Day 40: Reunion or Ruin?

"I will show you fear in a handful of dust" T.S. Eliot
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Tribe of One
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Day 40: Reunion or Ruin?

Post by Tribe of One » Tue Jul 02, 2019 8:02 pm

As the questions posed by Silver, Seswarick and Blurre grow less subtle, Enoch's smile broadens, but his eyes dart repeatedly to the arcane surveillance.

"Yes, so many fascinating questions. Perhaps there will be time to discuss such things later, or even do a bit of exploration, but for now I ought to get you to my brother. Patience is not one of his virtues, though it seldom is among powerful men," he says.

Trusting the COT to follow, he leads the way out into the hallway, and from there into the bowels of the Foundry. Despite Enoch's warning about the Director's impatience, the route is a winding one, leading through a number of workshops, where the group sees many wondrous things.

Throughout the tour, Orrin keeps an eye on the arcane security systems built into the walls. In areas near the workshops, no corner appears to have been left uncovered. And while all of the major intersections are monitored, long stretches of hallway appear unmarked. Due to the interconnected nature of the markings, judicious use of Enoch's device could allow someone to travel a fair distance through the facility, though the risks of discovery would remain not insignificant ... and the consequences potentially dire.

Rill, meanwhile, pays more attention to the human environment. It's obvious that Enoch is trying to offer some subtle advice -- indicating some conflict between his goals and his brother's. Judging from the attitude of the other Combine members the group encounters, some of that conflict must have spilled out into public view. While many of the security guards and craftsmen treat Enoch with deference, others barely mask their disdain for the chief security officer, suggesting his position is somewhat precarious ...

"Gather close now, if you don't mind," Enoch says, gesturing for the COT to join him on a metal platform stenciled all over with auricalcum glyphs. "The lift here is quite reliable, but its creator prized efficiency over safety measures. Please keep your arms and legs and other valued limbs inside the bounds of the platform. Doing otherwise would be ... inadvisable."

Once the group is loaded on, Enoch pulls an amber globe from his pocket and drops it into a depression on the floor of the platform. With a rumble, the platform lifts up from the floor, rising rapidly toward a shaft in the ceiling. With blistering speed, the conveyance moves upward before shifting -- surprisingly smoothly -- into a horizontal passage, then upward again.

Your eyes have just begun to adjust to the darkness when the platform emerges into a wide, high-ceilinged room lined with windows. Judging from the view, you must be near the top of the Foundry.

A long wooden table dominates the room, which is decorated in a way that suggests an Old West boardroom, with techno-magic additions. Arcane tracery and articulated pistons adorn the chairs, while scrying orbs the size of beach balls hang from glowing chains of fiber-optic cables suspended from the ceiling.

At the far end of the table, an older, bearded man is talking quietly with a younger man, clad in a TW-enhanced duster not unlike Enoch's.
Ned Vance.jpg
Ned Vance.jpg (16.11 KiB) Viewed 6537 times

Seeing you enter, the bearded man ends the conversation and appears to send the younger one away -- Rill can't help but notice the dark look the young man shoots toward Enoch, though it passes in a flash as the older man approaches.
Holt Turner2.jpg
"These must be our new friends from the Tomorrow Legion. Welcome to the Foundry!" he says, arms thrown wide to encompass the room -- and, you sense, the vast expanse outside its windows.

"But where are my manners?" he says, extending a hand to shake each of yours in turn. "I'm Holt Turner, director of the Red River Combine -- I expect you've heard of us, in your travels around these parts. It can be an uncivilized place, here in the West, but I gather we share the goal of bringing peace and stability where we can. We've heard quite a bit of your exploits, in Black Mesa and that other little town, Marron was it? Quite impressive, if even half the stories are true ..."

Turner's voice trails off as he makes his way around the circle, finally coming to Kim. Tears glisten in his eyes as he places a hand on each of her shoulders.

"And you, dear Kimberly, after so many long years of wondering I find myself filled to bursting. I have thought so many times what I might finally say to you, but to see you standing here now I am at a loss for words ... You are the spitting image of your mother at your age, save perhaps less prone to scowling."

