! 1d10+10 = 16: 6
Wild 1d6 = 4: 4

-4PPE

Total Cost: -3 Bennies, -9 PPE from Armor, -10 personally PPE
Everyone is probably waiting on me to make the first move....Sorry preacher, but the odds are too stacked against us, and they haven't left us any openings to settle this without violence....

"Now!" Orrin signals the magma worms, and the grate edges flow for a few seconds and then its weight falls into Orrins hands. He drops it behind him as he mutters a few words granting him an additional rush of adrenaline on top of what the situation has already instilled.

He climbs out as quickly as he can, head spinning to survey the room. His eyes linger on the glowing Marroners with awe for just moment, but the shouts of surprised from hand members quickly return Orrin to the task at hand.

One, two, three, four, five, six.... dammit....All of the Lieutenants are here. This going to get rough fast. No holding back then...

Orrin rapidly recites incantation after incantation his staff a blur as it swirls through the air directing the arcane energies that Orrin's words summon. Orrin begins to take on a faint glow himself, but whether it is a side effect of wielding so much raw eldrich power or simply a reflection of the glowing Marroners around him his hard to tell. He reaches out and touches Kim and she rushes past, targeting the witch with her backpack. Magic enhanced metal flows from his skin into her armor, strengthening it and the enchantments already placed on it. His runes begin to glow more brightly as his own skin hardens. Worried about the relatively defenseless preacher, Orrin invokes Midnight's blessing, and shadows envelop Rill, making his location hard to place.

While focusing on the preacher, Orrin sees the rail gun on Oso's armor start moving to track a target.

"Can't Have any of the that now" He mutters, and slams his staff on the ground. Bolts of electricity arc from the end of it and snake across the floor until they slam into the Power armor Jock. The electricity flows right through the armor and disrupts the chakra points that influence the villian's ability to focus on targets.

Orrin visibly slumps after the last spell, severly drained from the effort of so many castings at once. He pushes through the mental fatigue and address the Marron's

"We're here to help free you. Take cover, but keep sharing the radiation from below!" He shouts, as he takes cover behind one of the tables. "It disrupts the signals from your collars, and will grant you some protection. We also have some other devices that will block the signals from the transceivers."

Orrin gains Quickness and Redraws Lower than an Eight. Kim and Orrin gain +5 MDC Armor. Rill is at -6 to be hit by melee and -7 by ranged. Oso Rolls Spirit vs TN 16. On failure he is down 2 DT on shooting, on raise 4DT. He also rolls vigor TN 4 or suffers -2 parry. Orrin takes cover behind a table.
Last edited by Orrin Truthseeker on Fri Jun 22, 2018 10:39 pm, edited 11 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 29/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4
Toughness: 15 (6)
Active Powers:
Active Effects Staff:, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

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: 3/3
+1 at start for 2018 1st quarter performance
-1 for Battle of Marron Round 1
-1 for Battle of Marron Round 2
+1 for 2 Raises in Round 2



Aventure Cards:
Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
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.


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Jack 'Bullet' Jones
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Re: Day 7: The Magnificent Marron

Post by Jack 'Bullet' Jones » Fri Jun 15, 2018 11:00 pm

Jack goes for the draw - Turn 1
Agility to beat the Hold
1d8 = 1: 1

WD Agility
1d6 = 2: 2

Benny to reroll Agility
1d8 = 7: 7

Bennied WD Agility
1d6 = 4: 4

Greater Boost Trait - Psionics
1d10 = 7: 7
Benny to EE GBT - success with raise (Psionics 1d12+3)
1d6+7 = 9: 2

WD GBT
1d6 = 2: 2

Activating Quickness - with MAP for multiple actions (subtract additional 2 - shooting stolen gun)
1d12+1 = 7: 6

WD Quickness
1d6+1 = 4: 3

TK - stealing Hex's right-hand revolver (with MAP)
1d12+1 = 4: 3

WD TK
1d6+1 = 2: 1

Benny to reroll TK (subtract 2 from result - attempting to fire revolver once taken)
1d12+1 = 6: 5

WD TK bennied
1d6+1 = 4: 3

If needed: TK to fire revolver at Hex
1d12-1 = 3: 4

WD TK
1d6-1 = 2: 3
In the moments before the shoe drops, Jack scans the room. He spies Hex and his revolvers. The poker face doesn't break, and his eyes don't linger. He ain't gonna see me comin'.
Jack is off like a shot, although it may as well have been a lifetime after Blurre lights off and destroys the borg with the chainsword flamethrower. Jack doesn't have time to wonder whether the borg's processors were quick enough to track Blurre's movements before he was split in two. He's focused on the slinger's guns. Quick as lightning, Jack reaches out with his mind and pulls the black-handled revolver from Hex's right side. Grinning, he pulls the trigger telekinetically, and hears the loudest sound he's ever heard in his life.
CLICK
An infernal image flashes before his eyes, unseen by anyone else. An offer is made, and swiftly rejected. Ah don't care how big and bad you are. Ah fear my momma more'n you, you ugly cuss! She'd have my hide worse'n you can even think of! The image vanishes, leaving Jack holding a useless revolver.
"Tarnation! Damned cursed hogleg! Ain't worth its weight in beans!" The revolver clatters to the floor.
Jack tries something completely different - Turn 2
TK - picking up (and firing) the chainsword flamethrower - with MAP due to picking up and firing in one action - Cone at Hex
1d12+1 = 2: 1

WD TK
1d6+1 = 4: 3

Onslaught - 4 bolts (electricity - spasms)
Bolt 1 (Toot-Toot): 1d12+3 = 10: 7
Bolt 2 (Dutch): 1d12+3 = 7: 4
Bolt 3 (Little Sandra): 1d12+3 = 7: 4
Bolt 4 (Oso): 1d12+3 = 15: 12
Wild Die: 1d6+3 = 4: 1

Damage bolt 1 with raise (Toot-Toot)
4d6 = 14: 5, 2, 1, 6
One ace with prior
1d6+14 = 17: 3

Damage bolt 2 (Dutch)
3d6 = 11: 4, 5, 2

Damage bolt 3 (Little Sandra)
3d6 = 11: 1, 5, 5

Damage bolt 4 with raise (Oso)
4d6 = 10: 1, 2, 5, 2
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.
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Tribe of One
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Re: Day 7: The Magnificent Marron

Post by Tribe of One » Sat Jun 16, 2018 8:49 am

Just reaction rolls
Hex's Spirit roll to hang on to his gun:
Spirit 1d10 = 7: 7
Wild 1d6 = 2: 2

Hex seems supernaturally connected to the Infernal revolver, and slams it back into its holster as soon as Jack starts his telekinetic pocket-picking.
GM Bennies: 6/7

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Silverclaws
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Re: Day 7: The Magnificent Marron

Post by Silverclaws » Sun Jun 17, 2018 3:51 pm

Stealth
  • Stealth
  • Stealth 1d4 = 3: 3
  • Wild 1d6 = 3: 3
Silver finds the space in the access tunnel a touch bit tight and snags the fur on the back of neck on some loose edges and growls.

After Kim scurries past and out, Silver stands up in the access to the kitchen and does his best to motion for those in the kitchen to follow him out.
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) |

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Rill
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Posts: 124
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 7: The Magnificent Marron

Post by Rill » Mon Jun 18, 2018 6:52 am

(rolls held)
Agility 4
Agility 1d6 = 4: 4 Note: Rill hasn't powered up his TW jetpack, so I'm not adding the +1 to Agility that normally gives him
Wild 1d6 = 3: 3
(rolls held)

It wasn't supposed to happen like this!

Rill activates his shield and takes several steps away from Dutch, Little Sandra and Oso, leveling the gadget Jack had given him as he goes.

"I hope this works," he mutters under his breath before activating it.
Mysticism to Activate Obscure Field for Tech - 23
Mysticism 1d10 = 10: 10
Ace! 1d10 = 9: 9
Wild 1d6 = 6: 6
Wild Ace! 1d6 = 6: 6
Another Ace! 1d6 = 6: 6
Holy crap, another one! 1d6 = 5: 5
If successful, a LBT centered on the bad guys appears, hopefully preventing any of them from pulling the trigger on the captives' collars. -6 to use tech.
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
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Tribe of One
Posts: 689
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 7: The Magnificent Marron

Post by Tribe of One » Wed Jun 20, 2018 8:03 pm

This Post Is All Rolls
Oso Spirit 1d8 = 3: 3
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 10: 4 + Benny for Extra Effort = 1d6+10 = 16: 6 = Ace! 1d6+16 = 21: 5 = Huzzah! He resists
Oso Vigor 1d8 = 4: 4 = These ended up being unnecessary
Wild 1d6 = 4: 4

Hex Agility to avoid flamethrower 1d10 = 9: 9
Wild 1d6 = 4: 4

Toot-Toot Vigor vs Spasms 1d10 = 2: 2
Wild 1d6 = 4: 4

Oso Vigor vs Spasms 1d8 = 5: 5
Wild 1d6 = 3: 3

Dutch Actions: Draws weapons (MAP), takes 3 shots at Jack (Ambi, Two-Fisted and Extra Arms) and tries to trigger bombs (MAP); Shooting is 1d10+3, -4 MAP = 1d10-1
1st P-Beam Pistol 1d10-1 = 3: 4 + Benny for Extra Effort 1d6+3 = 8: 5 = Hit with a Raise
Wild 1d6-1 = 2: 3
Damage: 2d8+3 = 9: 1, 5+ 1d6 = 2: 2 = 13 damage, AP 2
Benny to reroll damage: 2d8+3 = 15: 5, 7+ 1d6 = 6: 6 = Uh-oh, Ace! 1d6+21 = 27: 6 = Ouch! Ace again ... 1d6+27 = 31: 4 = 31 damage, AP 2 vs Jack's Toughness of 14 (6) = 4 Wounds to Jack :shock:

2nd P-Beam Pistol 1d10-1 = 7: 8 = Hit
Wild 1d6-1 = 0: 1
Damage: 2d8+3 = 9: 3, 3 = 9 damage, AP 2

3rd attack w/ Laser Pistol 1d10-1 = 1: 2
Wild 1d6-1 = 2: 3 = Miss

Kn: Electronics to trigger collars (with -4 MAP and -6 from the disruption field) 1d6-10 = -4: 6 = Eek! Ace 1d6-4 = -1: 3 = Relax, fail
Wild 1d6-10 = -9: 1

Oso actions: Fire full-auto burst from light railgun at Blurre (sensors offset Size Matters, RocknRoll offsets autofire, -6 to hit Blurre), then two melee attacks (Ambi, T-Fisted) vs. Rill. -2 MAP
Shot 1 1d8-8 = 0: 8 = Ruh-roh. Ace 1d8 = 2: 2 = Miss
Shot 2 1d8-8 = -7: 1 = Miss
Shot 3 1d8-8 = 0: 8 = Ruh-roh again. Ace 1d8 = 8: 8 = Eek! Ace! 1d8+8 = 10: 2 = Hit with a Raise
Wild 1d6-8 = -2: 6 = Ruh-roh 3. Ace 1d6-2 = -1: 1 = Miss

Damage from Lt. Railgun hit with a raise: 2d10+4 = 21: 7, 10+ 1d6 = 3: 3 = WTF. Ace 1d10+24 = 33: 9 = 33 damage, AP 10 to Sir Blurre, for 6 Wounds

Fighting vs Rill, -2 MAP and -6 for Deflection
Attack 1 1d10-8 = 1: 9 = Miss
Wild 1d6-8 = -7: 1

Attack 2 1d10-8 = -1: 7= Miss
Wild 1d6-8 = -4: 4

Little Sandra actions: Forgot to roll so she'll Benny to unshake, then try to crawl toward cover and use Puppet on Rill to make him heal her. She'll use Major Psionic to boost her roll +2, but has -3 for wounds
Psionics 1d10-1 = 7: 8 + Benny for Extra Effort 1d6+7 = 13: 6 = Oh god, I'm sorry. Ace 1d6+13 = 16: 3 = 16, success. Rill needs a 16 Spirit or better to resist.
Wild 1d6-1 = 5: 6 = What's with the Aces? 1d6+5 = 6: 1
GM Bennies: 6/7

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Tribe of One
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Re: Day 7: The Magnificent Marron

Post by Tribe of One » Wed Jun 20, 2018 10:13 pm

More Rolls
Toot-Toot Spirit to recover from Shaken 1d8 = 5: 5
Wild 1d6 = 2: 2

Toot-Toot shooting plasma grenades in between Orrin and Kim, no MAP with Quick Draw, Ambi and T-Fisted
Shooting 1 1d10 = 3: 3
Wild 1d6 = 4: 4 = Hit
Damage 3d10 = 17: 7, 1, 9

Shooting 2 1d10 = 8: 8 = Hit with a Raise
Wild 1d6 = 3: 3
Damage 3d10 = 15: 5, 2, 8 + 1d6 = 2: 2

Second action from Split the Seconds = Attacking Kim with his vibro-axe and Orrin with his vibro-knife.
Fighting vs. Kim at -6 1d10-6 = -3: 3
Wild 1d6-6 = -1: 5

Fighting vs. Orrin 1d10 = 1: 1
Wild 1d6 = 5: 5
Damage 1d10 = 1: 1 + 1d6 = 2: 2 = 3 damage, AP 4

Hex will cast Greater Smite on both guns, then make a Called Shot-Headshot against Duncan and a Called Shot-Headshot against Orrin; -2 MAP to all actions; Shooting is normally 1d12+2, headshot penalties are only -2 due to being a Gunslinger, and he's got Quick Draw/Ambi/T-Fisted, so 1d12-2 vs. Duncan, 1d12-4 vs. Orrin due to range

Faith 1d8-2 = 0: 2
Wild 1d6-2 = 3: 5 + Benny for Extra Effort 1d6+3 = 7: 4 = Success, +4 damage to both guns

Shooting vs. Duncan 1d12-2 = 0: 2
Wild 1d6-2 = -1: 1
Benny to Reroll: Shooting 1d12-2 = 7: 9 = Success
Wild 1d6-2 = 3: 5
Damage: 3d8+8 = 27: 7, 5, 7 = 27 damage, AP 4 = 3 Wounds to Duncan

Shooting vs. Orrin 1d12-4 = 6: 10 = Success
Wild 1d6-4 = -3: 1
Damage: 2d8+8 = 11: 2, 1 = 11 damage, AP 4 = Nothing
And Hell Followed With Him

Just as he'd planned, all eyes are on Jack when death emerges from the drainpipe in the middle of the room.

Orrin's worm slice noiselessly through the metal barrier, and the silver-skinned wizard is up and out of the shaft in a flash, followed closely by Kim.

As Orrin blasts off a staccatto progression of spells, weaving protections around himself and his allies and attempting to sap the strength of Oso, the reaver in the mismatched power armor, who surprisingly appears to shake off the spell like a bear ridding itself of a fly. [Two aces + Extra Effort = successful resist roll!]

"We're here to help free you. Take cover, but keep sharing the radiation from below!" Orrin calls to the Marronites. "It disrupts the signals from your collars, and will grant you some protection. We also have some other devices that will block the signals from the transceivers."

The wizard's speech is punctuated by the boom from Kim's starfire cannon, which sends a searing blast of arcane energy slamming into Little Sandra, the child-like witch lurking at Dutch's right hand. The sapphire fire wraps around the waifish spellcaster, who is protected by a translucent cocoon of energy that proves to be no match for the arcane assault. Knocked to the ground, she appears to be little more than a smoking corpse in ash-covered rags, though she twitches and moans. [The plasma-trapping ignores her non-FEP armor but not her arcane armor, putting her at 15 (10), which would equal 3 Wounds.]

The arcane pairs appearance is all the signal Blurre needs and the cyber-knight is off, streaking across the room, vibrating with psionic energy as he summons his psi-whip and cleaves poor Piotr from stem to stern before the three-eyed 'Borg can blink.

