Big Sky Country: Conversations with Delta

"I will show you fear in a handful of dust" T.S. Eliot
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Tribe of One
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Joined: Wed Aug 30, 2017 9:28 am

Big Sky Country: Conversations with Delta

Post by Tribe of One » Thu Dec 06, 2018 8:52 pm

”I can’t get over the feeling that if I let go, I might just start drifting up and never stop.”

Delta smiles sheepishly as she makes the confession, one hand tightly gripping a rail on the Sky Siren. She makes a show of glancing under the hover vehicle, which idles a few feet off the ground.

”Not like this thing is even connected ... Old habits, I guess. Upstairs, if you’re out on the float and let go, you better have a good friend with a thruster pack nearby, or that’s it. Eternal floating popsicle.”

She smiles again, almost a sneer but good-natured.

”Funny the sorts of things that stuck around up there. Popsicles, for one, although I guess with water and refrigerants it’s a no-brainer. Sugar’s not hard to get, either, and they’d use juice from various hydro plants for color. Then you have other things you just can’t get anymore. Chicharonnes, I mean we have something that uses the name, but they’re not like old ‘pork rinds.’ Nobody’s grown a pig upstairs for anything besides insulin since, well, ever. Just use cheap grown protein, and it’s not like anyone can tell the difference. Nothing to compare.”

”Guess there’s plenty like that down here, too, where you remember the name of a thing but not what it signifies, eh?”

Here’s an RP thread for anyone wanting to boost post count before the end of the quad. Fee free to banter with each other and Delta, and I’ll try to respond as needed to help keep the dialogue going.
GM Bennies: 6/6

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Kim Black
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Re: Big Sky Country: Conversations with Delta

Post by Kim Black » Fri Dec 07, 2018 2:59 am

Kim put her hands on Delta’s shoulders and smiled at the woman. “You are in for a treat then,” the teen said. “Some of the traders brought in real food -- real pork. The Marronites don’t need it, but plenty people coming through do. I’m going to fry you up a delicious breaded pork sandwich,” she told the space woman. “I’ve never had pork rinds, though. I also saw the had some cases of Chi-Cola, so yum! The citrus is my favorite. It’s loaded with caffeine. I’ve spent so many nights up with Chi-Cola Citrus and a hot sandwich pocket while working on projects. And don’t forget the crunchy cheesy puffs.”
Character Tracking
-1 Fatigue
Spirit d4 (2r)
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 20/20
Bennies: 0/3
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.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Dispel Magic device
  • PPE 9
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


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 Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
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
Big Boss ATV
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

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Seswarick
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Posts: 84
Joined: Fri Sep 07, 2018 12:23 pm

Re: Big Sky Country: Conversations with Delta

Post by Seswarick » Fri Dec 07, 2018 8:15 am

"What incredible efforts it must take to build in the sky without the aid of magic. Apart from the wonder of it was there a purpose for these space stations?" After a moments pause, "Well I suppose I see the military strength of that position as well. It is both easier to defend and attack from the high ground, hence the kill sats But I am hopeful that war was not the only reason for these advances. Not that having kill sats would be a bad thing were the Coaltion to mobilize again"
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 8/30
Bennies: 1/3 1 red bennie
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode

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Tribe of One
Posts: 829
Joined: Wed Aug 30, 2017 9:28 am

Re: Big Sky Country: Conversations with Delta

Post by Tribe of One » Wed Dec 12, 2018 10:39 am

"Dominance. That's what drove humans to settle in orbit. Otherwise it's a nice place to visit, but a shitty place to live," Delta says, her face once again taking on what seems to be a natural grim expression. "Curiosity and wonder might have spurred the first steps into space, but the race that followed was all about one-upping the competition. Militarily, economically ... communications, research and development. Everything that's up there was for resource acquisition or protection. Lucky for us, it was shelter against the apocalypse, too.

"It forces a sort of pragmatism, up there, how hard it can be. It sounds like your Tomorrow Legion has managed to hold on to some of the old ethics of charity. That's something you should be proud of ... cherish. It's a rare and valuable thing."
GM Bennies: 6/6

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Orrin Truthseeker
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Re: Big Sky Country: Conversations with Delta

Post by Orrin Truthseeker » Thu Dec 13, 2018 10:38 am

Delta[b wrote:]”Funny the sorts of things that stuck around up there. Popsicles, for one, although I guess with water and refrigerants it’s a no-brainer. Sugar’s not hard to get, either, and they’d use juice from various hydro plants for color. Then you have other things you just can’t get anymore. Chicharonnes, I mean we have something that uses the name, but they’re not like old ‘pork rinds.’ Nobody’s grown a pig upstairs for anything besides insulin since, well, ever. Just use cheap grown protein, and it’s not like anyone can tell the difference. Nothing to compare.”
”Guess there’s plenty like that down here, too, where you remember the name of a thing but not what it signifies, eh?”[/b]
Orrin sneezes right at the end of Delta's reflection.