The tears finally spill over as he wraps Kim in a hug.

"Welcome home, my granddaughter. Welcome home, to your birthright."
GM Bennies: 4/8

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Kim Black
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Re: Day 40: Reunion or Ruin?

Post by Kim Black » Wed Jul 03, 2019 2:12 am

New Mexico/The Forge
Afternoon
Day 33
Round 0

Kim got onto the lift with Enoch, fascinated by the techno-wizardry involved as he pulled out the orb. “So is that like a security key card?” she wondered allowed. They went up, and then horizontal, then up again until they reached a large room lined with windows and an excellent view of the Foundry compound. It looked like a boardroom, and had multiple techno-wizardry scrying devices.

“Ow, wow! How do you manage the mystic interference that comes from having so many scryings in close proximity?” she gushed, rushing over to one of the devices to examine it before remembering her manners and falling back in with the others.

An older bearded man was talking with a younger man at the table, but the conversation ended when they entered. The young man got up and stalked past Enoch, barely acknowledging them, except…

Wait. Did he just...smell me? Kim thought as the man passed. She caught his gaze out of the corner of his eye. Kim wasn’t too well-versed in men, but even she felt something creep along her spine.

Kim shook the sensation off as the older man approached and introduced himself as Holt Turner, the Director. He was friendly, not seeming at all the formidable man they had been led to believe. And he’d heard of the team.

“Thank you for the help at Black Mesa,” Kim said. “We’re sorry we couldn’t have stayed to assist the recovery, but we needed to get to Marron. Hopefully we’ll be able to get back soon.”

And then Holt Turner stopped in front of Kim and put his hands on her shoulders. Wait, were those tears in his eyes as he spoke?

"And you, dear Kimberly, after so many long years of wondering I find myself filled to bursting. I have thought so many times what I might finally say to you, but to see you standing here now I am at a loss for words. You are the spitting image of your mother at your age, save perhaps less prone to scowling."

Kim blinked. “Wait, you knew my mom?”

The tears finally spilled over as he wrapped Kim in a hug.

"Welcome home, my granddaughter. Welcome home, to your birthright."

Kim gasped in surprise, standing there awkwardly. Her eyes darted around to the others as much as she could without breaking the hug before she awkwardly put her arms around the older man.

“I...I’m...I don’t know what to say, Director Turner. You...You’re my grandfather? I didn’t...know I had a grandfather…” She felt tears sting her own eyes as well and the awkward embrace turned a bit more genuine as she hugged him back. She missed her mom so much, and now here was someone so very close to her!

***

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 17/25
Bennies: 3/3
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
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
  • 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).
  • 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.
  • 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.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
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
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • 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.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

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Rill
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Posts: 160
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 40: Reunion or Ruin?

Post by Rill » Wed Jul 03, 2019 5:40 pm

Notice 13 (after Extra Effort), Common Knowledge 6
Notice 1d8+4 = 7: 3
Wild 1d8+4 = 5: 1
EE 1d6+2 = 6: 4

Common Knowledge 1d10+2 = 6: 4
Wild 1d6+2 = 6: 4
Rill watches the Director carefully, looking for any sign of falsehood in his demeanor or any hesitation in his speech that would give him away. This is either a miracle of some kind, a cleverly laid trick, or some harsh trial. As discreetly as he can, he activates his ability to see auras, checking to see that the Director is who he purports to be, hoping the distraction of meeting Kim will allow Rill to avoid notice.

Stealth Crit Fail at Being Discreet
Stealth to avoid being super obvious 1d4 = 1: 1
Wild 1d6 = 1: 1
Rill's eyes temporarily go glassy and mirror-like as he looks on the man who claims to be Kim's grandfather, and they manage to catch the lights of the room at just the wrong angle and reflect them back towards the director almost like high-beams! So much for discreet...

Exalted Detect Arcana
Rill activates his Mystic Awareness ability to use detect arcana as a free action without a roll and pays the extra 2 PP to make it Exalted.
Character Sheet

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Sir Blurre
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Posts: 187
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 40: Reunion or Ruin?