Jack's attempt at telekinetic sleight-of-hand doesn't go quite so smoothly. He wraps phantom fingers around one of Hex's infernal irons, but the damned gunslinger seems supernaturally connected to the revolver, and slams it back into its holster as soon as Jack starts his telekinetic pocket-picking.

Switching tactics, he sweeps up the flamethrowing-chainsaw contraption dropped by poor Piotr and spits a cone of fire at old Hex, who manages to stop, drop and roll out of the way of the billowing flame. Jack follows that up with a salvo of electric bolts that manage to shake the crazy, Toot-Toot, but spatter harmlessly against the armor of Dutch, Oso and the burn victim formerly known as Little Sandra.

Back in the kitchen, Silver howls and starts guiding Marronites to the escape route, while Duncan takes up a position in the cafeteria's serving window and starts picking off Blue Hand yahoos, calmly putting laser-holes in their plum-stubborn heads like they were sarsaparilla bottles lined up on a fence in the days before he was "issued forth" into this world. Them Lin-Cereals would be proud.

As the chaos unfolds, Rill says a prayer and squeezes the trigger of Kim's jamming device, hoping it does the trick.

The shit-show nature of the unfolding events dawns slowly on poor Dutch, whose sly grin has faded entirely about the time Piotr's disembodied head clatters to the ground.

"Don't goddamn stand there, kill these bastards!" he screams, taking a couple of quick steps backward as both hands go for his guns ... and two more cybernetic arms emerge from within the shadow of his coat, one pointing an energy pistol and the other a radio transceiver. He points all three guns at Jack and pulls the triggers. Two shots go astray, but the third ... like that shrewish old Queen of Spades busting a hand of blackjack, that third shot catches old Bullet Jones straight in the heart. [!!! A hit with a raise and some unfortunate aces deals 31 damage, AP 2 to Jack, for 4 Wounds! Jack is Incapacitated and needs to make a Vigor roll, including the -3 wound penalty.]

Grinning triumphantly, Dutch raises the detonator and squeezes ... then squeezes again, and again, cursing in frustration.

"Oso! You fucking rock-chewer! The goddamn detonators don't work!"

Oso doesn't respond verbally, just fires off a long burst from his railgun across the room, tracking the sparking shape that is Sir Blurre. He's too late to save Piotr, but eventually the hail of tungsten rounds catches up to the cyber-knight, punching through Blurre's psionic and technological defenses and splashing blood all across the cafeteria wall. [!!! Another unfortunate series of aces deals 33 damage, AP 10 to Sir Blurre, for 6 Wounds! Blurre is Incapacitated and needs to make a Vigor roll, including the -3 wound penalty.]

Without stopping to admire the carnage he has wrought, the power-armored monster turns on Rill, lashing out with vibrospike-tipped fists as he seeks to crush the preacher. Between Orrin's Midnight's Blessing and Rill's own melee prowess, Oso's fists connect with nothing more than air, leaving the grizzly-sized warrior surprised and angry.

Nearby, Little Sandra's charred (almost-) corpse stirs, moaning pitifully. With molten eyes, she turns toward Rill, who feels a crushing force enveloping his mind. "Heal me, holy man, don't let me die," she says, and Rill feels powerless to disobey ... [Little Sandra casts puppet on Rill, who needs to make a Spirit roll of 16 or better (sorry!) or else fall under her sway.]

On the south side of the room, Toot-Toot shakes his head and makes warblnig choo-choo train noises. His eyes focus, and his hands go for the pair of Bandit IP-44 Super Ion Pistols at his hips, each one equipped with a heavy ion blast as well as a single-round, underbarrel grenade launcher. He doesn't bother with the ion blasts, and launches a pair of glowing plasma grenades at Orrin and Kim at the center of the room.

Nearby Marronites scatters and miraculously, none are hurt as the relatively globes of plasma envelop the pair. Encased in several layers of magical protections, Kim is unfazed, but Orrin is staggered as the searing plasma clings to his skin. [Both grenades do 17 damage, not enough to do anything to Kim. Orrin's LLW armor is no fully-enclosed, so it would not count; by my calculation he'd be at 15 Toughness. The first grenade causes him to be Shaken, and if he doesn't unshake, the second causes 1 Wound.]

Clearly surprised to see the pair still standing, Toot-Toot drops his guns and rushes forward, pulling out a vibro-axe and vibro-knife from leather sheathes as he does, whooping a native-inspired war cry as he closes. The axe is deflected away by the black shroud protecting Kim, while the knife merely skitters across Orrin's metal skin.

"Toot ... toot?" the crazy whistles, confused by the lack of bloodshed.

Hex looks upon the tumult with a smile, reveling in the discord. Drawing his blackened revolvers, he ambles forward, calmly advancing toward the spot where Piotr and Sir Blurre lie fallen. With careful aim, he gazes down the barrel of one gun at Duncan and the other at Orrin, lining up killshots. The first shot takes Duncan in the side of the head, the hellfire iron smashing into his helmet and knocking him against the wall, near senseless. The second glances across Orrin's own metal scalp, raising a stinging welt but causing no real harm. [27 damage, AP 4 to Duncan, for 3 Wounds. The 11 damage, AP 4 vs. Orrin isn't enough to shake.]

And the wheel still it spins ...

Marron Brawl fight1.jpg
Initiative Rolls
Blurre and Jack are Incapacitated and don't get a draw
Rill 1d54 = 51: 51 = King of Diamonds
Silver (Level-Headed) 1d54 = 3: 3 1d54 = 30: 30 = 4 Spades, 5 Clubs
Kim 1d54 = 42: 42 = 4 Diamonds
Orrin (redraws under 8) 1d54 = 53: 53 = RED JOKER
Bad Guys (Quick) 1d54 = 43: 43 = 5 Diamonds = Rerolling Invalid dice code!
Orrin pulls the Red Joker! He gets +2 to all rolls and damage, and everyone gets a Benny! Bennies can be used to soak once again! Everyone but Kim goes before the Bad Guys!
Quick Stats on the Bad Guys
Dutch - Parry 7, Toughness 16 (6)
Little Sandra - Parry 5, Toughness 20 (15)
Oso (Power Armor guy) - Parry 7, Toughness 22 (12)
Hex - Parry 7, Toughness 14 (6)
Toot-Toot - Parry 8, Toughness 15 (6) and -2 to hit
Mooks - Parry 6, Toughness 12 (5) -- At this point, assume they've been shot by Duncan or are caught up dealing with the Marronites.
GM Bennies: 6/7

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Silverclaws
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Re: Day 7: The Magnificent Marron

Post by Silverclaws » Thu Jun 21, 2018 8:30 pm

Silver was busy helping the Marronites down and out to safety. Reminding them to keep together and stay radiated.

Hearing the discharge of not only weapons, but weapons being activated, and what sounds like spells being exchanged, Silver turns from the grated kitchen hole and leaves the Marronites to themselves.

Using his cyber enhanced detection abilities, Silver moves south and towards Hex. Utilizing his stealth and padded feet, he crosses near the last serving isle. Pushing it south he charges Hex's position attempting to pin hex against the wall with the serving cart.

Adventure Card: In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Serving Cart Charge
  • Edges
  • Ambidextrous: Ignore penalty for attacking with off-hand
  • Two-Fisted: Ignore MAP when attacking with two weapons
  • TMW-Vembraces: +1 Fighting to each set of blades
  • Got the Drop: +4 to attack & damage rolls with successful Fighting attack (SWDE 83)
  • Fighting Left 18 Success, Raise
  • Fighting 1d12 = 10: 10 (+2 Cyber, +1 TMW, +1 Adventure Card, +4 Getting the Drop)
  • Wild 1d6 = 2: 2
    • Damage Left (Str+d8) AP 4 12 MDC
    • Strength 1d12 = 3: 3 (+1)
    • Left Vembrace 1d8 = 3: 3
    • Raise Damage 1d6 = 1: 1
  • Fighting Right 19 Success, Raise
  • Fighting 1d12 = 11: 11 (+2 Cyber, +1 TMW, +1 Adventure Card, +4 Getting the Drop)
  • Wild 1d6 = 2: 2
    • Damage Left (Str+d8) AP 4 23 MDC
    • Strength 1d12 = 10: 10 (+1)
    • Right Vembrace 1d8 = 4: 4
    • Raise Damage 1d6 = 4: 4
  • Benny for Fighting Right Damage Reroll (4/4)
    • Damage Left (Str+d8) AP 4 22 MDC
    • Strength 1d12 = 5: 5 (+1, +4 Got the Drop)
    • Left Vembrace 1d8 = 8: 8
    • Aced Left 1d8 = 1: 1
    • Raise Damage 1d6 = 3: 3
Silver rushes Hex with serving cart, crushing it around the man's body from the waist down. As Hex is pinned and unable to move Silver finishes his attack with some very familiar sounds of vibroblades sheering through aluminum and inpaling Hex right through the midsection. "Dinner is served, Asshat."

Silver leans in close smelling the man's blood and reveling in it flowing freely. He raises his head into the air at the same time he stands nearly straight up, lifting the serving cart and the man impaled on blades at the same time. With a howl that fills the entire dining hall, Silver issues forth a challenge.
He Is BIG
  • Intimidation 18
  • Intimidation 1d10 = 8: 8
  • Wild Intimidate 1d6 = 3: 3
    Benny for Extra Effort (3/4)
  • Extra Effort 1d6 = 6: 6
  • Aced EE 1d6 = 4: 4
"You Blue Hand have been too long in this place. Warriors and Killers are not meant to be wet nurses. Your skills are weak and feeble. You fight like the old and the dieing. Come die at my hands that your deaths may have some meaning."
Last edited by Silverclaws on Fri Jun 22, 2018 2:48 pm, edited 15 times 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) |

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Sir Blurre
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Re: Day 7: The Magnificent Marron

Post by Sir Blurre » Thu Jun 21, 2018 9:14 pm

OOC Comments
Incapacitation Roll (-3 for wounds):
Vigor 1d6-3 = 3: 6
Ace Running Total 1d6+3 = 8: 5
Wild Vigor 1d6-3 = 0: 3
Raise: Temporary Injury, goes away when all Wounds are healed, or in 24 hours regardless:
Injury: 1d12 = 11: 11
Head: 1d6 = 2: 2 Scar: Gives the Ugly Hindrance

/

Blurre barely notices as one of the railgun bursts runs along his face, ripping a long, bloody line across his nose-less features; he just suddenly feels dizzy, and then falls to the floor, his whip dissipating as he loses concentration--though his body is still a blurred form arcing with electrical energy, as his boosts continue to run on.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 3/4
Wounds: 0
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Elan (+2 w/Benny); Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
  • Adventure cards:
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.

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Jack 'Bullet' Jones
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Re: Day 7: The Magnificent Marron

Post by Jack 'Bullet' Jones » Thu Jun 21, 2018 11:19 pm

Incapacitation - Success!
Vigor vs. Incap -3 wounds
1d8-3 = 1: 4

WD Vigor
1d6-3 = 3: 6

Ace WD Vigor with prior
1d6+3 = 7: 4

Injury table: Arm wound
2d6 = 4: 1, 3

Coin flip left or right arm: 1 = Right, 2 = Left
1d2 = 1: 1 -- Right arm injured and useless, injury goes away when healed
Jack makes his best attempt to riddle his variety of foes with holes, but this deal went south as fast as a black tornado riding a hurricane. Dutch responds with a hail of gunfire, managing to catch Jack full in the chest/shoulder area, clipping something fairly important. The gambler's right arm goes limp shortly before he does. "Well, heck fire. Don't that beat all..." A better verbal jab might've been offered if consciousness had remained just a while longer.
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

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Kim Black
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Location: Wheaton, IL

Re: Day 7: The Magnificent Marron

Post by Kim Black » Fri Jun 22, 2018 3:24 am

Kim squealed with excitement as Little Sandra went down in a crispy husk, Duncan cleaned out several reavers, and Blurre decapitated that dangerous-looking Borg, but then everything turned bad. Jack, Duncan, and Blurre went down hard, and Sandra wasn’t as dead as Kim had hoped. The teen froze and paled as her teammates started to fall.

“Oh, God!” Kim breathed, backing away as the crazy man making train noises rushed at her. Her magic fields protected her, but Orrin wasn’t as lucky.
Not a turn
Not my turn. Just a little RP reaction as I wait.
Actions
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 20/20
Bennies: 3/3
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
  • 36/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Cutting in Line: Draw 3 initiative cards and keep the highest.


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)
A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB) (Claimed by Silver)
Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, Mega Damage) (Claimed by Silver)
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

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Rill
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Re: Day 7: The Magnificent Marron

Post by Rill » Fri Jun 22, 2018 4:11 am

Spirit to Resist Puppet: 16
1d10+1 = 10: 9 (+1 from Thatcher Bible)
Wild 1d6+1 = 5: 4
Play Extra Effort Adventure Card 1d6 = 1: 1
Benny for Extra Effort 1d6+2 = 5: 3

Mysticism for Healing and Succor
Mysticism for mass healing 1d10-1 = 9: 10 (-2 MAP and +1 for staff factored in) +2 for Healer (not factored in)
Ace 1d10 = 6: 6
Wild 1d6-1 = 2: 3
If successful, will hit Blurre and Duncan

Mysticism for mass succor 1d10-1 = 0: 1
Wild 1d6-1 = 1: 2
Benny to re-roll: 1d10+1 = 8: 7 (Elan now factored in)
Wild 1d6+1 = 7: 6
If successful, will hit all allies within 20 inches of Rill, which includes Blurre, Duncan, Jack, and anyone else who may have been shaken or fatigued. Jack will wake up, but he'll wake up hurt until next round.
Effects of Spells
Blurre and Duncan are both healed of 2 wounds and get free Spirit rolls to unshake (though that is likely unneeded, given the next sentence). Blurre, Duncan and Jack are all woken up from incapacitation by succor (though Jack still has 3 wounds), and any other ally who has a level of Fatigue has it removed. Everyone is a +1 to resist fear effects (including phobias) for this round, too, thanks to the trapping on succor.


To Little Sandra, Rill says, "This is not, as they say, my first rodeo, child. Lay down arms and give up this cruel game, and I will put you to rights."

As the behemoth in armor rushes him, Rill dodges, interposes his shield between himself and the brute, and generally dances backward, avoiding the blows. One strike comes far too close for comfort, but Orrin's protection is just enough to keep Rill alive. I will have to thank him for that later, provided we all live that long.

Seeing his downed companions, he charges the staff in his hand, calling forth a pair of miracles. First, white hot light from on high bursts forth from their wounds and sears them shut, a process Rill knows to be less than pleasant. Then, a calming blessing to erase fears and bring his companions awake.

"Jack! Blurre! Duncan! Come back to us now! We could use a hand, and you can sleep later!"
Active Effects
Shield gives +1 Parry (for a total of 9)
Greater deflection imposes an additional -6 to be hit, -7 for ranged
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
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Orrin Truthseeker
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Posts: 197
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 7: The Magnificent Marron

Post by Orrin Truthseeker » Fri Jun 22, 2018 9:56 pm

Rolls
Notice 1d6 = 2: 2
Wild 1d6 = 4: 4

Plan: Turn A: hit Toot toot with a Onslaught and Oso with a Deadly illusion.