"Bless you" she says automatically, without even looking over at Orrin.

"You know," Orrin starts, with a tone of voice the rest of the legionnaires have learned signifies they should prepare to tune out some useless fact. "that's a great example of something we do but have no explanation for. 'Bless you' is such a strange thing to say when someone sneezes isn't it?" Orrin's eyes lose focus as he continues is lecture, which is usually convenient, as it lets people easily hide that they aren't listening. Thousands of years before the rifts came, there was a plague that wiped out a larger percentage of earths population than anything before the Rifts. In order to 'combat' the plague, a religious leader of time decreed that anyone who sneezed, which was symptomatic of the plague, be immediately blessed. Hence why we say 'bless you.' " Orrin's focus to the group returns and he notices that only Delta is listening.

"So yeah...You all say 'bless you' because some guy dead more than 2,000 years ago tells you too..."
Kim Black wrote:
Fri Dec 07, 2018 2:59 am
I’m going to fry you up a delicious breaded pork sandwich
Orrin tries to surpress it, but a small laugh escapes at Kim's comment.

"One essential piece of advice for you Delta. If Kim cooks it, don't eat it." He smiles good naturedly at Kim. "Luckily, she is infinitely better with motor oils than the cooking variety."
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 19/20; Staff PPE: 10/10; Armor PPE: 10/10 [/size]

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

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)[/size]
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[/size]

Bennies: 2/3 [/size]
-1 for rerolling Dispel

Aventure Cards:
Extra Effort: Add 1d6 to trait roll - this may ace
Powersurge:: Regain all spent Power Points
Villianious Verbosity: Play to make a Wild card lose his next action gloating

Update Signature

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Jack 'Bullet' Jones
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Re: Big Sky Country: Conversations with Delta

Post by Jack 'Bullet' Jones » Thu Dec 13, 2018 11:35 pm

Jack tsks at Orrin. "Shucks. Kim's a mighty fine cook! Don't you dare listen ta Orrin's bluster, ma'am." He tips his hat to Delta. "He's just tryin' ta hog more a' her cookin' than his share." He takes a swig out of his canteen. "Ah ain't never picked up the gift fer cookin'. My mama'd have a fit if someone else got in her kitchen. Ah'm glad someone here can work some magic with a skillet an' ain't one a' them Simvan. Can't even trust the side plate outta them."
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 0
Red Bennies: 0
Wounds / Fatigue: 0 / 1
Parry: 5
Toughness: 14 (6)
ISP: 34 / 50
Active Powers: See Current Status Post
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: LSR-250
Left hand: empty
Telekinesis: inactive
Adventure Cards:
  • Dressed to Kill:
    Turncoat: insert description here
    Love Interest: insert description here
    Let's Settle This:
Edit Signature

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Kim Black
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Posts: 209
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Big Sky Country: Conversations with Delta

Post by Kim Black » Fri Dec 14, 2018 1:52 am

“Hey, I’m not a bad cook!” Kim protested to Orrin. “I cooked for my dad all the time. That one time was just some bad mushrooms, and I’m not the one who picked them!” she scolded. “You didn’t complain about the dancing pink elephants at the time.”

Kim looked confused as to how to feel about Jack’s praise, smiling and then looking away, kicking at a patch of the dusty ground. She still hurt over his rejection, and was a bit embarrassed about her offer now. It seemed like such a...childish thing to do. She gave a sigh. She had never thought she’d rather be stuck in the middle of a fight between Widow O’Brien and Stella about her debutante ball back in Black Mesa than have to deal with these feelings.
Character Tracking
-1 Fatigue
Spirit d4 (2r)
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 20/20
Bennies: 0/3
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.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Dispel Magic device
  • PPE 9
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


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 Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
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
Big Boss ATV
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

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

Re: Big Sky Country: Conversations with Delta

Post by Tribe of One » Mon Dec 17, 2018 1:14 pm

Delta smiles at the back-and-forth about Kim's cooking.