Post by Sir Blurre » Wed Jul 03, 2019 9:17 pm

Blurre... does not have a good poker face. His expression is a naked display of shock, confusion, concern and alarm in equal measures, though as he sees Kim's reaction to the revelation (or at least its claim), he eventually manages to get his reaction under control. Still, he eyes the man claiming to be her grandfather with equal parts concern and suspicion.
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: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 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.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Imperator
Posts: 34
Joined: Tue May 28, 2019 6:42 pm

Re: Day 40: Reunion or Ruin?

Post by Imperator » Sat Jul 06, 2019 10:40 am

Despite his experiences Seswarick can be somewhat naïve when it comes to people not his own so he takes the revelation as a good thing. Both for his friend and the team. His smile and the warm glow of joy are on full display. "This is most wonderful Kim as you have spoken of missing your family. Also, perhaps they will have information on the being who has taken your sister Sir Blurre. The Blue hand has no doubt troubled them as well."

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Orrin Truthseeker
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Posts: 268
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Re: Day 40: Reunion or Ruin?

Post by Orrin Truthseeker » Tue Jul 09, 2019 3:01 pm

Orrin, about to start on the speech he had rehearsed about the Tomorrow legion and their goals and how he hoped they aligned with those of the Combine, stands for a moment in stunned silence.

He struggles against to opposing thoughts. He is happy for Kim, to have found a connection to her mother. On the other hand, he is suspicious of this Holt Turner. After all, all reports stated that the combine forcibly removed Stella from the Sidewinder in Black Mesa. And Enoch, whom Orrin implicitly trusts for some reason, has made subtle hints that his brother is less than the admirable man he makes himself out to be.

Struggling to find his voice, Orrin eventually addresses Kim. "Your father never mentioned any other family did he?"

Once the initial conversation shock and conversation around Kim and Holt's relationship is over, Orrin gets down to business.

I'm glad you've heard of us Director Turner. It means we don't have to convince you when we say we are sincerely interested in working with the combine to...how did you say it? 'Bring peace and stability' to the region. We were hoping to develop ways the Combine and Legion can work together toward that goal."
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 1/35; Staff PPE: 0/10; Armor PPE: 4/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
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: 0/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond


Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

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

Power Surge: Immediately recover all spent Power Points.

Update Signature

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Silverclaws
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Posts: 225
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 40: Reunion or Ruin?

Post by Silverclaws » Wed Jul 10, 2019 6:22 pm

Silver just stares at the other COT members, uncertain of what to think or feel. This is one of those times he wishes hisHell Fire eye had been designed to detect lies so he could strike down the liars and cheats. Maybe after @Kim Black's reunion she could tinker a mod into the "Eye".

Time to sit back and wait.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (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).

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Tribe of One
Posts: 986
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 40: Reunion or Ruin

Post by Tribe of One » Thu Jul 11, 2019 12:38 pm

Holt Turner flicks the tears from his eyes, unashamed and profoundly happy.

"And I only recently found out about you, my dear Kimberly -- imagine my surprise when one of our sales associates came back with tales of a virtuoso young techno-wizard with the last name of Black! I never met your father, but I knew of him, and his relationship with your mother. I later learned of her disappearance ... it grieves me that we had lost touch. But now you are here, and that is something to celebrate!"

Looking on, Rill sense no malice or duplicity in the man, only confidence -- something that often can be just as dangerous as an evil intent, the preacher knows. Probing more deeply, Rill senses Holt Turner's mystical power (he's obviously a veteran arcanist, though carrying no magical paraphernalia at the moment) and force of will. He seems guarded by nature, but forgiving -- though the patriarch obviously notices Rill's attempt to assense him, he merely smiles.

"As for the rest of you, I am glad my granddaughter has surrounded herself with such caring and capable friends," he says, nodding when Seswarick mentions the Blue Hand Raiders.