Onslaught for Toot (+1 staff, +1 Armor +2 Joker +2 Marksman -2 MAP
Spellcasting 1d10+4 = 9: 5
Wild 1d6+4 = 5: 1
If not a raise -1 Bennie for EE
EE (Elan canceled by Toots -2, Modifier should be +9) 1d6+11 = 16: 5 = 14 Hit with Raise

Damage 7d6+2 = 26: 1, 5, 5, 4, 3, 1, 5 = 2 wounds vs Toots 15
-3 PPE (4 base -1 for raise)

Deadly Illusion for Oso (+1 Staff, +1 Armor +2 Joker -2 MAP
Spellcasting 1d10+2 = 11: 9
Wild 1d6+2 = 5: 3
-1 Bennie for EE
EE (With Elan) 1d6+13 = 14: 1

-4 PPE (Base 6, -2 for raises vs Oso's 4 resist)

Turn B : Hit Dutch with Onslaught and Draw Shotgun

Onslaught Vs Dutch (+1 armor, +1 Staff, +2 Joker +2 Marksman -2 MAP)
Spellcasting 1d10+4 = 13: 9 =hit with 2 raise
Wild 1d6+4 = 6: 2

Damage 7d6+2 = 27: 4, 5, 6, 4, 1, 3, 2
Ace 1d6+27 = 32: 5 =4 wounds vs Dutch's 16
-2 PPE (4 base -2 for raises)
Orrin smiles just a bit as the Dutch jams repeatedly down on the transceiver. His smile quickly fades as he feels the spell he cast on the power armor jock fade without gaining any purchase. Unfortunately, that is just the beginning of Orrin's nightmare. First, his failure to weaken Oso causes Blurr to drop in a spray of blood. "BLURR!" he screams, but his scream is drowned out by Duncan's when he falls to the shot of the cursed gunslinger. Each failure to protect his teammates hits Orrin like a punch in the gut. Then Jack takes a wound to what could be his heart, and Time seems to slow as a memory washes over Orrin

Orrin flinches as another shell strikes the ground near his position. CS troops had nearly complete closed in the town their SET had taken refuge in, and they had only one chance to get before they were trapped for good.

"If we take follow the river through the canyon to the east, we may be able to slip through their lines undetected" Holdar Stoutheart, the grackletooth Lieutenant who was in charge of the SET. "The water is low this time of year and can be easily waded through, though they aren't likely to know that"

Orrin was still just a private at the time, and followed the orders without hesitation or debate.

For a time it seems like they would sneak by the CS lines without any incident. Then the faint whine of hover cycle engines could be heard echoing through the canyon, coming from the direction the SET was fleeing from.

"They must have surveillance on the canyon" Stoutheart yells over the growing whine of the hovercycles. "Double time over to that narrow slot there" he says, pointing toward a place where the walls of the canyon narrowed and eventually formed bridge overhead. "We can blow the bridge when we get past it!"

Orrin ran as fast as he could. He and Stoutheart were the rear guard, so they were the first to be spotted by the Deadheads on the hovercycles. A few stray laser shots from the cycles hit harmlessly in the water and against the walls of the canyon around Orrin. The troops were still at too great a range to be any real threat, but they were closing quickly. As they ran Orrin cast a spell of protection on himself, making it practically impossible for the hovercyle riders to hit him. Then, just as he starts the incantation to shield Stoutheart, a stray lucky shot grazes the Grackltooths left leg, causing him to stumble and splash into the river.

He pops back up quickly, but the fresh legwound prevents him from running at full speed. Orrin finishes the incantation, but sees quickly that Stoutheart will never be able to beat the hovercycles to narrow passageway.

Orrin turns around to help the Lieutenant pick up his pace, but Stoutheart stops him. "No, Go!" Stoutheart yells motioning toward the bridge. "And blow it as soon as you are clear. Under no condition are you to wait for me!" Orrin hesitates for a moment looking back at the bridge and trying to think of a spell that will help Stoutheart make it in time.

"GO! Stoutheart roars, as he unslings his rifles and turns and unleashes a wild torrent of shots at the oncoming hover cycles. They dodge and weave through the fire, buying precious seconds. Regretfully, Orrin takes off for the bridge.

Orrin is the last one of the SET other than Stoutheart to clear the far side of the bridge. The demolitions expert is standing by with a missile launcher pointed at the bridge.

"Bring it down!" Orrin yells at the specialist.

"But the Lieutenant... the specialist says finger hesitating on the trigger.

"It was his order to me, and I'm giving it to you! Now blow the bridge"

Orrin technically was the same rank as the specialist, and had no right to give the man orders, but he had been in the SET longer. The man listened, and the missile struck the bridge and the thinnest point, bringing the whole thing crashing down and clogging the narrow passage way. The last thing Orrin saw was the hover cycles circling up around Stoutheart, who had so far been lucky enough with Orrin's protective spell to not have been killed.

Emotionally numb from essentially condemning their leader to death, Orrin is surprised to find the rest of the SET looking to him for further orders. He had spoken with such authority, and there was no remaining ranking officer in the SET. Orrin swallows his fear and his sorrow and issues orders for the men to quickly head to the end of the canyon and to send out a Legion distress signal for pick up when they cleared the canyon walls.

The image of Stoutheart facing certain death in the form of 7 or 8 CS hovercycles stays with Orrin even as he gets promoted to Lieutenant himself, and Orrin continuously wonders if he would have the courage to make the same sacrifice for his men.

Now, faced with watching those under his command die, Orrin no longer wonders. He would lay down his life in an instant to stop the slaughter.

If I can draw their fire, maybe Rill can revive them, or maybe silver can pull them to safety

"ARRRRRGHHHHH"

Flames shoot from the both the end of Orrin staff and his outstretched had and hit Toot and Dutch, enveloping them in blue hot flame. He holds the spell for a numbers of seconds, screaming the entire time as he cooks the two unfortunate gang members, hoping it is enough of a threat to draw the others attention

As the spell dies, Orrin drops to a knee in exhaustion, but after a breath or two casts a last spell against Oso, praying this one will stick. If it does, Oso sees Jack, Rill, Blurr, Kim and himself all split into two identical copies, each of which continues appear to continue to attack, if without much effect, other members of the hand. The copy of Kim however, turns and unloads her backback cannon on Oso.

Panting, Orrin reluctantly drops his staff and rises to his feet again, pulling his new shotgun from behind his back. He pumps the shotgun once. Where there was once a grin, Orrin's face is now a cold, emotionless mask.

Toot Takes 2 wounds, Dutch takes 4 wounds, and Oso is rolling Spirit against TN 14 to avoid the illusion described above.
Last edited by Orrin Truthseeker on Sat Jun 30, 2018 8:19 pm, edited 2 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 29/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4
Toughness: 15 (6)
Active Powers:
Active Effects Staff:, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

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: 3/3
+1 at start for 2018 1st quarter performance
-1 for Battle of Marron Round 1
-1 for Battle of Marron Round 2
+1 for 2 Raises in Round 2



Aventure Cards:
Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
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.


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Tribe of One
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Re: Day 7: The Magnificent Marron

Post by Tribe of One » Mon Jun 25, 2018 7:21 pm

Rolls
Hex has already used both his own Bennies, so he'll use x2 GM Bennies to try to soak damage from Silver's claws:

Vigor 1d8 = 5: 5
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 11: 5 = Soaks 2 Wounds, takes 1 Wound

Vigor 1d8-1 = 4: 5 = Soaks 1 Wound, takes 2 Wounds
Wild 1d6-1 = 2: 3

Hex has taken a total of 3 Wounds.

Toot-Toot will spend his own Benny to soak:
Vigor 1d10 = 6: 6 = Soaks 1 Wound, takes 1 Wound
Wild 1d6 = 2: 2

Dutch is out of Bennies, so he'll use a GM Benny to try to soak:
Vigor 1d8 = 4: 4 = Soaks 1 Wound, takes 3 Wounds
Wild 1d6 = 2: 2

Oso rolls to resist Deadly Illusion:
Spirit 1d8 = 4: 4 = Failure, so he takes a Wound
Wild 1d6 = 1: 1

Hex shoots Silverclaws with both pistols: -3 to hit for wounds, Shooting is vs. Silver's Parry
Shooting 1d12-1 = 7: 8 = GM Benny for Extra Effort 1d6+7 = 8: 1 = 8, needed a 9, so a Miss
Wild 1d6-1 = 2: 3

Shooting 1d12-1 = 11: 12 = Ace! 1d12+11 = 21: 10 = Hit with a Raise
Wild 1d6-1 = 5: 6 = Ace! 1d6+5 = 10: 5
Damage 3d8+4 = 27: 8, 7, 8+ 1d6 = 5: 5 = Aces! 2d8+32 = 48: 8, 8 = Uhhhh... 2d8+48 = 55: 4, 3 = 55 Damage, AP 4, is ... 9 Wounds to Silverclaws

Dutch's Shooting is normally 1d10+3, but he's -3 for Wounds, then +1 to hit and damage from double-tapping. Vs. Rill he has a -7 penalty.
1st P-Beam vs. Orrin 1d10+1 = 10: 9 = Hit with a Raise, but Orrin's Armor is MDC, so fails to penetrate
Wild 1d6+1 = 3: 2

2nd P-Beam vs. Orrin 1d10+1 = 3: 2 = Miss
Wild 1d6+1 = 5: 4

Laser pistol vs. Rill 1d10-6 = 3: 9 = Miss
Wild 1d6-6 = -3: 3

Little Sandra tries to go intangible, -3 for Wounds, spend extra ISP for +2
Psionics 1d10-1 = 0: 1 = Oh snap, Brainburn!
Wild 1d6-1 = 4: 5

Toot-Toot goes Berserk, attacking Orrin and then Kim; Fighting is 1d10, +2 for Berserk, -1 for his Wound

Axe vs. Orrin 1d10+1 = 2: 1 = Hits a rando due to Berserk, roll a d4, 1 is Kim, 2-4 is a Marronite 1d4 = 2: 2
Wild 1d6+1 = 6: 5
Damage 2d10+2 = 13: 9, 2 = 13 damage, AP 4, cuts down a random Marronite

Knife vs. Orrin 1d10+1 = 5: 4
Wild 1d6+1 = 6: 5 = Hit
Damage 1d10+2 = 8: 6+ 1d6 = 2: 2 = 10 damage, AP 4, nothing to Orrin

Axe vs. Kim 1d10+1 = 5: 4 = Benny for Extra Effort 1d6+5 = 8: 3 = Hit
Wild 1d6+1 = 5: 4
Damage Damage 2d10+2 = 20: 8, 10 = Ace! 1d10+20 = 23: 3 = 23 damage, AP 4 vs. Kim = 2 Wounds

Knife vs. Kim 1d10+1 = 8: 7 = Hit
Wild 1d6+1 = 2: 1
Damage 1d10+2 = 12: 10+ 1d6 = 2: 2 = Ace 1d10+14 = 23: 9 = 23 damage, AP 4 vs. Kim = 2 Wounds
GM Bennies: 6/7

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Re: Day 7: The Magnificent Marron

Post by Tribe of One » Mon Jun 25, 2018 8:33 pm

Rolls Continued
Oso -- to represent the illusion, I'll roll 1d4 for each of his attacks, on a 1-2 he targets the illusion.

He goes nuts, taking a -2 MAP to rapid-fire his railgun (shots at Orrin, Kim and Blurre) and swinging both fists at Rill.

Shooting 1 (Orrin) 1d8-2 = 3: 5 = Benny for Extra Effort 1d6+3 = 9: 6 = Ace! 1d6+9 = 13: 4 = Hit with a Raise, was it the real Orrin? 1d4 = 3: 3 = Yipes, it was
Shooting 2 (Kim) 1d8-2 = 5: 7 = Hit, was it the real one? 1d4 = 4: 4 = Yipes, it was
Shooting 3 (Blurre) 1d8-6 = -1: 5 = Miss
Wild 1d6 = 5: 5
Damage vs. Orrin 2d10+4 = 14: 3, 7+ 1d6 = 4: 4 = 18 damage, AP 10 is 2 Wounds to Orrin
Damage vs. Kim 2d10+4 = 20: 9, 7 = 20 damage, AP 10 is 3 Wounds to Kim

Fighting 1 (Rill) 1d10-8 = -4: 4 = Miss
Wild 1d6-8 = -4: 4

Fighting 2 (Rill) 1d10-8 = -6: 2 = Miss
Wild 1d6-8 = -7: 1

EDIT: Oso would have had an additional -1 to hit from his 1 Wound, but it doesn't look like that would be enough to cause a miss.

EDIT 2: I realized after doing all my rolling that I forgot to make Vigor rolls for the bad guys who were Shaken. Oso and Toot-Too each had a personal Benny left, so I'll burn those for them, then burn my final 2 GM Bennies for Dutch and Hex. NO MORE BENNIES FOR THE BAD GUYS.
The D-bee villagers gasp, and the light radiating from the Marronites seems to flicker as half the group falls to the treacherous guns of the Mongrels of Marron. But as if in response to Rill's prayer, the glow returns even stronger as the tide of the battle shifts.

Hex manages to bellow a curse in some forgotten abyssal tongue before Silver's claws tear the air from his lungs. The Devil-sworn gunslinger manages to twist just enough to avoid a severed aorta, but he's clearly teetering on the brink of death -- and whatever Hell awaits him. [Takes 3 Wounds total]

Toot-Toot's enhanced reflexes save him from the worst of Orrin's fireball, but he still ends up scorched [1 Wound]. Dutch ends up positively charred, screams bubbling out of his blackened lips as his flesh peels away like the overcooked casing of a sausage left on the fire. [Takes 3 Wounds total]

Oso, meanwhile, roars in fear and frustration as he succumbs to Orrin's illusion and begins to see double.

Though hampered by their wounds, their counter-attack is spectacular.

Hex, gasping for breath, aims both pistols at Silver. The first shot goes wide, deflected by a bloody claw, but the second strikes as if guided by Satan's own hand, drilling into Silverclaw's left eye and dropping the cybered-Wolfen like a half ton of bricks. [55 damage, AP 4 (!), which is 9 Wounds to Silver]

With ash flaking off his cybernetic arms, Dutch fires off several shots -- two guns firing at Orrin and a third at Rill -- as he tries to stagger toward the door, where the remaining Raiders are already high-tailing it for the front gate. The shots mostly serve as a distraction, either flying wide or failing to penetrate the arcane barrier reinforcing Orrin's metal skin.

Seeing her leader fleeing, Little Sandra mutters a curse, then a groan of pain as her attempt to become intangible results in severe Brainburn!

Toot-Toot whistles like a teapot being molested by a epileptic dope-fiend, Losing It as he slashes and stabs at Orrin and Kim. His first swing at Orrin is so wild it goes right past, slamming into a nearby Marronite with bloody effect, while a follow-up attack with his knife merely skates across Orrin's armored flesh.

Kim is not so lucky, as the enraged Crazy hacks and slashes her, opening up a pair of bloody wounds. [Kim suffers 2 Wounds from one attack and 2 Wounds from a second attack.]