"Sadly, culinary variety often goes by the wayside in orbit -- there's only so many ways to prepare mushrooms, rice and vat-protein. Some of the noodle shops on Yuro do some interesting things with spices, although not all of the salts they use for seasoning are meant for human consumption ..."
GM Bennies: 6/6

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Jack 'Bullet' Jones
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Re: Big Sky Country: Conversations with Delta

Post by Jack 'Bullet' Jones » Mon Dec 17, 2018 10:32 pm

Jack stares blankly at Delta. "Ah know ah ain't seen everything, but...vat protein? Ain't from a cow? My Paw'd have a fit if he heard a' such a thing." He shakes his head. "Paw was a hard man, but his face'd light right up over a real good steak. Mama knew just how he liked his fired." A smile crosses the gambler's face. "Ma'am, ah believe ah'm gonna find you a good steak. Real cow. Not even that rhino-buffalo stuff, though ah reckon Paw wouldn't sneeze at it."
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 0
Red Bennies: 0
Wounds / Fatigue: 0 / 1
Parry: 5
Toughness: 14 (6)
ISP: 34 / 50
Active Powers: See Current Status Post
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: LSR-250
Left hand: empty
Telekinesis: inactive
Adventure Cards:
  • Dressed to Kill:
    Turncoat: insert description here
    Love Interest: insert description here
    Let's Settle This:
Edit Signature

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Kim Black
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Posts: 209
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Big Sky Country: Conversations with Delta

Post by Kim Black » Tue Dec 18, 2018 1:19 am

Kim pulled a face. “I’ve eaten some bad rations in my time,” she said. “Or other things. When we were leaving Tolkein, we ate whatever we could find or hunt. But vat protein...yeah, that doesn’t sound any good. We definitely need to fatten you up with some good food.” Kim grinned at Delta, poking her in her anorexic ribs. Living in space didn’t sound fun at all!
Character Tracking
-1 Fatigue
Spirit d4 (2r)
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 20/20
Bennies: 0/3
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.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Dispel Magic device
  • PPE 9
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


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 Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
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
Big Boss ATV
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

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Sir Blurre
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Re: Big Sky Country: Conversations with Delta

Post by Sir Blurre » Mon Dec 24, 2018 10:53 am

Blurre has been listening for awhile, now, and takes an opportunity to cut in. "Miss Delta, I was wondering... Could the various space-dwellers not try to disable a handful of the... 'killsats', I believe you called them? To create a permanent hole through which they could descend? Or are there active factions up there seeking to keep us isolated? And if so--why do those factions not attempt to do something about the Spulgorth, who use Rifts to simply transition between worlds? It seems to be a rather gaping hole in an intended quarantine."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
Red Bennies: 1/1 (Additional +1d6 to roll when used)
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q4/18 Adventure cards:
Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
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).
Villainous Verbosity - Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.[/list]

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Seswarick
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Re: Big Sky Country: Conversations with Delta

Post by Seswarick » Mon Dec 24, 2018 11:45 am

Sir Blurre wrote:
Mon Dec 24, 2018 10:53 am
Blurre has been listening for awhile, now, and takes an opportunity to cut in. "Miss Delta, I was wondering... Could the various space-dwellers not try to disable a handful of the... 'killsats', I believe you called them? To create a permanent hole through which they could descend? Or are there active factions up there seeking to keep us isolated? And if so--why do those factions not attempt to do something about the Spulgorth, who use Rifts to simply transition between worlds? It seems to be a rather gaping hole in an intended quarantine."
Something about all this space talk had been troubling the skyborn since he learned of it. A niggling worry he could not quite put into words. The cyberknight's questions are just the spark need for them to coalesce. "But Sir Blurre, would we want them to make such a hole? I can see the benefit to those above inclined to open relations with us on earth. But who down here is best in the position to answer? I fear the Coalition would soon be in contact with those above of a like mind, and they are far more capable of taking advantage of any opening in the kill sat system. Were they to gain access to the ultimate high ground it would not bode well." He shrugs his upper shoulders, "Perhaps I miss judge, my knowledge of both the CS and these space farers is limited."
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 8/30
Bennies: 1/3 1 red bennie
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode

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Sir Blurre
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Re: Big Sky Country: Conversations with Delta

Post by Sir Blurre » Tue Dec 25, 2018 9:19 pm

Sir Blurre nods to Seswarick. "Valid concerns. I was not suggesting that such a scenario would be good or bad from our point of view--merely attempting to ascertain the possibilities. If the current situation is such that there is no chance of a hole being opened, then that is fine (although, again, I wonder about the Spulgorth and other invaders). But if the quarantine can be breached, then I suspect it is more a matter of 'when'--in which case, the Legion would be wise to prepare, or perhaps even initiate contact first."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
Red Bennies: 1/1 (Additional +1d6 to roll when used)
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q4/18 Adventure cards:
Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
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).
Villainous Verbosity - Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.[/list]

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Kim Black
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Re: Big Sky Country: Conversations with Delta

Post by Kim Black » Wed Dec 26, 2018 12:31 am

“Wait,” Kim said. “Who put those killsats up there anyway?” the teen asked. “Who is trying to quarantine us? And why? What’s the point? It isn’t like we have any way to get up there. And where would we even go? I mean, it doesn’t really sound like there’s much up there anyway.”
Character Tracking
-1 Fatigue
Spirit d4 (2r)
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 20/20
Bennies: 0/3
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.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Dispel Magic device
  • PPE 9
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