"Everyone here in the West must deal with such unruly elements, and it sounds like you handled them better than most," he says. "I am sure we can find common cause in the future. But in the meantime, I know you all must be famished, so I hope you don't mind I've taken the liberty of organizing a little supper for us all, with some of the folks I know you'll want to meet here at the Foundry. There is so much to show you! But that will come in time. Let me get you a drink -- oh, are you old enough, Kim? I fear I'm failing as a grandfather already ... maybe just one beer, or a little splash of whiskey with something fizzy?"

Waving to an assistant hovering in a nearby doorway, Holt Turner summons first drinks, then some light snacks as the boardroom slowly fills with visitors. A number appear to have come directly from the workshops below, with suit coats at times thrown on over leather work aprons. Others stick out for their differences: A slim, dark-haired woman who slips through the crowd with the ease of a saloon girl, and a wild-eyed, bearded techno-wizard who speaks loudly and with a strange accent. Before long, the younger man who had been speaking with Holt Turner returns, as well, accompanied by a red-faced man with a set of rune-covered welding goggles hanging from his neck.

Who's Who at the Dinner Party
  • Holt Turner: Tall and regal, the patriarch of the Red River Combine is a man who knows his own worth. Plays his cards close, but perhaps susceptible to bragging when his ego is stroked ...
  • Enoch Turner: The head of security is quiet where his brother is loud. Canny, he keeps his distance and observes. He chooses his own words carefully and appreciates discretion ...
  • Ned Vance: The young man in the room with Holt Turner when you first entered, he appears to be a sort of protege to the Director. Comes off as a bit cold at first but can abruptly turn on the charm ...
  • Inigo Getts: The red-faced chief engineer loves to talk about his work, but is clearly under orders not to say much about a top secret project. To keep from running his mouth, he keeps picking up his beer glass ...
  • Evelyn James: The trade envoy from the Colorado Barony of Charity is a handsome woman who knows how to handle herself in a roomful of men. When she arches her eyebrow, you know she's sizing you up: as a meal, or a potential ally, you're not quite sure ...
  • Kal Orf: A visiting master craftsman from Stormspire, the bearded techno-wizard has the look of a Viking recently struck by lightning. He appears equally excited by the Combine's tech as well as its liquor cabinet ...
  • Various other engineers, assistants and Combine dignitaries: Feel free to invent additional dinner guests as needed!

Bourbon and Brisket in the Boardroom
The dinner served in the Combine's boardroom is a boozy affair, with kegs of beer and bottles of bourbon flowing freely as kitchen staff bring in plates piled high with dino steaks, roasted potatoes and other hearty fare. Attendees include RRC higher-ups as well as prominent engineers, and a few visiting dignitaries -- the perfect crowd for gathering a bit of intel or making new friends.

We'll handle this similarly to a Dramatic Task. During the dinner, your characters may attempt to work the room, gaining information and making connections. I've included a list of possible goals you can pursue, but feel free to declare additional objectives.

For each task, choose an appropriate trait and roll -- each Success and Raise applied toward a goal will increase how much info you get. Persuasion, Notice, Kn: Politics, and similar skills are obviously useful, but I'm open to anything you can reasonably justify. Maybe you impress a guest with your Kn: Arcane, or get into a drinking contest (via Vigor).

Each PC can make up to three rolls, but a MAP applies: You can roll for one task as a straight roll, two tasks at -2 or 3 tasks at -4. Rather than make a roll, you can assist another character, giving them a +2. This counts as an action, so you could assist up to 3 times or mix and match, but a MAP applies to any rolls you make (so if you assist twice and roll once, your roll is still at -4).

Play the Odds: If you're feeling lucky, you can roll a 1d4 to see if Lady Luck smiles on your effort or complicates the task.
  • 1) You run into an unexpected hiccup and suffer a -2 to your roll.
  • 2) You make some progress on your goal, but step on someone's toes in the process. You gain one success for this task, but must subtract a success from another.
  • 3) You receive help from an unexpected source, granting +2 to your roll.
  • 4) You manage to kill two birds with one stone: Any successes from this roll can be counted toward a second task, as well.