Next to Rill, the powered armor warrior, Oso, roars like a rabid bear as he struggles to make sense of the illusory foes filling his view. He lashes out wildly, swiping at Rill ineffectually as he lets loose with his shoulder-mounted railgun. The seemingly random bursts are devastatingly effective, ripping through the magical protections layered over Orrin and Kim. [Orrin is hit for 2 Wounds; Kim is hit for 3 Wounds]

Kim is up, if she can soak enough Wounds to stay standing!
Initiative
Rill 1d54 = 11: 11 = Already drawn = 1d54 = 50: 50 = Queen of Diamonds
Jack (Quick) 1d54 = 19: 19 = 7 of Hearts
Blurre 1d54 = 48: 48 = 10 Diamonds
Kim 1d54 = 30: 30 = Already drawn = 1d54 = 23: 23 = Jack of Hearts
Orrin (redraws under 8) 1d54 = 7: 7 = 8 of Spades

Bad Guys (Quick) 1d54 = 49: 49 = Already drawn 1d54 = 29: 29 = 4 of Clubs, redraw 1d54 = 24: 24 = Already drawn 1d54 = 43: 43 = Already drawn 1d54 = 6: 6 = 7 Spades
Then everyone but Jack gets to go before the bad guys! (If by some miracle Silver soaks enough wounds to stay standing, I'll draw cards for him.)
GM Bennies: 6/7

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Kim Black
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Re: Day 7: The Magnificent Marron

Post by Kim Black » Tue Jun 26, 2018 2:23 am

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

Kim staggered back as she was attacked several times, twice from the crazy train man, and once from the power armor.
Soak first attack 13; soak both Wounds
Vigor 1d6 = 2: 2
Wild 1d6 = 1: 1
Benny to reroll
Vigor 1d6 = 2: 2
Wild 1d6 = 1: 1
Benny to reroll
Vigor 1d6 = 4: 4
Wild 1d6 = 2: 2
Benny to reroll
Vigor 1d6 = 2: 2
Wild 1d6 = 1: 1
Benny to reroll
Vigor 1d6 = 1: 1
Wild 1d6 = 3: 3
Benny to reroll
Vigor 1d6 = 1: 1
Wild 1d6 = 3: 3
Last benny to reroll
Vigor 1d6 = 6: 6
Wild 1d6 = 5: 5
Finally Ace! 1d6+6 = 12: 6
Ace 1d6+12 = 13: 1
She managed to survive the first blow, but the others overwhelmed her, putting her down.
Incapacitation 8; Raise; injury goes away in 24 hours or when healed
-3 Wounds
Vigor 1d6-3 = -1: 2
Wild 1d6-3 = 3: 6
Ace 1d6+3 = 8: 5
Injury: Gut wound, broken, Agility reduced a die type
2d6 = 5: 2, 3
Gut wound 1d6 = 1: 1
***
Actions
Conditions
-5 Wounds
Armor (from Orrin): +5 MDC, giving her Toughness 18 (12 MDC)
Greater Deflection (raise): -6 to hit/-7 at range/+7 Armor vs AOE
Parry: 5 Toughness: 13 (7)
PPE: 10/15
Bennies: 0/3
Arcane Machinist (3/6): 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.

Greater Teleport Device PPE: 9/12
Greater Obscure (radio) Device PPE: 12/12
Greater Slumber Device PPE: 12/12
Backpack of Shooting Stars
  • 34/42 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. -USED
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
Northern Gun Sky Siren
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
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 5
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
(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)
  • 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
Jammer pistol (Kim)
Magic Optics System (Blurr)
Grade IV field computer (Orrin)
WI-GL20 Automatic Grenade Launcher (for Duncan)
Light Missile Launcher (for the Sky Siren)
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag
Actions
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 20/20
Bennies: 3/3
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
  • 36/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Cutting in Line: Draw 3 initiative cards and keep the highest.


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)
A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB) (Claimed by Silver)
Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, Mega Damage) (Claimed by Silver)
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

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Orrin Truthseeker
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Re: Day 7: The Magnificent Marron

Post by Orrin Truthseeker » Tue Jun 26, 2018 3:39 am

Soak
Soaking (Elan +2)
Vigor 1d6+2 = 4: 2
Wild 1d6+2 = 5: 3
-1 Bennie ro re-roll
Vigor 1d6+2 = 8: 6
Ace! 1d6+8 = 14: 6
Ace! 1d6+14 = 20: 6
Omg..... 1d6+20 = 25: 5

Wild 1d6+2 = 6: 4
Either the projectiles that hit Orrin from Oso's rail gun were defective, or Orrins runic skin is supercharged from the vast spell slinging the Ley Line walker has been doing. Either way, the bullets smash into Orrin, sending him staggering from the force but otherwise leaving him unharmed.
Oops
Ace 1d14+6 = 20: 14
Last edited by Orrin Truthseeker on Tue Jun 26, 2018 9:27 am, edited 1 time in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 29/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4
Toughness: 15 (6)
Active Powers:
Active Effects Staff:, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

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: 3/3
+1 at start for 2018 1st quarter performance
-1 for Battle of Marron Round 1
-1 for Battle of Marron Round 2
+1 for 2 Raises in Round 2



Aventure Cards:
Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
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.


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Tribe of One
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Re: Day 7: The Magnificent Marron

Post by Tribe of One » Tue Jun 26, 2018 6:48 am

Extra Initiative Draws for Orrin
1d54 = 9: 9 = Already drawn
1d54 = 28: 28 = 3 Clubs
1d54 = 24: 24 = Already drawn
1d54 = 1: 1 = 2 Spades
1d54 = 47: 47 = 9 Diamonds
Highest is 9 of Diamonds, marginally better than what you already had.
GM Bennies: 6/7

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Silverclaws
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Re: Day 7: The Magnificent Marron

Post by Silverclaws » Tue Jun 26, 2018 7:23 am

Incapacitation
  • Incap
  • Vigor 1d12 = 3: 3
  • Wild 1d6 = 4: 4
    Injury Head - Called Shot - Eye
    Bleed Out
Silver had just recently had the Optics Package upgrade done and now his right cyber eye was damaged an going to need replacing. Grateful for the internal controls that would keep him from bleeding out and the cranial guard that kept Hex's shot from being more fatal, Silver looses consciousness.

Which way will the 400+ pound Cyber Wolfen fall?


His body goes into a near catatonic state relieving him from registering the searing pain of the hellforged steel slug now in his right ocular socket.

His body's nanites begin their work on the hellfire slug which does not seem to come apart when the tiny robots begin cutting away at it. Each little piece of the hellfire slug seems to graft itself to the nanite robot holding it. Thereby infusing the tiny robot with a bit of the hellish nature of the bullet.

Soon his body registers that sending more nanites would mean losing the entire colony that resides in his body, so instead the nanites quarenteen his right ocular socket and destroy any nanite that crosses the threshold. The infused nanites still programmed to repair the cyber eye turn away from the quarenteen zone and begin work on slowing the blood loss.

Work is slow and tedious as the infused nanites wage a battle of their own, to kill their host Silver or to help survive. The nanites preprograming wins but the anites in the area sacrifice themselves for the necessary materials to restore Silver's sight. The work takes hours and to those who may look in on Silver there would be a deep hellish glow inside that eye socket. Burning and on fire.

Any time his right eye is open, it has flames pouring out of it. The eye is a solid red orb like a red hot coal pulled from a forge. The cybernetics will need to repaired for that eye.

For now, anytime Silver utilizes the "Devil's Sight" - Exalted Detect Arcana - he becomes enraged and Bloodthirsty. His condition is such that he is immune to reason and to those proposing common sense. Until he has vicously shed another's blood h will remain possed of the Bloodthirsty Hindrance.
Excess Rolls
Death Comes Unexpectedly
Benny for Soak Roll (2/4)
[*] Vigor 1d12 = 1: 1
[*] Wild 1d6 = 1: 1
Benny for Extra Effort (1/4)
[*] EE 1d6 = 6: 6
[*] Aced EE 1d6 = 2: 2
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) |

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Kim Black
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Re: Day 7: The Magnificent Marron

Post by Kim Black » Wed Jun 27, 2018 12:43 am

Notice 7 Critical Fail
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 7: 1
Wild 1d6+6 = 7: 1
***
Common Bond from Blurre
Using three bennies from Blurre to try and keep Kim up, Blurre's permission.
Soak second attack 10; soaked both wounds
Vigor 1d6 = 6: 6
Ace 1d6+6 = 10: 4
Wild 1d6 = 1: 1
Soak third attack 5; soak 1 wound, leaving her with 2 Wounds
Vigor 1d6 = 2: 2
Wild 1d6 = 5: 5
Benny to reroll
Vigor 1d6 = 5: 5
Wild 1d6 = 4: 4
Kim pulled herself up off the floor and glared at Toot-Toot. She pulled a small ocarina from her belt and blew into it a haunting note. Small rifts appeared around Toot-Toot and purplish-black tentacles dripping slimy green acid emerged, waving and reaching for the crazy, wrapping around him. “Get him off me!”
Lovecraftian Lure (Greater Entangle) 5; Toots needs to make an Agility roll TN 5 to avoid being fully entangled. If I Raise, his escape attempts are -4.
+2 Machine Maestro, -2 Wounds
TW 1d12 = 3: 3
Wild 1d6 = 5: 5
NEXT ROUND

With Toot-Toot hopefully restrained, Kim turned her attention to Oso and his railgun power armor.
Shooting 8; Raise
+2 Machine Maestro, -2 Wounds
Shooting 1d10 = 8: 8
Wild 1d6 = 1: 1
Damage 15, ignores non-FEP
3d10+4 = 11: 1, 4, 2 + 1d6 = 4: 4
***
Actions
Conditions
-2 Wounds
Armor (from Orrin): +5 MDC, giving her Toughness 18 (12 MDC)
Greater Deflection (raise): -6 to hit/-7 at range/+7 Armor vs AOE
Parry: 5 Toughness: 13 (7)
PPE: 6/15
Bennies: 0/3
Arcane Machinist (3/6): 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.

Greater Teleport Device PPE: 9/12
Greater Obscure (radio) Device PPE: 12/12
Greater Slumber Device PPE: 12/12
Backpack of Shooting Stars
  • 33/42 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. -USED
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
Northern Gun Sky Siren
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
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 5
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
(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)
  • 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
Jammer pistol (Kim)
Magic Optics System (Blurr)
Grade IV field computer (Orrin)
WI-GL20 Automatic Grenade Launcher (for Duncan)
Light Missile Launcher (for the Sky Siren)
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag
Actions
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 20/20
Bennies: 3/3
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
  • 36/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Cutting in Line: Draw 3 initiative cards and keep the highest.


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)
A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB) (Claimed by Silver)
Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, Mega Damage) (Claimed by Silver)
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

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Rill
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Re: Day 7: The Magnificent Marron

Post by Rill » Thu Jun 28, 2018 12:36 pm

Notice 16, Common Knowledge 7
Notice 1d8+4 = 8: 4
Wild 1d6+4 = 10: 6
Ace 1d6 = 5: 5

CK 1d8+2 = 7: 5
Wild 1d6+2 = 4: 2
Mass Healing 5 - All Allies Have 2 Wounds Healed
Mysticism 1d10+1 = 5: 4 (+1 from staff and +2 from Healer offset -2 from MAP)
Wild 1d6+1 = 5: 4
If successful, all wounded allies and townsfolk who are still alive recover 2 wounds (thanks to auto-raise effect from HJ) and get a free roll to unshake (if they are conscious)
Mass Succor 7 - All Incapacitated Allies Revived, All Others Have 1 Level of Fatigue Removed
Mysticism 1d10-1 = 7: 8 (+1 from staff partially offsets -2 MAP)
Wild 1d6-1 = 1: 2
If successful, all incapacitated allies and townsfolk who are still alive are brought back, and all other allies and townsfolk have one level of fatigue removed.
Rill continues to dance back away from his attacker. He sees Silver take a bullet to the eye and lets out a shout. "NO!

Silver always seemed so sturdy, so impossible to harm. To see him fall in a spray of blood is almost more than Rill can bear. Is this truly where I belong? And on top of that, the very people they are there to protect fall victim to the indiscriminate fire of their foes!

Fighting back tears, he channels more energy through his Nymbu staff, sending searing healing from on high across the room, attempting to revive both his fallen comrades and the hostages.
Conditions
Shield up, so Parry is at 9 and armor against ranged attacks is 21(14). Greater deflection imposes -6 to melee, -7 to ranged.
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
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Tribe of One
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Re: Day 7: The Magnificent Marron

Post by Tribe of One » Thu Jun 28, 2018 12:44 pm

Toot-Toot resists Entangle
Agility 1d12+1 = 12: 11
Wild 1d6 = 6: 6
GM Bennies: 6/7

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Sir Blurre
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Re: Day 7: The Magnificent Marron

Post by Sir Blurre » Thu Jun 28, 2018 1:36 pm

OOC Comments
Actions:

Stand up (2" movement)
Charge/Overrun Toot-Toot, building up speed if necessary by going around a bit then coming back at the Crazy.
Manifest Psi-Blade during movement (free action), spending 2 ISP for +8 Damage this round only, and 2 more to make the blade Mega-Damage while manifested
Wild Attack against Toot-Toot with the Psi-Blade.

Fighting 1d12+2 = 12: 10
WIld Fighting 1d6+2 = 7: 5
Hit, no Raise due to Uncanny Reflexes
Damage (Wild Attack 2, Overrun 2, ISP 8) 3d8+12 = 32: 8, 4, 8 + 1d6 = 2: 2
DAMAGE ACES Running Total 2d8+34 = 39: 4, 1 AP 8 MD vs. Toughness 15 (6) =
7 Wounds.


.
Blurre, rejuvenated (twice over) by Rill's blessings, briefly considers making good on his threat against the gunslinger as he stands, but then sees the danger Kim and Orrin are in. Made a promise to her Daddy.... Still leaving arcing footsteps where he runs, he moves around to build up sufficient speed, then comes charging down at Toot-Toot, blade slashing a brilliant blue-white streak as it cuts into the Crazy's flesh, going for something vital in the torso. His face is grim as the blow strikes home. Taking a life, even when necessitated by circumstances, is no reason to feel triumphant.
OOC Comments
Gave 3 bennies to Kim via Common Bond
Spent 4 ISP
5/20 ISP
2/4 Bennies
No Wounds/Fatigue
Parry (Wild Attack, Shield): 9
Modifiers to be hit: Deflection -4; vs. Technology -6
Toughness (Melee): 12 (4)
Toughness (Ranged): 16 (8)
Vs. Supernatural Evil: +2 Toughness (Champion)
Round 3 of both Speed and Deflection (will need to spend ISP next round to maintain either/both)
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 3/4
Wounds: 0
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Elan (+2 w/Benny); Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
  • Adventure cards:
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.

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Orrin Truthseeker
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Re: Day 7: The Magnificent Marron

Post by Orrin Truthseeker » Fri Jun 29, 2018 3:36 am

Rolls
Turn A
Illusion Attack on Oso (+1 armor)
Spellcasting 1d12+1 = 3: 2
Wild 1d6+1 = 4: 3
-1 Bennie
EE (with Elan) 1d6+6 = 11: 5

Turn B

Chakra Deluge (GBT on shooting, +1 Armor -2 MAP)
Spellcasting 1d12-1 = 5: 6
Wild 1d6-1 = 0: 1
-5 PPE

Shooting with GAW Shotgun (ROF 3, +2 shotgun, -2 MAP gun offsets autofire mode)

Dutch: 1d6 = 1: 1 = Miss

Hex: 1d6 = 6: 6
Ace! 1d6+6 = 12: 6
Ace! 1d6+12 = 13: 1 = hit with a Raise

Damage 3d8+2 = 10: 2, 5, 1 + 1d6 = 5: 5

Hex: 1d6 = 2: 2 = Miss
Wild: 1d6 = 2: 2 = Miss
Orrin barely manages to hold of the crazies attacks. Just as he is getting to the point of desperation, Toot's face contorts in pain and he falls to ground, blood pooling beneath him. Orrin breath a sigh of relief and looks around to thank his rescuer. He breaks into a wide boyish grin when he sees Sir Blurr standing before him, looking remorsefully down at the blue hand gang member.

"I knew it would take more than a lucky shot to knock you out" says Orrin smiling, though his joy at his friends revival betrays the depth of his concern. "Though life's a lot easier if you just get out of the way of the bullets rather getting shot so you can playing dead just to surprise the enemy" Orrin ribs friendly.

Knowing Blurr is okay quenches the rage that had been stoked in Orrin's heart at the fall of his friends.

We still can't just let them get away though...

Orrin points his new shotgun, takes a second to make sure it is firmly braced against his shoulder the way he has seen others do, and then pulls and hold the trigger down. Shots explode out the barrel of the gun, and though dampened, the recoil still causes Orrin to spray buckshot wildly across the field.

Hex Takes 15 damage from a shotgun blast. Oso must resist the illusion attack with spirit roll at TN 12. Wound on a raise (unless already shaken)
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 29/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4
Toughness: 15 (6)
Active Powers:
Active Effects Staff:, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

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: 3/3
+1 at start for 2018 1st quarter performance
-1 for Battle of Marron Round 1
-1 for Battle of Marron Round 2
+1 for 2 Raises in Round 2



Aventure Cards:
Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
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.