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 Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
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
Big Boss ATV
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

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Tribe of One
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Re: Big Sky Country: Conversations with Delta

Post by Tribe of One » Wed Dec 26, 2018 9:02 pm

"Ever heard the phrase, 'mutually-assured destruction?' It's like that up top, where everything's so fragile even a little war could take out half the stations directly and the rest indirectly when orbit becomes a minefield of space debris. Most of the oldest stations share at least partial control of the satellites -- although there are some old killsats nobody controls, they're just shooting things down because that's the last command they got from some long-forgotten Golden Age nation-state," Delta says.

"Anyway, the old guard have all agreed to keep the quarantine, mostly out of fear of disrupting the status quo, but also out of fear of what they've seen of the ground or heard from the handful of travelers who come in via non-traditional means. There are factions, mostly on Outcast Station, who advocate for a change, but no one with the power to actually do anything. That's part of the reason NORAD is so exciting ... with the right codes, we could circumvent the stations and open up a channel."
GM Bennies: 6/6

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Jack 'Bullet' Jones
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Re: Big Sky Country: Conversations with Delta

Post by Jack 'Bullet' Jones » Wed Dec 26, 2018 10:39 pm

Jack's eyes narrow, an expression of worry not often seen on the gambler's face. "Them there killsats or whatchacallit. They, uh...they got range ta drill targets down here? Ah know it's a long way down, but ah reckon if'n the CS got a hold of 'em, they might turn them things on somethin' big down here. Ah don't wanna be nowhere near the castle if'n that's a possibility." He shudders, again, uncharacteristically. "Ain't no kind of yella' like shootin' a man that can't see it comin' an' can't shoot back."
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 0
Red Bennies: 0
Wounds / Fatigue: 0 / 1
Parry: 5
Toughness: 14 (6)
ISP: 34 / 50
Active Powers: See Current Status Post
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: LSR-250
Left hand: empty
Telekinesis: inactive
Adventure Cards:
  • Dressed to Kill:
    Turncoat: insert description here
    Love Interest: insert description here
    Let's Settle This:
Edit Signature

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Jack 'Bullet' Jones
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Re: Big Sky Country: Conversations with Delta

Post by Jack 'Bullet' Jones » Wed Dec 26, 2018 10:43 pm

Under The Bridge
Jack shoots a wary glance at Tito. His skin crawls at the memory of the monstrosity that showed itself where the plucky dog boy had just stood. Still, his stone face is intact, and you'd never tell short of reading his mind. Even then, you'd be hard pressed to wiggle the truth out of him. He tips his hat to the dog boy. "Tito. Fella, ah hope you don't mind, but uh...the sam hill you got happenin' there? Ah've seen damn near everythin', or so my Paw might'a said, but that's a new one on me. You got all that under yer hat, so ta speak?" He chuckles, hoping to lighten the mood of the question. "You ain't an old dog, near as ah can tell, but that's a new trick ain't many dogs gonna learn no matter how old."
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 0
Red Bennies: 0
Wounds / Fatigue: 0 / 1
Parry: 5
Toughness: 14 (6)
ISP: 34 / 50
Active Powers: See Current Status Post
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: LSR-250
Left hand: empty
Telekinesis: inactive
Adventure Cards:
  • Dressed to Kill:
    Turncoat: insert description here
    Love Interest: insert description here
    Let's Settle This:
Edit Signature

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Sir Blurre
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Re: Big Sky Country: Conversations with Delta

Post by Sir Blurre » Wed Dec 26, 2018 11:42 pm

Beneath the Bridge
Sir Blurre nods in agreement with Jack, though he is less dismayed by the transformation. That does make his claim of single-handedly beating a sand-shark a bit more plausible, though. Glad to know that wasn't just being a braggart. "Jack is right, Tito, that was a very impressive display of raw power. You didn't seem to cast any spells, but I didn't know there were any psychics with the ability to transform so greatly. It is a rare gift, and one I think we are all glad to have on our side."