Potential Tasks
  • Allay Suspicions About Your Group
  • Make Friends
  • Gather Information About Stella's Whereabouts
  • Find Out What the Big Project Is
  • Identify Factions and Rivalries You Could Exploit
  • Gather Intel Regarding Security, Building Layout, Etc
GM Bennies: 4/8

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Sir Blurre
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Re: Day 40: Reunion or Ruin?

Post by Sir Blurre » Fri Jul 12, 2019 9:42 pm

Finding Stella, Streetwise 15
Task: Finding Stella (Streetwise)
Play the Odds 1d4 = 2: 2
2) You make some progress on your goal, but step on someone's toes in the process. You gain one success for this task, but must subtract a success from another.

Streetwise 1d6+2 = 5: 3
Wild Streetwise 1d6+2 = 4: 2
Extra Effort Benny w/ Elan 1d6+7 = 13: 6 ACE 1d6+13 = 15: 2
With Odds, he gets 4 successes for finding Stella.

Spoiled Task: Learning about the Big Project.
It's a long-known strategy that if your opponent is putting all his defenses on one position, you strike where he is not looking. Sir Blurre thus takes a seat next to Inigo Getts, chatting with the man amiably. He does make the expected inquiries about the "Big Project", and predictably the chief engineer does two things--clams up, and takes a sip of beer.

So, over the course of several gentle inquiries, the man's completely focused on not letting a single hint out about that project. He's also tipsy from all the beer. At which point, Sir Blurre allows himself to be steered away from that particular point of discussion, and to other matters, such as other recent arrivals at the RCC, and areas other than the "Special Project" that should be avoided by guests.

Relieved to be able to not try to keep that particular secret, and lips loosened by beer, the engineer lets slip some key tidbits. On the other hand, his defenses are up, so the best source of intel for the Big Project is now completely closed off--those interested in such matters will need to investigate elsewhere, certainly.
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: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 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.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Silverclaws
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Re: Day 40: Reunion or Ruin?

Post by Silverclaws » Sat Jul 13, 2019 7:43 am

Edges as Hindrances _
Silver does his best not to knock things over. His bulk and his height always seemed to get him in trouble in tight and formal spaces. He stayed bent over, watching out for lights hanging from the ceiling and tables and chairs in the low shin range. Even bumping the furniture, slightly, caused such a shift as to spill drinks and shuffle the place settings down a few space and sometimes onto the floor.

The Banquet and Buffet guests gave Silver questioning looks. Silver just shrugged his shoulders in apologies and sent the chandeliers over head spinning and the light dancing from one end of the room to the other.

But his size did give him the chance to investigate ... security. On more than one occassion he was approached by some plain clothes individual, certainly not a tech, mage, or mechanic and asked if he would please stand at the edges of the boardroom. Each time he noticed that these 'scouts' had a modified pistol in a holster and what Silver guessed was a less intimmidating version of a nueral mace, though judging by all the tech he had seen and the magic that made his fur stand on end, he was sure both weapons were deadly and very effective. Everytime Silver went to comply he sent the chandeliers over head spinning and the light dancing from one end of the room to the other. The feast had been set up and Silver was trapped.

Play the Odds _
Overconfident Hindrance
[*] Lady Luck (1d4) 1d4 = 2: 2 [2]
2) You make some progress on your goal, but step on someone's toes in the process. You gain one success for this task, but must subtract a success from another.
Tracking for Stella, 1 success _
Wilderness Scout +2
[*] Tracking (1d6) 1d6 = 5: 5
[*] Wild (1d6) 1d6 = 4: 4
Investigation for Security, 3 successes _
MAP -2
Lady Luck -1 success
[*] Investigation (1d6) 1d6 = 3: 3
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 12: 6
[*] Super Aced! Wild (1d6+12) 1d6+12 = 18: 6
[*] Super Saiyan Aced! Wild (1d6+18) 1d6+18 = 20: 2
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (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).

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Kim Black
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Re: Day 40: Reunion or Ruin?