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Tribe of One
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Re: Day 7: The Magnificent Marron

Post by Tribe of One » Fri Jun 29, 2018 11:34 am

Wild Shot Results and Other Rolls
1st miss: 1=Jack, 2=Little Sandra, 3=Rill, 4=Oso
1d4 = 2: 2

Damage: 3d8+2 = 13: 6, 3, 2

2nd miss: Hits Silver

Damage: 3d8+2 = 8: 1, 1, 4

Oso Spirit 1d8 = 4: 4
Wild 1d6 = 5: 5

Toot-Toot merely wheezes in surprise as Blurre's whip-like psi-sword carves his lungs into several pieces, then topples, lifeless, to the floor among the horrified Marronites.

Oso bellows and grunts in pain as the illusory doubles continue firing on him. [Takes a wound]

The real Orrin then follows up with his GAW Throwback, but the rapid-firing shotgun proves too much for Orrin to handle. The first shot misses Dutch and instead passes harmlessly through Little Sandra's intangible form. The second shot strikes Hex, shaking the already-wounded gunslinger, while the third glances harmlessly off of Silver's armored back.
GM Bennies: 6/7

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Jack 'Bullet' Jones
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Re: Day 7: The Magnificent Marron

Post by Jack 'Bullet' Jones » Fri Jun 29, 2018 6:07 pm

Jack Strikes Back - Action 1
Benny to unshake
TK - Hit Dutch with the chainsword
1d12+3 = 8: 5

WD TK chainsword
1d6+3 = 9: 6

Ace WD TK with prior
1d6+9 = 14: 5

Chainsword damage with raise - TK+2d10+1d6
1d8 = 6: 6
2d10 = 10: 8, 2
1d6 = 6: 6

Ace raise damage die with prior totals - shaken and 3 wounds
1d6+22 = 26: 4

Onslaught - Jack's Bullet at Little Sandra
1d12+3 = 5: 2

WD Big Bolt
1d6+3 = 7: 4

Benny EE WD Big Bolt with prior
1d6+7 = 13: 6

Damage Big Bolt with Raise - AP +2
7d6 = 27: 6, 1, 3, 2, 5, 6, 4

2 ace damage die with prior
2d6+27 = 35: 6, 2

1 ace damage die with prior - shaken and 4 wounds on intangible Sandra
1d6+35 = 36: 1

Note: total ISP spent this fight: 18
Jack's fast as lightning - Action 2
TK Chainsword at Hex
1d12+3 = 7: 4

Benny EE with prior
1d6+7 = 12: 5

Damage Chainsword with Raise - AP 2
1d8 = 4: 4
2d10 = 7: 2, 5
1d6 = 6: 6

One Ace with prior totals:
1d6+17 = 23: 6

One more ace - Shaken, 3 wounds
1d6+23 = 25: 2

WD TK
1d6+3 = 7: 4

Onslaught - Jack's Bullet at Oso
1d12+3 = 14: 11

Damage Onslaught with Raise - AP 2
7d6 = 31: 2, 6, 6, 6, 6, 2, 3

Four Aces (a winning hand) plus prior
4d6+31 = 49: 6, 5, 3, 4

One more ace - Shaken and 7 wounds
1d6+49 = 51: 2

WD Onslaught
1d6+3 = 7: 4
The lights dim. The pain fades. This ain't so bad. Wonder if the preacher'll say last rites over me. Reckon he will, if'n he makes it through. Dammit, Jones! What're you thinkin', rollin' in there with no hogleg?! Stupid, stupid, stupid! An eternity passes, it seems, as Jack works himself over for a variety of missteps.
Soon, he begins to accept the idea of death. His mother appears before his eyes, smiling at him, welcoming him with open arms. "Mama, y'ain't mad at me fer usin' my devil gift fer profit?" She shakes her head. "No, honey. That's all done now. Come on in. We're all waitin' for you. Paw's been lookin' forward to having you home again.
Spirits can't cry, can they? Here, in the intermediate space between the living and the afterlife, the nearly unbreakable poker face of Jack Jones cracks. Tears would be rolling down his cheeks. He wanted to run into the arms of the woman who shunned him after that first trip to the cave. Barely said a kind word to him in years. Paw understood. He always told Jack that his mother would come around. But Jack had to run off to town. Run off...to another world. What a crazy thought to begin with! There ain't no such thing, right? How'd ah get caught up in all this? All ah wanted was to help Mama and Paw on the ranch. Do my part. Now here ah am, lord knows where, dyin' 'cause some no 'count sonofagun got the bulge on me.
The images grow dark. His mother fades. The light he was floating towards is replaced by dark. Not just darkness because the lights are out. Dark because there's a darkness. A seductive, comforting voice practically swims into the nothingness. Sweetest voice he's ever heard. "Come on, Jones. You felt it when you picked up that iron, didn't you? Power. THE Power. Hex is a child compared to you. I'll bring you back. You can see your mother later as a demigod yourself. You can come and go as you please. That's the power I have for you. Go on. Pick up those pistols. Put an end to Hex, Dutch, Oso, the whole crew. You'll be a hero. Go back home if you want. I can bend time. Go back to before the rifts. Go on, boy. I won't make any demands. Just do me a favor here and there when I need it. In exchange, these people you work with will serve you. The girl will be yours. As many girls as you want. That fool, Cobb? He'll turn green with envy at the fortune you pile up. You'll never lose a hand of cards when I deal them to you. What do you think of that deal?"
Jack's stone face returns, if a spirit can have a stone face. "Ah know you. Ah know yer voice. Heard it in my head when ah reached out and grabbed that revolver. Ain't nobody got that kinda power to give that don't want somethin' in return. You can't fool me with yer ol' sheepskin."
The voice replies, still warm, but more intent now."Don't be a fool, boy. Nobody gets an offer like this. None of your riding buddies could even handle it. Hell, even Hex sold out for far less. How about this? Just try it on. Give it a week. You don't think it fits, I'll come collect those irons and leave you be. No strings."
Jones pauses. Sure, he's tempted. Who wouldn't be? For a traveler so far removed from his home, to go back any time and visit his family? And wielding ultimate power, besides?
A different voice pierces the darkness. A light voice. Familiar. It cuts through the seduction of power with the purity of sunlight."I declare, Bullet Jones, are you even considering this offer?"
A smile crosses Jack's face. "No, Stella, darlin', not even a bit. Thought ah might see if'n ah could sucker him in a bit first. Ain't never played 'gainst the Devil before. He ain't got nothin' fer me though. 'sides. Ah'm the best that's ever been. Ah'd'a ate his lunch."

The Dark Lord loses his cool.

"I'LL FLAY YOUR SOUL RIGHT HERE! I'LL BURN YOU FOR ALL ETERNITY! I'LL DESECRATE YOUR MOTHER AND MAKE YOU WATCH, YOU LITTLE CUR!"

Bullet Jones grins. "Pardner, ah'd like ta see you try. Sure as ah know anythin', ah know my mama ain't where you can get her."

Neither gets to follow through with their bravado, though. A surge of light from above, different than Stella's, jolts Jack from his showdown with the Devil. The pain he had forgotten, what seems like a thousand years ago, returns, with an extra shot of blazing heat. Rill's prayers were answered, and Jack's wounds seared shut. Like a shot, he was up on his feet and looking for payback.

And payback is what he'll get. In spades. You couldn't tell it from looking at him, but Bullet Jones is madder than a kicked up hornet's nest. The look on his face, though, is icy calm, just the same as when he's pushing in a penny ante or gone all in for the whole table stake. The gambler, freshly recovered from a near-death experience, begins dealing out wholesale carnage and destruction. He still has a telekinetic grip on the chainsword flamethrower. He rips it at breakneck speed towards Dutch. "Aw, come on back, fella! Ah believe we gotta settle up yet!" The chainsword lodges in the raider's torso, a full through-and-through. The machine buzzes for a moment, but Dutch probably doesn't feel much at that point. The ghostly form of Little Sandra shouldn't feel anything, but Jack proves that you can put a bullet in a ghost. The psionic bolt skewers the witch, making the very short remainder of her life quite painful.
Before you can blink, he's on to the others. The chainsword is ripped from Dutch's twitching body, and catapults instantly over to the devil-bought gunslinger. The last remnants of Hex's life, if Jack's experience in the Beyond is any indication, are spent discovering the sinking feeling you get when the collector shows up for a debt you never thought you'd pay. "Guess yer 'bout to give the Devil his due, Hex. Hope it was worth it, but ah highly doubt it."
Oso, meanwhile, is busy swatting at imaginary foes, and doesn't see the psionic bolt heading his way. The damage is spectacular, and the power armor is little proof against it. The bolt enters at one side and clears the way out the other.
Jack stands in the middle of the cafeteria, surveying the damage he and his riding buddies have done. "Sorry, y'all. Reckon ah should'a led with that first."
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.
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Kim Black
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Location: Wheaton, IL

Re: Day 7: The Magnificent Marron

Post by Kim Black » Sat Jun 30, 2018 2:20 am

Notice 9
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 9: 3
Wild 1d6+6 = 9: 3
***
OOC Comments
Claiming the interlude 1 XP
A few seconds ago…

Kim gasped as Toot-Toot’s swords punched through her armor and slid into her lungs. She coughed, blood spurting from her mouth as she fell to her knees.

Oh no. Daddy’s gonna kill me…

Heh. Too late...for that…

Kim wavered, falling forward, catching herself weakly on one hand.

Guess...I’ll get to see mama…

Her vision wavered. A blonde face appeared, smiling kindly.

Mama…

Tears mingled with blood And snot. Why snot? Aw, man, Jack would see this!

A gentle touch, a laugh.

Another face wavered, raven hair, dark eyes, pale skin.

There you are, Kimmy! Your mother and I have been looking all over for you!

“Auntie Sara?” Kim coughed, doubled over in pain.

What’s wrong? Can you tell me where you are? There’s a lot of interference here. I’m not sure how long I can old this.

What? Kim’s vision was almost black. What was Aunt Sara talking about? “M-Marron…” she managed to stammer.

Marron? Where is tha--squelch. Where is your fa--

The bright light appeared again, and the blonde woman again, her mother. No, not her mother.

Stella…

Stella smiled.

Hold on a bit longer, Kim.

Hot pain surged through Kim, forcing her to take painful breaths as the wounds in her lungs seared closed.

“Sweet fudging Christmas!” Kim exclaimed as Rill’s healing energies roared through her. “Do you have to make it hurt so much, Preacher?” she gasped as she stood up, now standing over the dismembered body of Toot-Toot.

“Thanks, Blurre,” Kim said with a weak smile. “Let’s clean this up.” She looked around with a glare, wiping blood from her chin.

***
Actions
Conditions
Armor (from Orrin): +5 MDC, giving her Toughness 18 (12 MDC)
Greater Deflection (raise): -6 to hit/-7 at range/+7 Armor vs AOE
Parry: 5 Toughness: 13 (7)
PPE: 6/15
Bennies: 0/3
Arcane Machinist (3/6): 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.

Greater Teleport Device PPE: 9/12
Greater Obscure (radio) Device PPE: 12/12
Greater Slumber Device PPE: 12/12
Backpack of Shooting Stars
  • 33/42 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. -USED
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
Northern Gun Sky Siren
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
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 5
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
(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)
  • 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
Jammer pistol (Kim)
Magic Optics System (Blurr)
Grade IV field computer (Orrin)
WI-GL20 Automatic Grenade Launcher (for Duncan)
Light Missile Launcher (for the Sky Siren)
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag
Actions
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 20/20
Bennies: 3/3
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
  • 36/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Cutting in Line: Draw 3 initiative cards and keep the highest.


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)
A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB) (Claimed by Silver)
Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, Mega Damage) (Claimed by Silver)
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

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Rill
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Re: Day 7: The Magnificent Marron

Post by Rill » Sun Jul 01, 2018 4:12 am

Rill feels it boiling up inside him, pressing at his temples and threatening to burst out. Anger. White hot at the death and carnage around him, and at the hopelessness he feels at the scene in front of him.

They didn't even try words, he thinks bitterly. No attempt to solve this without violence, or to put the bandits to sleep with Kimberly's gadget. Nothing. Just killing, and at the first opportunity... And what did I do? Did I speak up when Jack spun his tale? Did I implore them to abandon their design? I did nothing to prevent this. I am as culpable as they are.

Rill slumps to the ground, weeping, sadness and anger ebbing and flowing like competing tides within him. He repeats to himself over and over the words, "The Lord is gracious, and full of compassion; slow to anger, and of great mercy," and finds them of small comfort.

Out of the corner of one eye, he sees Orrin and something in him breaks. The rage wins out, and he gets to his feet, full of purpose but entirely unaware of what to do with himself; acting in anger does not come naturally to Rill.

He storms over to Orrin, looks the man in the eye, and demands "Is this what you meant, Truthseeker, when you told me outside of town that you would take the option with 'minimal casualties?' Do these look 'minimal' to you? Hm? This is what comes of the 'no hesitation' dribble you were spouting before we came down here; dead families on the floor!" He sees Orrin's shotgun, and his eyes narrow (which looks rather odd, given that his eyes are on stems poking out of his head). In a lower tone, he says, "And if you shoot that contraption off in an enclosed space like this again, with civilians all around, you can expect to find someone else to wander around with you and put your team back together after these idiotic engagements."

He starts to walk away, having said his piece, and then turns back to Orrin, still full of anger and still unsure where to put it. "Perhaps next time, you all will take my advice and at least attempt a solution that does not involve violence as a first option. No man can see the future, but who can say if the body count might have been lower on all sides if we had tried something different today?"

His outburst done, he turns to helping the townsfolk however he can, his emotions still a turmoil inside 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
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Silverclaws
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Posts: 157
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 7: The Magnificent Marron

Post by Silverclaws » Sun Jul 01, 2018 7:53 am

In and Out of Consciousness ...

Thoughts. So many thoughts.

He had heard the Earthbound Natives speak of one called Gaia, the Mother Earth. Though on his homeworld, that world with no name, the Great Mother, Gaia may have been her name.

Silver was so far from home and it had been fifteen earth years since ha had last run care free across the plains in the moonlight. "Hey Kid, you ever dance with the devil in the pale moonlight."

Silver does not register the voice nor the question. His mind is playing back memories of the time before he became Earthbound. Nealy half his life as a Stranger in a Strange Land. Always on the run. Looking over his shoulder for the next danger or battle. Survival being the only thought.

Silver had been running a long time. He had extended his life as well. That is what he had hoped the cybernetics would do for him. Now he was more machine and computers than actual Wolfen but he had pretty much consigned himself to live on Earth, since he had no known way of returning.

Memories are suddenly burned away by the searing pain in Silver's right eye. The cyberware is nearly gone but the tiny robots inside his body remember what was there and the reconstruction begins. In the haze and fog of near unconsciousness the searing pain remains. "You lose your sight. You are mine now."

Once again the voice that Silver does not recognize. In a low long howl, Silver challenges the voice to show himself. Something composed of fire and ash with burning red leathery skin stands before Silver. With it tail it pokes the empty searing socket where silver's eye used to be. "My mark. Mine to control." To which Silver just laughs.

"No one has ever claimed me nor controlled me. That will never change." A contest of wills takes place as the intruder tries to take control of Silver and Silver resists. The winner, Silver, after several long minutes, thrusts out of himself the firey red being. "I am myself once more."

As those words cross his mind, there is a sinister laugh, "I still remain. Your eye will never be the same."

Blinking hard Silver realizes that the nanites have indeed incorporated the cursed round as a feature of his body. The laughing firey voice fades from his mind.

Assuming the worst, Silver begins a downward journey into despair which is suddenly halted by the appearance of a shimmering silver and gossmar she-wolf. The approach is swift and fast and a light radiates and engulfs Silver. "My young cub, there is still much for you to do before your long awaited return is scheduled. Your eye will need repair. Seek the aid of the Preacher Rill. There will be others who can assist. Young Kim. It will take many specialized people to correct this wrong. In the meantime, patience and self control."