He considers. "That said, such a powerful tool is best kept in reserve, I think, for situations such as this one; when in town, the locals might get nervous if they were to be aware of such a potential danger--much like they react when someone carrying around a fusion block." He suspects that the boastful Dogboy will appreciate being compared to one of the more deadly instruments of war out there.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
Red Bennies: 1/1 (Additional +1d6 to roll when used)
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q4/18 Adventure cards:
Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
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).
Villainous Verbosity - Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.[/list]

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Jack 'Bullet' Jones
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Re: Big Sky Country: Conversations with Delta

Post by Jack 'Bullet' Jones » Thu Dec 27, 2018 12:11 am

Jack nods, agreeing with Blurre. "Darn shootin'. Little dog boy, great big ol' boom when ya let that trick off the chain!" He winks at the dog boy. "Just make sure yer pointed at the bad guys, savvy?"
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 0
Red Bennies: 0
Wounds / Fatigue: 0 / 1
Parry: 5
Toughness: 14 (6)
ISP: 34 / 50
Active Powers: See Current Status Post
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: LSR-250
Left hand: empty
Telekinesis: inactive
Adventure Cards:
  • Dressed to Kill:
    Turncoat: insert description here
    Love Interest: insert description here
    Let's Settle This:
Edit Signature

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Orrin Truthseeker
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Re: Big Sky Country: Conversations with Delta

Post by Orrin Truthseeker » Thu Dec 27, 2018 8:10 am

Under the Bridge
Orrin had been looking for a chance to break the ice with Tito about his transformation. Now that the others have, it is nearly impossible to stem the flow. Orrin had never seen or heard of a dog boy with such abilities.

"Have you always been able to transform like that, or did something trigger it when you were with the CS? Can you control it or does it happen as the result of the situation. When you are angry? Hungry? Stimulated?" Orrin digs through his pack while asking the questions and comes out witha number of vials and bags. He walks over to Tito and, without even thinking to ask, plucks a hair and places it into a vial and plugs it with a rubber stopper.

He hands Tito a vial. Next time you tranform can you put a scale in this vial?" He hands him another, "And spit in this one," he hands Tito a larger beaker, "And collect a .... can you still urinate in that form?"
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 19/20; Staff PPE: 10/10; Armor PPE: 10/10 [/size]

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

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)[/size]
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[/size]

Bennies: 2/3 [/size]
-1 for rerolling Dispel

Aventure Cards:
Extra Effort: Add 1d6 to trait roll - this may ace
Powersurge:: Regain all spent Power Points
Villianious Verbosity: Play to make a Wild card lose his next action gloating

Update Signature

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

Re: Big Sky Country: Conversations with Delta

Post by Tribe of One » Thu Dec 27, 2018 3:18 pm

Jack 'Bullet' Jones wrote:
Wed Dec 26, 2018 10:39 pm
Jack's eyes narrow, an expression of worry not often seen on the gambler's face. "Them there killsats or whatchacallit. They, uh...they got range ta drill targets down here? Ah know it's a long way down, but ah reckon if'n the CS got a hold of 'em, they might turn them things on somethin' big down here. Ah don't wanna be nowhere near the castle if'n that's a possibility." He shudders, again, uncharacteristically. "Ain't no kind of yella' like shootin' a man that can't see it comin' an' can't shoot back."
Delta smiles grimly.

"The orbital lasers and point-defense railguns aren't really meant for targeting the surface. But there are at least a dozen or so satellites that have been identified as carrying 'bunker-buster' weapon systems. They used to call them 'Thor shots,' I think, or 'rods from the gods.' You drop a 10-meter-long tungsten rod into the atmosphere and let orbital inertia and gravity do the rest ..."
GM Bennies: 6/6

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Sir Blurre
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Re: Big Sky Country: Conversations with Delta

Post by Sir Blurre » Thu Dec 27, 2018 10:17 pm

Tribe of One wrote:
Thu Dec 27, 2018 3:18 pm


Delta smiles grimly.

"The orbital lasers and point-defense railguns aren't really meant for targeting the surface. But there are at least a dozen or so satellites that have been identified as carrying 'bunker-buster' weapon systems. They used to call them 'Thor shots,' I think, or 'rods from the gods.' You drop a 10-meter-long tungsten rod into the atmosphere and let orbital inertia and gravity do the rest ..."
Blurre listens to that, then gives kind of a quirky smile. "Huh. You know, that's a truly horrible weapon. It gives me hope." If anyone gives him a confused look, he explains. "Well, think about it. These satellites all date back to the so-called Golden Age, right? And most of the humans, and even some of the various D-bees, will tell you that the Golden Age was some sort of era of enlightenment, and that the world is currently debased and wretched by comparison, which gets you all sorts of grim calculus on how to get the Golden Age back again--usually with something akin to the Coalition's approach. But if the world had weaponized gravity itself against one another at the height of the Golden Age, then maybe we aren't as bad as we think, see?"
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
Red Bennies: 1/1 (Additional +1d6 to roll when used)
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q4/18 Adventure cards:
Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
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).
Villainous Verbosity - Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.[/list]

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Orrin Truthseeker
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Re: Big Sky Country: Conversations with Delta