Post by Kim Black » Mon Jul 15, 2019 11:26 pm

Playing the odds
1d4 = 1: 1
Techno-Wizardry 6; 1 success; since Kim has kind of lost the plot on why they're here, let's call this Making Friends
Hiccup -2
Techno-Wizardry 1d12-2 = 2: 4
Wild 1d6-2 = -1: 1
Benny to reroll
Techno-Wizardry 1d12-2 = 6: 8
Wild 1d6-2 = 2: 4
New Mexico/The Forge
Afternoon
Day 33
Round 0

Orrin eventually addressed Kim. "Your father never mentioned any other family did he?"

Kim shook her head. “I’m not sure even he knew. Mom didn’t talk much about her past. I only knew about Aunt Sara.” She paused. “Well, Aunt Sara was dead and inhabiting the computer in my mom’s lab,” she admitted. “I never met her.”

"And I only recently found out about you, my dear Kimberly -- imagine my surprise when one of our sales associates came back with tales of a virtuoso young techno-wizard with the last name of Black! I never met your father, but I knew of him, and his relationship with your mother. I later learned of her disappearance ... it grieves me that we had lost touch. But now you are here, and that is something to celebrate!"

Kim looked sadly at her grandfather. “Mom’s dead,” she told him. “She sacrificed herself to save us.” She wiped at her own tears. “You have to meet dad, though. He’s the best! Maybe you could come visit the castle, or I could bring him out here, I’m sure.”

Kim grinned at her grandfather. “I’m sure I’ve snuck out of the castle enough times for a drink with Sierra and Alenys to be allowed one drink,” she told him. “No tequila, though. I’m still trying to remember those twenty-four hours after Sierra convinced me to do shots.” She winced. “I prefer a rum and cola, or whiskey, sure, something sweet. Still trying to get used to beer.” Her father wouldn’t approve, of course, but he wasn’t here!

The room started to fill up as guests arrived for dinner, and the food filled the boardroom table. It was quite the spread. Kim took in all the new people and sipped her bourbon and cola and munched on barbecue dino brisket. It was delicious!

Kim found herself in conversation with Evelyn James, the trade representative from Charity. “I’ve never been up there,” Kim said. “What’s it like? This is as far west as I’ve ever been. But my friend Jude has been all over out west.”

“Jude?” Evelyn interrupted. “Jude Maverick?” Her eyes narrowed a bit.

Kim blinked. “Oh, you know him?”

“Only too well, honey.” Evelyn’s voice dripped with venom. “He an’ I have a reckonin’.”

Kim hid her apprehension with a swallow of her drink. How many had she had? “He, uh, seems to have that effect on some women…” she stammered, smiling awkwardly. Of course, he always left Kim hot and flustered.

“So, uh, you wanted to see some of my designs?” Kim asked, pulling out a notebook and flipping it open. “This was my mother’s. I learned a lot by studying it.” She showed the earlier pages, which were in a different hand, though there were obvious notes in Kim’s handwriting around it. “I improved and altered some of the designs.”

Kim felt an itching at the back of her neck and looked to see Ned Vance staring at her. Um...creepy much? She shook the thought off and went back to Evelyn.

“I really like that backpack design,” Evelyn said.

“Yeah,” Kim said with a grin. “My mom hadn’t quite gotten the miniaturization down, but I figured it out! Now it’s no heavier than a load of school books.”

***

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 25/25
Bennies: 2/3
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
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
  • 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).
  • 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.
  • 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.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
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
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • 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.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

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Rill
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Re: Day 40: Reunion or Ruin?

Post by Rill » Wed Jul 17, 2019 9:13 am

Persuasion 19 (4 Successes), Lady Luck 4 (Successes Apply to Second Task): Make Em Like Us, Learn About Stella
Persuasion 1d6+4 = 5: 1
Wild 1d6+4 = 9: 5
Extra Effort: 1d6+2 = 8: 6 + 1d6 = 2: 2 (ace}

1d4 = 4: 4 for lady luck
Rill sits down next to Enoch Turner and offers the man a glass. ”They don’t often serve good whiskey at social gatherings back in Black Mesa,” Rill says. ”I suppose this must be a truly special occasion for you all. Miss Kimberly is certainly something worth all this, to be sure.”