As she finishes speaking, Silver finds himself with head held by a woman, a very tall woman with wolf like features. Staring into her face, he feels peace and calm. "One last thing before you go back to your work. A message for the Preacher from his own. 'Agency and choice can not be denied anyone. There is a time and a place, restitution was made today. Continue to do your duty and the rewards await you.'"

As the last words are said and committed to Silver's memory a searing light cascades over him. The She-Wolf is gone and Silver's body aches all over. I really do need to talk to that Preacher about a gentler means of healing.
Silver wakes up on the floor of the cafeteria, Hex's body fallen over his hind legs, and the dining room is completely silent. Pushing the lifeless body of Hex from off of him, Silver struggles to stand and his muscles burn and scream. "Oh that was painful. Preacher! Can you dial the searing white light down and maybe make it a bit softer?"
Equipment
[*] Piotr's Flamethrower Chainsword
[*] Piotr's Occular Implant.
Last edited by Silverclaws on Sun Jul 01, 2018 11:54 pm, edited 3 times 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
Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 140
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 7: The Magnificent Marron

Post by Jack 'Bullet' Jones » Sun Jul 01, 2018 4:44 pm

Jack releases the chainsword flamethrower, and it clatters to the ground. He turns towards Rill. "Listen here, preacher. Ah told you 'bout these rustlers. Ain't none of 'em interested in redemption. You heard Dutch just same as ah did. They starved these people fer cold profit. Nothin' else. Money." He looks at the fallen Blue Hands, then back to Rill. "You were standin' here just like ah was 'fore it all went down. They were lookin' fer a reason ta drill each of us. If ah'd'a sneezed, they'd'a put me down."

Jack lets out an exasperated sigh, the one you let out when you know you did all you could, but they have a point too. "Yer right. Ain't a one of us that can see the future. Maybe it'd'a worked if'n we could'a used that slumber doohickey Kim whipped up. Or maybe it'd'a tipped our hand, and they'd'a put us down, and more of these innocent folk with us besides. Nobody but the Almighty knows fer sure. You saw like ah did, they were tryin' ta blow these folks up at the neck when we drew. That wasn't even fightin' us. They went fer a body count. They's each and all of 'em meaner'n Hell cold blooded damn killers. And when ah say meaner'n Hell, you don't know who ah talked to when ah tried ta grab Hex's pistol outta his holster. Preacher, ah went toe ta toe with the Devil, or ah'm a Yankee. The Devil's in them hoglegs Hex carried. You reckon ol' Beelzebub's gonna just let us slide takin' over this burg without bloodshed?" Jack shakes his head.

"Preacher, ah'll say right from jump that ah'm much obliged more'n you realize that you're able ta patch me up. Ah wasn't ready ta go, though ah felt like ah was on my way. You done saved my life. But preacher...you had ta save my life. Kim's, too, judgin' from the blood. Them...bugs...shot at that little girl." Jack grits his jaw, his body going tense. "Ain't no dealin' with them that'd shoot at a little girl. Shoot ta kill." Jack jams his thumb back into his own chest. "Ah ain't tryin' ta speak fer Orrin. He didn't make me do what ah did. Ah did that myself. Ah tore four of 'em down. Preacher, you're mad? Ah'm the one. You be mad at me. Ah near bought the farm, and ah came back, and ah wanted payback. Ah wanted payback fer what the Devil said he'd do to my mama." Jack stares intently into Rill's eyes, as best he can with them out at the sides of his head. "Ah'll do it again too, if it means ah'm savin' Marronites, or Kim, or Blurre, or you. And if the Almighty's gonna judge me harsh for it, ah'll stand to account, knowin' what ah done saved lives." He looks into Rill's eyes for just another moment, then smiles. "Considerin' you saved my life, ah'd just as soon you stick around, if'n fer no other reason than ah'd like to pay ya back. But ah believe there's good you can still do, even ridin' with a no 'count killer like myself." He turns and begins helping Marronites off the floor, or looking for wounded to bring to the preacher's attention.
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: 174
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 7: The Magnificent Marron

Post by Kim Black » Mon Jul 02, 2018 1:37 am

Notice 10
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 8: 2
Wild 1d6+6 = 10: 4
Common Knowledge 6
Smarts 1d12 = 6: 6
Wild 1d6 = 3: 3
***

Kim gathered up the scattered parts of her devices that had clattered to the floor in the fray. She looked up at Rill’s outburst.

“It had to be done, Preacher,” she told him.”You saw how little they cared for these people? They were hostages. They had the upper hand. Dutch and the others were too spread out to use the slumber device, especially with you three standing right next to them. If we hadn’t hit hard and put them down fast, they would have sprayed this entire room with bullets. We would have more casualties. By hitting fast and hard, we made them worry about us, and not the townsfolk.”

Kim sighed. She hurt. She just wanted to sleep for a week. But at least it was done. The Marronites were safe.

For now.

***
Actions
Conditions
Parry: 5 Toughness: 13 (7)
PPE: 11/20
Bennies: 4/3
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
  • 33/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Cutting in Line: Draw 3 initiative cards and keep the highest.


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
Northern Gun Sky Siren
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
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 5
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
(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)
  • 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
Jammer pistol (Kim)
Magic Optics System (Blurr)
Grade IV field computer (Orrin)
WI-GL20 Automatic Grenade Launcher (for Duncan)
Light Missile Launcher (for the Sky Siren)
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag
Actions
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 20/20
Bennies: 3/3
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
  • 36/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Cutting in Line: Draw 3 initiative cards and keep the highest.


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)
A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB) (Claimed by Silver)
Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, Mega Damage) (Claimed by Silver)
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: 124
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 7: The Magnificent Marron

Post by Rill » Mon Jul 02, 2018 5:04 am

(rolls held)
Jack 'Bullet' Jones wrote:Jack releases the chainsword flamethrower, and it clatters to the ground. He turns towards Rill. "Listen here, preacher. Ah told you 'bout these rustlers. Ain't none of 'em interested in redemption. You heard Dutch just same as ah did. They starved these people fer cold profit. Nothin' else. Money." He looks at the fallen Blue Hands, then back to Rill. "You were standin' here just like ah was 'fore it all went down. They were lookin' fer a reason ta drill each of us. If ah'd'a sneezed, they'd'a put me down."

Jack lets out an exasperated sigh, the one you let out when you know you did all you could, but they have a point too. "Yer right. Ain't a one of us that can see the future. Maybe it'd'a worked if'n we could'a used that slumber doohickey Kim whipped up. Or maybe it'd'a tipped our hand, and they'd'a put us down, and more of these innocent folk with us besides. Nobody but the Almighty knows fer sure. You saw like ah did, they were tryin' ta blow these folks up at the neck when we drew. That wasn't even fightin' us. They went fer a body count. They's each and all of 'em meaner'n Hell cold blooded damn killers. And when ah say meaner'n Hell, you don't know who ah talked to when ah tried ta grab Hex's pistol outta his holster. Preacher, ah went toe ta toe with the Devil, or ah'm a Yankee. The Devil's in them hoglegs Hex carried. You reckon ol' Beelzebub's gonna just let us slide takin' over this burg without bloodshed?" Jack shakes his head.

"Preacher, ah'll say right from jump that ah'm much obliged more'n you realize that you're able ta patch me up. Ah wasn't ready ta go, though ah felt like ah was on my way. You done saved my life. But preacher...you had ta save my life. Kim's, too, judgin' from the blood. Them...bugs...shot at that little girl." Jack grits his jaw, his body going tense. "Ain't no dealin' with them that'd shoot at a little girl. Shoot ta kill." Jack jams his thumb back into his own chest. "Ah ain't tryin' ta speak fer Orrin. He didn't make me do what ah did. Ah did that myself. Ah tore four of 'em down. Preacher, you're mad? Ah'm the one. You be mad at me. Ah near bought the farm, and ah came back, and ah wanted payback. Ah wanted payback fer what the Devil said he'd do to my mama." Jack stares intently into Rill's eyes, as best he can with them out at the sides of his head. "Ah'll do it again too, if it means ah'm savin' Marronites, or Kim, or Blurre, or you. And if the Almighty's gonna judge me harsh for it, ah'll stand to account, knowin' what ah done saved lives." He looks into Rill's eyes for just another moment, then smiles. "Considerin' you saved my life, ah'd just as soon you stick around, if'n fer no other reason than ah'd like to pay ya back. But ah believe there's good you can still do, even ridin' with a no 'count killer like myself." He turns and begins helping Marronites off the floor, or looking for wounded to bring to the preacher's attention.
Kim Black wrote:
Notice 10
Combat Mage Armor +2, Machine Maestro +4
Notice Original post: 1d4+6 = 8: 2
Wild Original post: 1d6+6 = 10: 4
Common Knowledge 6
Smarts Original post: 1d12 = 6: 6
Wild Original post: 1d6 = 3: 3
***

Kim gathered up the scattered parts of her devices that had clattered to the floor in the fray. She looked up at Rill’s outburst.

“It had to be done, Preacher,” she told him.”You saw how little they cared for these people? They were hostages. They had the upper hand. Dutch and the others were too spread out to use the slumber device, especially with you three standing right next to them. If we hadn’t hit hard and put them down fast, they would have sprayed this entire room with bullets. We would have more casualties. By hitting fast and hard, we made them worry about us, and not the townsfolk.”

Kim sighed. She hurt. She just wanted to sleep for a week. But at least it was done. The Marronites were safe.

For now.
Rill shakes his head sadly. ”All of what you say may be true, but that misses the point. The point is that it may also not be true, and you do not know definitively which is which. I live in the same world as you, and I am not so naive as I might appear. I am not so concerned with tactics as I am with your insights into the hearts of others.

I do not expect you to all be believers, as I am. But some part of you must know that even very bad men sometimes choose a different path, and it would ease my conscience if we would attempt to find a less violent course in the future, even if violence is the end result. As you say, Jack, only the Almighty knows the hearts of men. It certainly seems probable that these villains were stuck in their path and would have rejected any overtures to lay down arms, but just look at yourself. Look at those with whom we travel. ‘Improbable’ is what we do.


Not wanting to cause further strife, and embarrassed by his outburst now that the anger is spending itself, Rill heads outside to retrieve his gear, strapping the handgun he's come to refer to in his mind as "The Stunner" back in place. After this, can I really carry around a weapon? It feels so odd on my hip.

If he's being honest with himself, though, it doesn't feel all that odd to him. Maybe it's the revolver's balance, or it's surprisingly comforting weight, but a part of him is glad to have it back. He thinks on his time firing it out in the desert, getting a feel for the weapon under Jack’s watchful eye.

Jack, of course, had been right about the trigger. The first time he pulled it, Rill sent the shot wide to the left, burying it in the dirt yards from the target. His second and third shots had been no better, but on the fourth he actually managed to hit the odd cactus plant he’d been aiming at. He hadn’t hit it where he’d been aiming, but that he hit the thing at all was a marked improvement.

After a time, he decided to conserve ammunition, practicing lining up the weapon and squeezing, not pulling, the trigger gently. The Stunner’s built-in laser targeting system was incredibly helpful, and the construction of the holster seemed to spring the gun into his hand whenever he drew it, surprising him with its quickness.

As Jack and the others attended to various matters, Rill worked in the desert with an empty gun and a conflicted heart, worrying about what might lie ahead.
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

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Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 197
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 7: The Magnificent Marron

Post by Orrin Truthseeker » Tue Jul 03, 2018 1:52 pm

Orrin keeps his face as neutral as possible during Rill's outburst, trying not to show the initial rage at the remarks down.

We barely survived the fight when surprising the enemy, and he wants to TALK to them first?

Before Orrin's anger overflows his control, Jack steps in, making a similar, albeit more polite, point to what was crossing Orrin's mind.

Orrin doesn't speak when the preacher responds and leaves the room, instead focusing his energy on helping calm and comfort the Marronites.

The work is sobering, a the Marronites are shaken by the experience, and some mourn the one killed by Toot toots blade. Orrin's head cools as he listens to their stories.

Was there another way to resolve this without so much death? There's no way those men would have laid down their weapons, but its possible we could have found a better way to shield the Marronites...

Orrin wipes his brow with an already damp shirt as he finishes digging the graves for the Marronite and the Blue hand members killed. They weren't necessarily good men, but they deserved respect in death, and Orrin insisted on helping with the burials until the work was done. He sets the shovel down and looks around for the rest of the team. He wanders the town for a few minutes and is shocked when he runs into Rill, practicing with a gun of all things.

He sits on a nearby boulder, watching the preacher in silence for a few minutes as he focuses on his shooting, unaware of Orrin.

"You're not wrong you know" Orrin calls out, when Rill sets the gun down for a short break. Orrin stands up and walks over toward where the preacher was practicing, and sits down on a stump next him, "You were right that we don't know if a different, more diplomatic path would have avoided all the casualties, the death, we saw today. Maybe some of the Hand members may have even opted not to fight" Orrin looks down at his hands, where a mix of dirt and dried blood highlight the cracks and lines in his palms. Talking to himself more than Rill he continues, "But we also don't know if such a path would have lead to more deaths.... Jack, Blurr and Duncan all nearly died - probably would have it you hadn't saved them - and we had the element of surprise! If they had drawn first while we were talking... I don't know... How do you make decisions where other peoples lives hang in the balance? How do you weigh the risk of offering mercy to one at the risk of allowing harm to another?" Orrin rests his face in his palms, letting out a long sigh... "I just don't know."

Orrin sits that way for a few seconds, then looks up as if remembering that we was talking to Rill.

"There is one thing you were definitely right about though preacher... He points to the shotgun on his back "I never should have shot that thing inside... it was a terrible decision that put others in danger. You have my word that I won't fire it again unless I have a clear shot."

With the conversation over, Orrin takes out his staff "In the mean time, let's see if I can't come up with spell that might help protect us next time if our diplomatic efforts go sour." Orrin looks pointedly at the gun on Rills hip. "After all, someone's going to have to keep everyone safe if you'll be doing the shooting. Orrin holds it in for a second, but then breaks into a teasing smile.

When Rill goes back to shooting, Orrin spends his time practicing his craft. He pulls out an old tome with a variety of incantations and leafs through, it stopping occasionally to attempt one or another.

Orrin finishes one of the incantations just as Rill is halfway through a round of practice shots. A flash of light emanates from his staff, and bullets Rill fires noticeably slow, becoming visible to the naked eye, if still not easy to dodge.

"O, I like that...."
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 29/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4
Toughness: 15 (6)
Active Powers:
Active Effects Staff:, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

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: 3/3
+1 at start for 2018 1st quarter performance
-1 for Battle of Marron Round 1
-1 for Battle of Marron Round 2
+1 for 2 Raises in Round 2



Aventure Cards:
Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
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.


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User avatar
Tribe of One
Posts: 689
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 7: The Magnificent Marron

Post by Tribe of One » Sat Jul 07, 2018 9:46 pm

The fight ends as abruptly as it began, the re-purposed chainsaw painting the walls with the blood of Dutch and Hex while Jack's psychic "bullets" make corpses out of Little Sandra and the big bear Oso. Once their bodies fall to the ground, a hush falls over the dining hall, then breaks as the Marronites seem to exhale in unison.

A few scattered sobs follow, then a tall, lithe woman with tears in her green eyes rises. Her skin and gold hair glow, and like the others she is clothed in simple robes of white homespun fabric. Greenish-gold blood stains the front of her smock where she had cradled the man killed by Toot-Toot's errant axe.
Zzo8tQ1.jpg
Zzo8tQ1.jpg (13.84 KiB) Viewed 1381 times
"Welcome, war-heroes, to Marron. By this one's mind-fueled blade, we can guess you are of the same tribe as sai Keegan, who has been a friend to us for many years. Is he with you? It would be good to look upon him again ... but by your fallen eyes, we guess this is not to be."