Post by Orrin Truthseeker » Fri Dec 28, 2018 8:01 am

Sir Blurre wrote:
Thu Dec 27, 2018 10:17 pm

Blurre listens to that, then gives kind of a quirky smile. "Huh. You know, that's a truly horrible weapon. It gives me hope." If anyone gives him a confused look, he explains. "Well, think about it. These satellites all date back to the so-called Golden Age, right? And most of the humans, and even some of the various D-bees, will tell you that the Golden Age was some sort of era of enlightenment, and that the world is currently debased and wretched by comparison, which gets you all sorts of grim calculus on how to get the Golden Age back again--usually with something akin to the Coalition's approach. But if the world had weaponized gravity itself against one another at the height of the Golden Age, then maybe we aren't as bad as we think, see?"
Orrin nods his head in understanding. "History shows us..." Orrin starts, and a collective groan goes up from the group. "Come on! This one is actually relevant! History shows us that times of great peace usually follow the most violent and bloody wars, when everyone alive has some recollection of how horrible war really is. One of the longest period of relative peace - meaning a lack of massive conflicts - in the pre-rifts era was after a war the involved almost the entire world. And during which the first nuclear bombs were invented and brutally demonstrated... "
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 19/20; Staff PPE: 10/10; Armor PPE: 10/10 [/size]

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

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)[/size]
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[/size]

Bennies: 2/3 [/size]
-1 for rerolling Dispel

Aventure Cards:
Extra Effort: Add 1d6 to trait roll - this may ace
Powersurge:: Regain all spent Power Points
Villianious Verbosity: Play to make a Wild card lose his next action gloating

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Jack 'Bullet' Jones
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Re: Big Sky Country: Conversations with Delta

Post by Jack 'Bullet' Jones » Sat Dec 29, 2018 11:43 pm

Jack shakes his head. "That don't sound like no kinda fair fight. Ah reckon you got a point, Blurre...but ah'll be damned if y'ain't splittin' the bull's ballhairs ta find a shinin' light outta that kind of bomb."
He scratches at his chin, and lobs another thought into the ether. "Ya called 'em a...bunker buster? Reckon them things could get inta the NORAD place if'n they figure out where it is? Ah don't exactly savvy the idea of havin' Thor's shots rainin' down on my head. 'specially if ah can't see 'em comin' or at least fight back."
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 0
Red Bennies: 0
Wounds / Fatigue: 0 / 1
Parry: 5
Toughness: 14 (6)
ISP: 34 / 50
Active Powers: See Current Status Post
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: LSR-250
Left hand: empty
Telekinesis: inactive
Adventure Cards:
  • Dressed to Kill:
    Turncoat: insert description here
    Love Interest: insert description here
    Let's Settle This:
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Tito
Posts: 34
Joined: Mon Oct 08, 2018 10:52 am

Re: Big Sky Country: Conversations with Delta

Post by Tito » Sun Dec 30, 2018 1:34 am

Under The Bridge
OOC Comments
@Snake Eyes @Freemage @John Smith
Jack 'Bullet' Jones wrote:
Wed Dec 26, 2018 10:43 pm
Under The Bridge
Jack shoots a wary glance at Tito. His skin crawls at the memory of the monstrosity that showed itself where the plucky dog boy had just stood. Still, his stone face is intact, and you'd never tell short of reading his mind. Even then, you'd be hard pressed to wiggle the truth out of him. He tips his hat to the dog boy. "Tito. Fella, ah hope you don't mind, but uh...the sam hill you got happenin' there? Ah've seen damn near everythin', or so my Paw might'a said, but that's a new one on me. You got all that under yer hat, so ta speak?" He chuckles, hoping to lighten the mood of the question. "You ain't an old dog, near as ah can tell, but that's a new trick ain't many dogs gonna learn no matter how old."
Tito smiles at Jack when he asks him about his his badass form.

"I am a dog boy! Most of the time. But I'm different, too, man. I don't really know how I'm different. Like why do I have wings sometimes and sometimes I don't? Do I have some bird boy in me? I don't know, man. But it's really badass," He tells Bullet Jones.

He looks around then leans in close to whisper, "I got some other cool tricks too, man. You remember fishbrain? He tried to take a chunk out of my shoulder before I got to Marron! Bet ya couldn't tell huh?"

The excitement drains from his face and he gets a faraway look in his eyes when he whispers, "Maybe I'm a lizard boy? I had a lizard a long time ago. I picked it up by its tail and it fell off. It's tail grew back! I can do that too...Everything grows back..."
Sir Blurre wrote:
Wed Dec 26, 2018 11:42 pm
Beneath the Bridge
Sir Blurre nods in agreement with Jack, though he is less dismayed by the transformation. That does make his claim of single-handedly beating a sand-shark a bit more plausible, though. Glad to know that wasn't just being a braggart. "Jack is right, Tito, that was a very impressive display of raw power. You didn't seem to cast any spells, but I didn't know there were any psychics with the ability to transform so greatly. It is a rare gift, and one I think we are all glad to have on our side."