Rill shakes his head a bit. ”These Tomorrow Legionnaires, they can certainly catch you off guard, in a good way, I mean. I had only intended to help them with a disturbance in town, and then it was to help some beleaguered folk a wandering Cyber-Knight knew were in trouble, and then, and then, and then,” he says, laughing as he ticks off each “and then” on his fingers. ”I’m not known out here, I’m sure, but my own mission is simply to bring God’s light and mercy wherever it’s needed. I’m afraid I’ve been caught up in this Tomorrow Legion’s wake, and they’ve towed me all the way out here, but I can’t complain with the results. I’ve certainly had opportunities aplenty to help, and I hope to spread a little light as I’ve gone.”

”I want to apologize for earlier. Subtly is not always my strong suit, and I know I can become overzealous. We are wandering towards wherever next it is God is sending us, and hoping perhaps to help an old friend on the way.”
Character Sheet

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Seswarick
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Re: Day 40: Reunion or Ruin?

Post by Seswarick » Sat Jul 20, 2019 5:35 pm

Task allay suspicion, 8 success and raise
Persuastion 1d6 = 3: 3
Wild 1d6 = 6: 6 Ace 1d6+6 = 8: 2
Apparently having encountered few of his kind the Lyn-Srial is asked many question about his people and their ideals. When explaining the avians desire for peaceful coexistence and mutual benefit he often segues conversation on the beliefs of his people to the similarities they share with the legion. He also recounts his first encounter with the team focusing less on the battle than the ways they aided the townsfolk both before and after the battle. Many of those he talks with end the evening feeling that the team really was there as a friendly outreach.
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
Exalted deflection -6 to be hit
[/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: 29/40
Bennies: 2/3
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, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Orrin Truthseeker
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Posts: 268
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 40: Reunion or Ruin?

Post by Orrin Truthseeker » Sun Jul 21, 2019 6:27 pm

Making Friends - Knowledge History 17
Knowledge History 1d10 = 1: 1
Wild 1d6 = 2: 2

Bennie to Reroll (With forgot Elan, so 17))

Knowledge History 1d10 = 8: 8
Wild 1d6 = 6: 6
Ace! 1d6+6 = 12: 6
Ace! 1d6+12 = 15: 3
Orrin bounces from group to group at the dinner party for an hour or so trying to spark up polite conversation. But large social gatherings aren't exactly his forte, and whether it is his offsetting appearance or general social awkwardness, he struggles to connect to any of the dinner guests.

He ends up sitting at a small table by one corner of the room, nursing a gin and tonic and watching the ebb and flow of conversation in the crowd. He nearly drops his drink when a deep, gruff voice speaks from just a few feet to his side.

"Jackals wearing smiles. The whole lot of them.... Trust me son, you don't want to get tangled up in all of that?" Orrin looks over to see a older gentleman with tufts of unkept white hear coming off the sides of his bald head. His dress is plain in comparison to the rest of the dinner party guests. Good quality, but clearly made more for functionality that fashion.

Orrin stands shifts over a seat, giving the man a room to sit down. Before he gets a chance to introduce himself, the man continues even as he sits down. "And Turner's the worst of them..." The newcomer downs the rest of the contents of his glass and says, "fancy's himself a king, moving the rest of us pawns around the board however he see's fit."

Orrin was just about about to ask which Turner the man was referring to when something strikes him "Was that a...chess reference?" Orrin asks. The game had been popular for thousands of years of human history, and had even made a resurgence in the midst of the golden age, but when the Rifts opened and Hell was set loose on the Earth, the game became a pastime only of the eccentric.

The older man's forehead wrinkles as wicked smile crosses his face "Please tell me you play, my boy".

Orrin nods, glad to have found someone a little more relatable than the Combine dignitaries and associates "I'm no Grand master, but I can hold my own against most".