She looks down at the man at her feet, sorrow on her face. "Life is fleeting, in the face of death. And this place is filled with it. We thank you for fulfilling sai Keegan's promise, but his quest was sweet folly. The Reavers of the Blue Hand will return, and even war-heroes such as you can not stand against the tide. You have done us a boon by removing our jailers, but freedom is not for us in this place, where only here, in Marron, do the winds blow hot enough to sustain us. Our children would starve outside these walls, so we must wait, and hope the Blue Hand do not punish us too severely for their comrades deaths."

From outside, the whine of hovercycles can be heard as the remaining raiders flee Marron. The woman smiles sadly.

"Already they go to summon their brethren. Even if those were stopped, the Reavers would know when the one called Dutch does not contact them at the appointed time. Every few days, he speaks nonsense into a far-speaking box, and the others marked by the Blue Hand know they can continue reaving. When they do not hear the call, they will return, perhaps as soon as five suns."

At that, one of the nearby children interjects.

"Not five sun! Ten at least, and maybe as many as 15. I have been counting, when they leave, and listening to the men when they drink and speak nonsense. They reave in circle, and when the one called Dutch calls, they continue the circuit. If they abandon that path they could be back in 10 suns, but it could be longer if they've already entered the mountains they speak of, that divide the sky in the north."

The woman shakes her head. "Five suns, 10 suns or three times that amount, the end result is the same," she says. "You should leave while you can, while we mourn the dead and prepare for what must come."

What the dead leave behind: In addition to the corpses of Dutch and his gang, you have one dead Marronite on your hands. He is past helping with healing, but could be resurrected, if you want to go that route. The nearest ley line is about 30 minutes away, probably about a two-hour drive if you want to make it. The other Marronites seem skeptical, but will allow you to make the attempt, since the dead man's body still glows with residual metabolized radiation -- according to the Marronites, his "spirit is still making the journey" from his body to the next place while the glow continues.

You can also search the dead, as well as the nearby barracks where the Blue Hand Raider garrison had bunked. Much of the raiders' gear is wrecked (Oso's power armor, much of Piotr's borg body, etc.) from battle damage but is still useful as salvage. Altogether, there is about 600,000 cr. worth of basic weaponry, credsticks, salvageable cyber-systems and other scrap that could be used for repairs, bartered, sold, etc. In addition to that, there are a number of more noteworthy items Dutch and the gang had carried:
  • In Dutch's bunk, you find a one-way radio similar to the one you recovered from the spy in Black Mesa. It appears to be tuned to the same frequency, and only capable of sending messages.
  • 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 that had been tucked into Little Sandra's robes (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)
  • The 'borg Piotr's "third eye," a cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB)
  • Piotr's Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, Mega Damage)
  • A pair of Bandit IP-44 Super Ion Pistols that had been property of Toot-Toot (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
GM Bennies: 6/7

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Sir Blurre
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Posts: 118
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 7: The Magnificent Marron

Post by Sir Blurre » Sun Jul 08, 2018 3:00 pm

Sir Blurre was probably the member of the group most chastened by Rill's anger, and if the subject of a trip to the Ley Line comes up, he immediately volunteers to escort Rill and the body. Naturally, the Cyber-Knight has little interest in the salvage--he'll take his share once there's a proper sell-off, but only so he can pass it along most of it to those in need.

He nods at the mention of Sir Keegan. "He is indeed our companion, but was injured in battle and needed to recover, so he sent us. But do not think for a moment we have any intention of abandoning you all to face the wrath of the Blue Hands. I am not so brash as to think I can withstand the tide, but I do not grant that mere mortals can be the tide, either. One way or another, they will be deterred." He considers for a moment. "Do you know how many are in the larger reaving group?"
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 3/4
Wounds: 0
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Elan (+2 w/Benny); Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
  • Adventure cards:
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.

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Silverclaws
Silver Patron
Silver Patron
Posts: 157
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 7: The Magnificent Marron

Post by Silverclaws » Sun Jul 08, 2018 4:04 pm

Silver hauls the dead Blue Raiders from the cafeteria and then outside the walls of Marron. Returning to the sewar entrance from before, Silver stacks the bodies on a rocky pyre. As he places each body on the pyre he does one final inspection a) are they dead and b) anyone have a cortex bomb implant?
Notice 20
  • Notice 1d8+4 = 10: 6
  • Wild 1d6+4 = 10: 6
  • Ace 1d6+10 = 16: 6
  • Aced Ace 1d6+16 = 20: 4
Silver continues to drag the bodies out and fuel for the pyre. Waiting until the sun has set and the winds from the mountain blow away from the town, Silver will light the pyre and pay his respects to the enemy warriors. May you never return. If you do, know that I, Silverclaws, will personally return you to the cold embrace of death.
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) |

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Kim Black
Diamond Patron
Diamond Patron
Posts: 174
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 7: The Magnificent Marron

Post by Kim Black » Mon Jul 09, 2018 2:07 am

Notice 9
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 9: 3
Wild 1d6+6 = 8: 2
Common Knowledge 13
Smarts 1d12 = 12: 12
Ace 1d12+12 = 13: 1
Wild 1d6 = 2: 2
***

“We didn’t come all the way out here just to leave you to the Blue Hand’s mercy,” Kim told the Marronite woman. “I’m Kim Black.” She held out her hand to the glowing woman. “Why don’t we see about getting those collars off of everyone?”

Kim went over to Dutch and picked up the triggering mechanism, very carefully. Her electronic jamming device had already stopped working, so she retrieved the parts from Rill.

Then they went through the salvage. “Good parts to work with,” Kim commented. “I still need to fix the Desert Fox. That light rail gun could work on the Sky Siren. Anyone want to claim any of the rest of this?” she asked. “Then we’ll need to see just how we can fortify this town. We could mount that rail gun on the wall, too.”

Kim picked up the radio Dutch held. “Could we maybe lure them in with this?” she asked. “Pretend to be Dutch and keep the reavers away?” She turned to the lady. “You said he spoke strangely when talking in this? Do you think you could remember it?”
OOC Comments
Kim probably won’t head to the ley line, as she has a lot to do in town. She’ll want time to fix the Desert Fox and maybe mount the rail gun on either the sky cycle or elsewhere.
***
Actions
Conditions
Parry: 5 Toughness: 13 (7)
PPE: 11/20
Bennies: 4/3
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
  • 33/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Cutting in Line: Draw 3 initiative cards and keep the highest.


To Do
Fix Desert Fox
Mount Light Rail Gun
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
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
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 5
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
(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)
  • 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
600,000 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)
A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB)
Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, 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
Actions
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 20/20
Bennies: 3/3
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
  • 36/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Cutting in Line: Draw 3 initiative cards and keep the highest.


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)
A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB) (Claimed by Silver)
Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, Mega Damage) (Claimed by Silver)
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: 124
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 7: The Magnificent Marron

Post by Rill » Mon Jul 09, 2018 6:14 am

Notice 8, CK 10
Notice 1d8+4 = 8: 4 (includes Awareness and sight)
Wild 1d6+4 = 7: 3

CK 1d10+2 = 10: 8 (includes HJ bonus)
Wild 1d6+2 = 4: 2
Rill takes time to say a few prayers over the fallen; enemies or no, every life deserves respect at the end. He nods to Sir Blurre as the knight pronounces his willingess to go with Rill to the ley line.

”Thank you, my friend. Some company would be most welcome. There is something I must do first, though, and it relates to what Jack said. Only the Almighty knows all ends, and only he truly has the right to dictate in matters of life and death. I must pray a moment.”

Rill slumps into a seat and bows his head, leaning over and holding his staff for support.
Divination 7
Mysticism 1d10+1 = 7: 6
Wild 1d6+1 = 4: 3

Vigor to resist Fatigue 1d6 = 1: 1
Wild 1d6 = 5: 5
In his heart, Rill prays, Father, please tell me: will I offend thee if I bring this man back? I seek to do thy will, and would not have my good intentions serve to frustrate thy design.

Should the answer come back that God does not wish to bar him from proceeding, Rill stands and nods to Sir Blurre. ”Let’s go.”
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

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Silverclaws
Silver Patron
Silver Patron
Posts: 157
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 7: The Magnificent Marron

Post by Silverclaws » Mon Jul 09, 2018 7:55 am

After burning the bodies at dusk, Silver works his way back into Marron. Upon seeing the recovered radio he asks no one in particular, "Isn't there a way to track the frequency?"

Silver will help move the loot to the Sky Siren and even help camouflage it when it is near Marron.

The next day for Silver is spent, well away from Marron and the people there. He finds himself having a hard time being around those who won't standup to defend themselves.
Survival 5
  • Survival 1d8 = 3: 3
  • Wild 1d6 = 5: 5
Silver searches for a place to watch the incoming roads. Higher elevation with some foliage for shade and cover. He will then attempt to camouflage his observation post and settle in to wait and observe.
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) |

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Orrin Truthseeker
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Re: Day 7: The Magnificent Marron

Post by Orrin Truthseeker » Mon Jul 09, 2018 9:52 am

As the adrenaline of battle begins to wear off, Orrin finds himself fascinated by the beings the inhabit Marron. In all of his travels he has never encountered any humanoid being like them. He finds their accent eerie, but somehow soothing. He would make an attempt to stop staring as the Marronite woman speaks, but he completely unaware of his gawking.
Marronite wrote:"Every few days, he speaks nonsense into a far-speaking box, and the others marked by the Blue Hand know they can continue reaving."
"Speaks nonsense huh?" Orrin says, responding to the Marronite. "Likely it was a code then, if it was even American. We wont likely be able to trick them into not coming back then..."
Marronite wrote:You have done us a boon by removing our jailers, but freedom is not for us in this place, where only here, in Marron, do the winds blow hot enough to sustain us."
"What do your people need to survive? You seem to metabolize radiation, so I assume you need a constant source of it stronger than what comes from the Sun? There might be some place we can relocate your people where they would be free of the Blue Hand" Without noticing Orrin slips into scholar mode, completely oblivious to the awkwardness of his questioning "And the glow your people give off, its that an unconditioned response to your environment, like sweating, or is it the release of unused portions of the radiation you've metabolized but can't use, the way other species defecate? If so is an process you have control over or is it unconscious?"
Sir Blurre wrote:"But do not think for a moment we have any intention of abandoning you all to face the wrath of the Blue Hands. I am not so brash as to think I can withstand the tide, but I do not grant that mere mortals can be the tide, either. One way or another, they will be deterred." He considers for a moment. "Do you know how many are in the larger reaving group?"
Orrin is shaken from his study of the Marronites by Blurr's comment

"Sir Blurr is right. We will not abandon you to the persecution of the Blue Hand. If your people must stay here, we will stay here with you to help. We have some allies to call upon who can also come to your aide. The Hand may be powerful, but they fight for money and for power. Such motivations don't spur men to be willing to great deeds when it is clear that the price they must pay will be high. Your people will be fighting for their home, and for their lives. I'm sure our preacher would say that his God always favors such honest motivation, when fighting can't be avoided that is." It occurs to Orrin that he assumed the marronites would stand with the legion in defending the town "That is....assuming your people will defend themselves if it comes down to it?"

When the conversation dies down, Orrin signals Silver.

"For everyone's sake, especially the preachers, it would be best if we can avoid this fight, but if we can't you should probably dial up that robot pilot friend of yours. It sounds like we may need all the help we can get if a fight breaks out."

Orrin then sends a message to Father Jones, explaining the situation in Marron. He is not sure what a wandering priest can do to help in a coming conflict, but if the Marronites give any details on what kind of conditions they need to survive, he asks the priest to see if he check with his network to see if anyone knows of such a place in the area that isn't under the influence of raiders like the hand.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 29/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4
Toughness: 15 (6)
Active Powers:
Active Effects Staff:, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

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: 3/3
+1 at start for 2018 1st quarter performance
-1 for Battle of Marron Round 1
-1 for Battle of Marron Round 2
+1 for 2 Raises in Round 2



Aventure Cards:
Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
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.


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Silverclaws
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Posts: 157
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 7: The Magnificent Marron

Post by Silverclaws » Mon Jul 09, 2018 10:28 am

"Orrin, Toto said five days. I will dial in his frequency and let him know the coast is clear for the next five days and that his return to Marron would be greatly appreciated."

"Also letting him know that every able body is welcome."

"We may also need to work out emplacements or bunkers for the entire COT and our new arrivals. I would say we meet the Blue Hand before they get to Marron."

"By the way, is there anything else other than a pit of radiated materials that they are sitting on, in Marron?"
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) |

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Sir Blurre
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Re: Day 7: The Magnificent Marron

Post by Sir Blurre » Mon Jul 09, 2018 11:19 am

Before he and Rill depart, Blurre takes a moment to speak to Orrin. "Don't forget, sir--we have a location that is, itself, fairly irradiated back in Black Mesa. If the aim is to be relocation, the primary difficulty would be moving them all swiftly enough to actually get them to a new 'food source' in time."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 3/4
Wounds: 0
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Elan (+2 w/Benny); Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
  • Adventure cards:
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.

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Jack 'Bullet' Jones
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Silver Patron
Posts: 140
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 7: The Magnificent Marron

Post by Jack 'Bullet' Jones » Mon Jul 09, 2018 2:14 pm

Persuasion
Persuasion
1d4+11 = 15: 4

Ace Persuasion with prior
1d4+15 = 19: 4

2nd Ace Persuasion
1d4+19 = 22: 3

WD Persuasion
1d6+11 = 14: 3
Jack listens as the Marronite woman laments their position. He shakes his head. "No, ma'am. These bugs were willin' to kill you and yours just fer us bein' inside the walls. Ah don't believe they'll be terribly forgivin' once they come back. We ain't an army, but with enough time and all of us workin' on a plan, ah reckon even the biggest tide can break on the rocks. If'n there ain't nowhere for y'all to go, then y'all are gonna stay, and we're stayin' ta fight off them Blue Hands." He glances at Silver, then Rill, then he addresses Orrin. "Orrin, maybe we have Silver on lookout, then the preacher maybe asks God fer a clue 'bout when and where them Blue Hands'll be ridin' back in. If'n God slips Rill a tell, maybe we ride out and thin 'em out 'fore they get back, and it'll make defendin' easier." He turns back to the Marronite woman. "Ma'am, these curs got some extra weaponry we ain't got enough hands for. Reckon, we got a few days to work on it, y'all might take up some of them guns and fight aside of us? Ain't no person oughta settle fer bein' under some bug's thumb. Y'all deserve better'n livin' only as long as them raiders let ya." He smiles and winks at the woman. "Ah'll personally help train any of y'all that'll stand up and fight." He stares his blue eyes right into hers, doing his best to relay the COT's determination to stay and fight.
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.
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Orrin Truthseeker
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Re: Day 7: The Magnificent Marron

Post by Orrin Truthseeker » Mon Jul 09, 2018 3:11 pm

Jack 'Bullet' Jones wrote: "Orrin, maybe we have Silver on lookout, then the preacher maybe asks God fer a clue 'bout when and where them Blue Hands'll be ridin' back in. If'n God slips Rill a tell, maybe we ride out and thin 'em out 'fore they get back, and it'll make defendin' easier."
Orrin sighs and shakes his head. "I wouldn't be against the idea. However, you may have a silver tongue, but I doubt even you could convince the preacher to ask his God where to find the reavers so we can go out into the desert and shoot them. And even if you could, I doubt he'd answer that question..." Orrin leans on his staff and looks out at the mountains, as though that were the direction the Blue hand would come from. "No... I expect our best play will either be to evacuate the Marronites as quickly as possible. Or if they can't leave, fortify this town and help the Marronites learn to defend it. who knows, maybe Blurr can get through to his sister, and the threat of a showdown will discourage the other members of the Blue hand..." Orrin's words are hopeful, but in his tone you can hear a weary skepticism.
Sir Blurre wrote:Before he and Rill depart, Blurre takes a moment to speak to Orrin. "Don't forget, sir--we have a location that is, itself, fairly irradiated back in Black Mesa. If the aim is to be relocation, the primary difficulty would be moving them all swiftly enough to actually get them to a new 'food source' in time."
"Very true." The next time Orrin gets a chance, assuming the Marronites don't have some other environmental requirement, Orrin brings up Blurr's proposal of allowing the Marronites to stay in Bunker with the legion.