He considers. "That said, such a powerful tool is best kept in reserve, I think, for situations such as this one; when in town, the locals might get nervous if they were to be aware of such a potential danger--much like they react when someone carrying around a fusion block." He suspects that the boastful Dogboy will appreciate being compared to one of the more deadly instruments of war out there.
Tito's smile lights back up when Blurre starts talking about his badass form too, and even compares it to a fusion block!

He says, "Yeah, man, I know its badass! But, I like people to think I'm a good dog boy. Because I am a good dog boy! My badass form scares people..they don't see a good dog boy when I'm like that. So I don't usually stay that way."
Orrin Truthseeker wrote:
Thu Dec 27, 2018 8:10 am
Under the Bridge
Orrin had been looking for a chance to break the ice with Tito about his transformation. Now that the others have, it is nearly impossible to stem the flow. Orrin had never seen or heard of a dog boy with such abilities.

"Have you always been able to transform like that, or did something trigger it when you were with the CS? Can you control it or does it happen as the result of the situation. When you are angry? Hungry? Stimulated?" Orrin digs through his pack while asking the questions and comes out witha number of vials and bags. He walks over to Tito and, without even thinking to ask, plucks a hair and places it into a vial and plugs it with a rubber stopper.

He hands Tito a vial. Next time you tranform can you put a scale in this vial?" He hands him another, "And spit in this one," he hands Tito a larger beaker, "And collect a .... can you still urinate in that form?"
His smile gets even bigger when even Orrin realizes how badass Tito really is! He wags his tail a little bit and starts answering his questions.

"No, man. When I was a pup and not badass at all, I was just a runty little dog boy! But I ran more than all the other dog boys, and I trained harder than all the other dog boys, and I fought harder than all the other dog boys," Tito explains.

Then he flexes a little and lets his muscles bulge and ripple before continuing, "And I became a badass dog boy! But I was still just a normal dog boy, mostly. One day someone was hurting my friend Rocko and I tried to make them stop and they started hurting me too. And then it happened. That was..I dont know? Not long ago, maybe a month before we became friends? I've been training my badass form ever since then! It takes a few seconds to change, but I can do it whenever I want."

Tito immediately jumps backwards when Orrin plucks out his hair and the dog boy notices him pulling out vials and medical equipment. Tito crouches down real low and his vibro-claws pop out. His tail tucks between his legs and he lets out a loud, deep growl as he watches Orrin very carefully.

Tito says, "I don't like being poked or watched. I didn't know you were a poker when I signed your papers..."

Tito eyes dart around as he tries to remember the safe places the big lizard-man told them they could step.
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 1/3; Fatigue: 0/2
Bennies: 2/3 Red Benny: 1/1 (adds +1d6 to roll)
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Edit Signature

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Jack 'Bullet' Jones
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Re: Big Sky Country: Conversations with Delta

Post by Jack 'Bullet' Jones » Sun Dec 30, 2018 5:05 pm

Jack watches Orrin's overzealous interrogation of Tito begin taking a turn southward. That right there is a Santa Fe Shitstorm 'bout ta light off. He swoops in, gently separating Orrin from his victim/subject. "Hey now. We ain't the proddin' type, leastways without askin' first. Ah always ask if they're willin', you savvy?" He gives the dog boy a reassuring wink. "Ah ain't even gonna tell ya what Orrin did ta me 'fore he'd let me on the team. Pluckin' a hair's gettin' off easy, if'n ya ask me."
He gently pats the dog boy on the shoulder. "Ain't nobody gonna do nothin' to ya what y'ain't asked for. Beggin' yer pardon fer ol' Orrin. Ah'd suggest ya take it as a compliment. He's got a curious mind, an' ya done whet his appetite fer learnin'. Ain't always a bad thing. Yer just about the most badass thing he's ever run across, way his ears perked up." He smiles taht winning smile at Tito, hoping that the beast within wasn't about to eat Orrin and whoever might happen to be standing next to him.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 0
Red Bennies: 0
Wounds / Fatigue: 0 / 1
Parry: 5
Toughness: 14 (6)
ISP: 34 / 50
Active Powers: See Current Status Post
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: LSR-250
Left hand: empty
Telekinesis: inactive
Adventure Cards:
  • Dressed to Kill:
    Turncoat: insert description here
    Love Interest: insert description here
    Let's Settle This:
Edit Signature

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Tito
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Re: Big Sky Country: Conversations with Delta

Post by Tito » Sun Dec 30, 2018 5:14 pm

"Oh, OK. I'm sorry, I'm not a bad dog boy. I just don't like being poked, man. Ill still be your friend if that's OK?" Tito asks.

He stays near Jack and keeps an eye on Orrin, but he doesn't run off. He even perks up a bit more when he smells something tasty.

"Hey, Jack," Tito asks, "Whats cooking? Do you think that lizard-man ever eats his own tail? Lizards grow their tails back, so do you think they ever eat them when they get really hungry?"
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 1/3; Fatigue: 0/2
Bennies: 2/3 Red Benny: 1/1 (adds +1d6 to roll)
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Seswarick
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Re: Big Sky Country: Conversations with Delta

Post by Seswarick » Sun Dec 30, 2018 6:06 pm

Tito wrote:
Sun Dec 30, 2018 1:34 am

Tito immediately jumps backwards when Orrin plucks out his hair and the dog boy notices him pulling out vials and medical equipment. Tito crouches down real low and his vibro-claws pop out. His tail tucks between his legs and he lets out a loud, deep growl as he watches Orrin very carefully.

Tito says, "I don't like being poked or watched. I didn't know you were a poker when I signed your papers..."

Tito eyes dart around as he tries to remember the safe places the big lizard-man told them they could step.
Seeing the dog boys reaction, Seswarick is about to step in when fortunately Jack does so first. When gambler smooths things over he is releaved.
Jack 'Bullet' Jones wrote:
Sun Dec 30, 2018 5:05 pm
He gently pats the dog boy on the shoulder. "Ain't nobody gonna do nothin' to ya what y'ain't asked for. Beggin' yer pardon fer ol' Orrin. Ah'd suggest ya take it as a compliment. He's got a curious mind, an' ya done whet his appetite fer learnin'. Ain't always a bad thing. Yer just about the most badass thing he's ever run across, way his ears perked up." He smiles taht winning smile at Tito, hoping that the beast within wasn't about to eat Orrin and whoever might happen to be standing next to him.
Hoping to help Seswarick relates his own impressions of Orrin. "That has been my experience with our leader as well my friend. His questions about my travels have mostly been about different the species I have met and what they can do. I doubt it even occured to him that you had experiences with malevolent scientists and would be friegtened."
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 8/30
Bennies: 1/3 1 red bennie
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode

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Seswarick
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Posts: 84
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Re: Big Sky Country: Conversations with Delta

Post by Seswarick » Sun Dec 30, 2018 7:27 pm

Jack 'Bullet' Jones wrote:
Sat Dec 29, 2018 11:43 pm
Jack shakes his head. "That don't sound like no kinda fair fight. Ah reckon you got a point, Blurre...but ah'll be damned if y'ain't splittin' the bull's ballhairs ta find a shinin' light outta that kind of bomb."
He scratches at his chin, and lobs another thought into the ether. "Ya called 'em a...bunker buster? Reckon them things could get inta the NORAD place if'n they figure out where it is? Ah don't exactly savvy the idea of havin' Thor's shots rainin' down on my head. 'specially if ah can't see 'em comin' or at least fight back."
"Considering how the weapons of that time are still more advanced than most made now I do not think it was called golden for it's peacefulness."
Concern furrows the lyn-srials brow as he ponders the new information about the "kill sats". "Between the communications advantages and the potential military aid, I think finding this NORAD is even more of a major event than was expected. Such things would be great boons to the legion but were the CS to make contact with the more xenophobic of the space fareers... I think we should move cautiously in this sirs."
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 8/30
Bennies: 1/3 1 red bennie
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode

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Sir Blurre
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Re: Big Sky Country: Conversations with Delta

Post by Sir Blurre » Sun Dec 30, 2018 11:00 pm

Blurre considers. "Are there any steps we can take to lower our profile? The less attention we draw to ourselves, the less likely anyone else--Coalition, Black Market, 1st Cavalry--who we don't want in possession of this place will be to find out about it."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
Red Bennies: 1/1 (Additional +1d6 to roll when used)
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q4/18 Adventure cards:
Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
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).
Villainous Verbosity - Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.[/list]

User avatar
Tito
Posts: 34
Joined: Mon Oct 08, 2018 10:52 am

Re: Big Sky Country: Conversations with Delta

Post by Tito » Mon Dec 31, 2018 10:56 am

Tito stays near Jack, but he squints at Orrin a little bit and asks, "I don't know a lot about magic and skylines and using three guns with two hands, man. Why do you and Kim smell different than Jack, Seswarick and Blurre? And why do sky lines make my head hurt sometimes? And why is Kim easier to smell when she's fixing things?"

The dog boy stops and considers for a moment, then adds, "I don't know, man, maybe I can help you with your stuff if you help me?"
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 1/3; Fatigue: 0/2
Bennies: 2/3 Red Benny: 1/1 (adds +1d6 to roll)
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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