As Rill and Blurr make preparations to go to the Ley Line, Orrin approaches the preacher.

"I dont have any skill in healing arts, let alone the ability to resurrect the dead. I would help you if I could, but I don't think there is anything I can do, and I think I will be needed here to help prepare for whatever comes next." Orrin says, looking back at the Marronites as Jack continues to try to convince them to defend their home. "But I have heard of magical arts that bring back the dead. Every one of them I've heard of has a high cost of failure....Please, be careful...and good luck. Not knowing what else to say Orrin nods awkwardly and returns to the preparations for their next task.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 29/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4
Toughness: 15 (6)
Active Powers:
Active Effects Staff:, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

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: 3/3
+1 at start for 2018 1st quarter performance
-1 for Battle of Marron Round 1
-1 for Battle of Marron Round 2
+1 for 2 Raises in Round 2



Aventure Cards:
Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
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.


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Tribe of One
Posts: 689
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 7: The Magnificent Marron

Post by Tribe of One » Wed Jul 11, 2018 3:41 pm

As Kim begins working to remove the bomb collars from the Marronites' necks, the woman who spoke earlier does her best to answer the group's questions.

"I should say, before you think us ungrateful, we do welcome you here, to our place of refuge. I am one known as Alesmai," she says, before emotion causes her to pause. "This one, at my feet, was called Aector. He was iyeffe, an elder. We were wedded."

She consults with several of the children before continuing.

"As for the reavers of the Blue Hand, we counted one hundred, then one hundred again before they left these walls. Assuming the same number return, they would be 200 when they reach us," she says.

"I do not know what the Reaver Dutch said when he spoke into the far-talking box. The children, who are better with your words, believe he spoke nonsense, strange phrases chosen to convey a signal, not meaning. None heard how the words were chosen, but the Reaver Dutch was careful to speak them every second night, when the moon rose over the mountains."

The woman smiles kindly when Orrin asks about the Marronites' diet and metabolism, recognizing his intense but innocent interest.

"We must seem strange to you, though one could remark that your way, of harvesting from beast and growing things for sustenance, is equally strange. Our bodies require hacharm, heat -- what the reavers called 'radiation' -- to maintain life. In the place from which we came, such heat was common. It came from the sky, and the rocks and the water that seeped up from the depths of the earth. Here, the sky-orb provides only a weak sort of heat, and the rocks and water none at all in many of the places we found after falling here. Half our number died, withered to nothing, before we found this Marron and the sacred place below. There is much hacharm. The strongest among us gather it and bring it up to share with the rest."

If asked, she will say no more of the "sacred place." "It would not be my place. Perhaps another of us will speak of it, once a new iyeffe is called."

She consults with the people around her again before answering Silver's question about defenses.

"When we came, the only walls were those around the sacred place. We built homes, and later raised walls around them to keep out the killing-things that roam the desert. Even then, we had no weapons, choosing instead to receive as friends those who traveled with goods to trade. When sai Keegan came, he counseled us to take up weapons, but they were unfamiliar to us and we did not heed his advice," she says, with another forlorn glance to her husband's body.

"When the Reavers came, they built turrets with guns on the walls, four of them, and strung the walls with the skulls of the metal men, to see with their eyes. Their visions are played upon a screen in the barracks, if you wish to see. The rest of the Reavers strength they carried with them."

As the woman talks, Rill finds a quiet corner to center his thoughts and pray. Soft words tumble from his mouth, a plea for guidance, and slowly a vision materializes of the Marronite man, the elder Aector.

Instead of the blood-covered body on the floor, Rill sees Aector standing tall and healthy, attempting to calm a group of Marronites engaged in a heated debate. As frustration builds, the golden-skinned man maintains his cool, eventually sending the two groups on their way, their anger replaced with mere grumbling.

The scene shifts again, and Aector can be seen sitting, head in hands and deep in thought, as his wife sleeps nearby. Finally, Rill's view shifts once more to show the man, a collar around his neck, glowing brightly as he folds a group of children into his arms and holds them close.


Rill's attention returns to the bloody hall as Jack makes his pitch, trying to convince the Marronites to take up arms. This time, Alesmai waves off the words of those around her.

"We were a peaceful people before the changing of places, and we have tried to remain so. When the Reavers came, my husband counseled care, fearing we would bring death among us in our ignorance of warring. Death has come anyway ... and we feel it is unbearable, now, to meet the reaving of the Blue Hands with silence. We will learn from you of war, and wage it when they come, if that is the choice afforded."

The ley line is about 30 miles away, which is likely to take you about two hours to reach moving at a conservative pace in the wastelands. It's dark now, so you'll want to wait until first light or risk running into something nasty in the dark.

I'm working up a system (modified from the travel system used earlier) to handle your use of time between now and the arrival of the Blue Hands. For now, go ahead and post with any RP or follow-up questions with the Marronites and your immediate actions for tonight and the morning. If Rill is going to proceed with the resurrection, go ahead and roll and narrate that; assuming a daylight trip to the ley line, you don't run into any additional complications on the way there.
GM Bennies: 6/7

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Jack 'Bullet' Jones
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Re: Day 7: The Magnificent Marron

Post by Jack 'Bullet' Jones » Sat Jul 14, 2018 9:35 pm

Jack smiles reassuringly, unfazed by the count of 200 reavers. "Y'ain't wrong in tryin' fer peace, but sometimes, peace ain't to be had until bad folk are brought to heel. We'll learn ya some basics, next few days." He tips his hat. "Say, what else them reavers got? 200 total, but they got, like, big armors, vehicles, that sorta thing? Or just raiders on horse or bike? Ah reckon these walls oughta slow down most everything, 'cept big walkin' armor or flyin' cars." He begins taking stock of the Marronites and their relative combat strength. Able bodied individuals, small, big, injured, etc. Reckon the bigger folk can take rifles, an' pistols fer the smaller ones.
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.
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Silverclaws
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Re: Day 7: The Magnificent Marron

Post by Silverclaws » Sun Jul 15, 2018 8:58 pm

Jack 'Bullet' Jones wrote:Jack smiles reassuringly, unfazed by the count of 200 reavers. "Y'ain't wrong in tryin' fer peace, but sometimes, peace ain't to be had until bad folk are brought to heel. We'll learn ya some basics, next few days." He tips his hat. "Say, what else them reavers got? 200 total, but they got, like, big armors, vehicles, that sorta thing? Or just raiders on horse or bike? Ah reckon these walls oughta slow down most everything, 'cept big walkin' armor or flyin' cars." He begins taking stock of the Marronites and their relative combat strength. Able bodied individuals, small, big, injured, etc. Reckon the bigger folk can take rifles, an' pistols fer the smaller ones.
Silver speaks up over comms, "Jack they may have some natural weapons or built in abilities. Figure those out, it may be better than giving them guns."
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) |

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Kim Black
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Posts: 174
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 7: The Magnificent Marron

Post by Kim Black » Mon Jul 16, 2018 1:46 am

Notice 10
Combat Mage Armor +2, Machine Maestro +4
Notice 1d4+6 = 8: 2
Wild 1d6+6 = 10: 4
Common Knowledge 6
Smarts 1d12 = 6: 6
Wild 1d6 = 5: 5
***

“Nice to meet you, Alesmai. I...am sorry for your loss.” Kim didn’t look down at Aector’s body since she was focused on getting the collar off the woman. “I lost my mum when I was little. Do you have children?”

Kim’s fingers nearly fumbled. “Two...hundred Blue Hand?” She looked over at Jack nervously. That was a lot more than she’d anticipated.

“I would definitely like to see the screens in the barracks,” Kim said. She would check out the setup so they could be alert for danger. “And maybe we can auto-link those turrets so they can be operated from a safe place, or even programmed automatically.”

Once all the Marronites were free of the collars, Kim looked at the pile. “You know, that’s a lot of explosives we could use…”

That evening, while it was still light, Kim did an inspection of the turrets and what they might need to be converted to auto-fire and targeting. Then she studied the skelebot security system. Finally, she took the pile of collars and started removing the explosives.

***
Actions
Conditions
Parry: 5 Toughness: 13 (7)
PPE: 11/20
Bennies: 4/3
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
  • 33/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Cutting in Line: Draw 3 initiative cards and keep the highest.


To Do
Fix Desert Fox
Mount Light Rail Gun
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 Mk 1 w/ hover)
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
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 5
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
(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)
  • 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
600,000 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)
A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB)
Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, 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
Actions
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 13 (7)
PPE: 20/20
Bennies: 3/3
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
  • 36/42 shots
  • PPE 10/10
UEMC (10 charges)
Adventure Cards
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • Cutting in Line: Draw 3 initiative cards and keep the highest.


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)
A cyber-eye system with Built-In TX-30 Ion Pulse Rifle (Range 12/24/48, Damage 1-3d8, RoF 3, Semi-Auto, 3RB) (Claimed by Silver)
Chain greatsword (Str+2d10, AP 2, Mega Damage, -2 Parry) with integrated heavy flamer (Range Cone or MBT 18", Damage 3d12, may set targets on fire, affect least armored area, Mega Damage) (Claimed by Silver)
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

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Rill
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Bronze Patron
Posts: 124
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 7: The Magnificent Marron

Post by Rill » Thu Jul 19, 2018 9:52 am

Notice and CK
Notice 1d8+4 = 7: 3 (includes awareness and racial sight bonus)
Wild 1d6 = 6: 6
Ace! 1d6+4 = 8: 4 (forgot to factor his bonuses into his wild die, so adding them here.

CK Smarts 1d10+2 = 11: 9 (includes HJ bonus)
Wild 1d6+2 = 7: 5
Mysticism for Communion
1d10+1 = 4: 3
Wild 1d6+1 = 7: 6
Ace 1d6 = 2: 2
-10 PPE


He got the raise, which means a longer answer (and potentially a conversation, at Tribe's discretion). He will ask something to the effect of "Please tell us how best to prepare for the coming of our enemies. When will they arrive? What are their capabilities? What direction will they come from?"
Mysticism for Resurrection
After charging on the ley line for a bit, Rill will start the casting. It will take him 2d6 = 2: 1, 1 hours to cast it, so he'll let Sir Blurre know how long he can expect Rill to be basically helpless.

Mysticism 1d10+1 = 9: 8 (+2 for Healer, +2 for Gift of Life, +1 for staff, and -4 for the deceased being dead for most of a day all factored in)
Wild 1d6 = 5: 5
-30 PPE
WIP
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
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Orrin Truthseeker
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Posts: 197
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Re: Day 7: The Magnificent Marron

Post by Orrin Truthseeker » Fri Jul 20, 2018 9:41 am

OOC Comments
Notice 1d6 = 6: 6
Ace! 1d6+6 = 8: 2
Wild 1d6 = 1: 1

CK 1d10+2 = 7: 5
Wild 1d6+2 = 6: 4
Orrin nods in understanding as he listens to Alesmai tell the Marronites recent history. It is a tale he has heard many times. A peaceful people dropped on Earth by a Rift, struggling to get accustomed to their new surroundings, then suffering at the hands of those who take no qualms at feeding off the efforts of others.

And then eventually they break, take up arms and leave the peace of their previous lives behind Orrin shakes his head sadly. It is inevitable and necessary, but heartbreaking none-the-less.

"I'm very sorry that your people have seen such difficulty. We would like to help. We are part of the Tomorrow Legion, an organization dedicated to helping all beings live lives independent of the dictates and oppression others try to force upon them." Orrin's voice hardens for just a moment "Others like this Blue Hand." Orrin softens his tone as he feels notices his hands clenching "I don't think we will be able to avoid a conflict with them. We will certainly try, but it would be best to prepare for a fight if it comes to it. It pains me that you have to, but I am glad to hear that your people are willing take up arms in their own defense. We can help you get ready. Jack and Duncan here, " Orrin points to the two in turn "Are excellent marksman, and can train those of you willing to take up arms. Those who can't or wont can help Miss Black. She may look young...and well she is... but she's a mechanical expert, and could likely use a team to help prepare some defenses. When our Blurr, the cyberknight, returns, he can train you in melee combat. And I... well.... does your race have any affinity for magic?" Orrin hefts one of the tomes he carries in his back and start flickering through some pages. "I'm pretty sure there are some spells here that might give us an edge, and a few untrained practitioners with natural ability working together can probably pull them off, with a little practice... "

Realizing he is getting distracted, Orrin snaps the tome shut. "But that can wait. It would be best if your people got some rest. We can talk about how to prepare for the raiders return after Rill and Blurr return with your husband."

IF they return that is... Orrin thinks, looking off in the direction of the Leyline.

"I would also like to ask him about this "sacred place" you speak of"
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 29/20; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4
Toughness: 15 (6)
Active Powers:
Active Effects Staff:, Spellcasting +1; Armor: Spellcasting +1, Kn Arc +2; Spells:

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: 3/3
+1 at start for 2018 1st quarter performance
-1 for Battle of Marron Round 1
-1 for Battle of Marron Round 2
+1 for 2 Raises in Round 2



Aventure Cards:
Tale Teller: Your hero must tell a story of his group’s deeds to an audience of some sort (roleplay this) and make a Persuasion roll. If successful, the listeners become friendly and helpful to the entire party.
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.


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Sir Blurre
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Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 7: The Magnificent Marron

Post by Sir Blurre » Mon Jul 23, 2018 11:17 am

Notice 5, Survival 5
Notice 1d4 = 1: 1
Wild Notice 1d6 = 5: 5

Survival 1d4+2 = 4: 2
Wild Survival 1d6+2 = 5: 3
Once they are on the way, Blurre is quiet and contemplative. He occasionally moves ahead of Rill, then comes back, so as to make certain the way is clear of danger; once they get to the Ley Line, and Rill begins to summon energy from the font of magical power, Blurre begins making a circle about a hundred yards in diameter, with the holy man in the center, focusing mostly on fending off any wild animals, and keeping an eye out for stray Blue Hand returnees.

When the dead man sits up at the end of Rill's work, Blurre gives a quiet smile, and is just as quiet on the way back as he was on the way there.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Bennies: 3/4
Wounds: 0
Agility d10, Smarts d6-1, Spirit d10, Strength d6, Vigor d6
Charisma: 0; Pace: 14/d12+1; Parry: 9 (-2 to be hit by technology) Toughness: 10/12 (4)
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 and Abilities of Note: Elan (+2 w/Benny); Champion (+2 Tough/Fight Damage vs. evil supernatural); Charge & Overrun (May run as free action if followed by Fighting attack; if running, add +2 Damage and Shaken = Prone); Ambi-Dextrous & Two-Fisted (attack both hands, no MAP/off-hand); Common Bond (may share Bennies)
ISP: 7/20 (To recharge, must let armor go uncharged for an hour)
  • Adventure cards:
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.

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Jack 'Bullet' Jones
Silver Patron
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Posts: 140
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 7: The Magnificent Marron

Post by Jack 'Bullet' Jones » Mon Jul 23, 2018 9:12 pm

Jack nods at Silver's radioed suggestion. "Heck of a point, pardner." He addresses Alesmai. "Dependin' on what y'all bring to the table, guns and magic might be gummin' up the works. Y'all got any tricks up yer sleeves? Can ya do anythin' fancier'n what we can teach ya? Ah seen folk who can shoot beams from their eyes an' such as that. Might be easier ta work with what y'all already know than ta teach marksmanship or magic in just a few days."
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.
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