Without hesitation, the man pull out a small cube, with a 2x2 black and white checkered pattern on it. He presses the square in the top right corner, and the device starts to unfold and twist into a full size chess board, with pieces rising up from seemingly impossible pockets. In just a minute, a perfectly set chess board is sitting on the table.

"Emmett Brown is the name. Assistant Chief technical engineer here at the Combine. They tried to make me Chief engineer, but I didnt have the stomach for all the political bull that entailed. But more importantly, I consider myself a first rate Chess player. What do you say we give it a go..."

Orrin shrugs and makes the first move, pawn to to E4 initiating a game that take most of the rest of the dinner party. It's a rivetting game, by chess standards, with back and forth exchanges as the two clearly well versed players test eachother's wit. They get eye rolls from the more social of the attendees of the dinner party but barely take notice.

They talk over the course of the night about their respective organizations. Nothing sensitive or secret, just the comings and goings of people over the years, projects and missions long completed. Orrin recounts the stories of selfless heroism the other teams have come back to Castle Refuge with, though not out of deceptive intent, but simply because that's what most of the stories are. Demon incursions prevented, towns saved, Xiticix colony stopped. All are just common stories amongst the SETS and COTs of the legion.

Orrin put up a strong defense for a while, but it falls apart toward the end game as Emmett opens the board and makes a key forking maneuver against Orrin's rook.

"And Mate" Emmett, says, moving his black bishop to spring the trap Orrin now sees he has been laying for the last 10 moves. "Excellent game my boy! I'll tell you what.." He presses the black square in the bottom corner of the board and it starts folding back in upon itself. When its done, he picks up the cube and hands it to the mage "You keep this. Its linked to a companion piece I've got back in my quarters. Press the black square on the white side of the board, and the one in my chamber will notify me if I am around. The pieces two boards are linked, and the pieces will move as we each take our turns. I look forward to playing again some time. And if you ever need help navigating this mess," he indicates the rest of the dinner party, which at this point is starting to die down, "don't hesitate to ask. Last thing you want to do is go around stepping on the wrong toes. Wrong toes mind you. Some of them round need a good stepping on..."

With that, Emmett stands and heads for the exit, leaving the folded chess set cube laying on the table. Orrin pockets it, finishes his Gin and tonic, and starts looking around the room for the rest of the legionaries.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 1/35; Staff PPE: 0/10; Armor PPE: 4/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
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: 0/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond


Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

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

Power Surge: Immediately recover all spent Power Points.

Update Signature

User avatar
Tribe of One
Posts: 986
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 40: Reunion or Ruin

Post by Tribe of One » Mon Jul 22, 2019 7:37 pm

Hours pass in a blur of beer, beef and carefully benign conversation, interspersed with more pointed gossip and innuendo. By the time you have a chance to catch your breath and compare notes, half the guests are drunk and the rest are ready to head to their quarters to snatch a few hours sleep before the work day begins.

With a nod to the (very sober) security guards who are your escort, Holt Turner bids you goodnight.

"I hope our hospitality has been up to your standards -- we receive few guests here at the Foundry, and even fewer so welcome as yourselves. There is so much else I wish to show you -- perhaps after you've rested tomorrow we can arrange a tour. Until then, I wish you a very good night -- and feel free to grab a bottle to take back to your room for a nightcap, if it suits you."

Results of Working the Room

Allaying Suspicions: 2 Successes
While the other members of the group focused on gathering various information, Seswarick's efforts to set the Combine at ease about the COT's intentions appeared to have a noticeable effect, at least among the rank-and-file. Holt Turner was hard to read, Ned Vance even more so, and Evelyn James certainly seems to be curious about the group ... but most others appear to see the group as harmless do-gooders, perhaps a little naive but unlikely to distract from the important research being done at the facility.

Making Friends: 9 Successes
In terms of gaining allies, the COT's efforts are a runaway success.

Rill's candid conversation with Enoch manages to draw the gruff security officer out of his shell just a bit -- he remains guarded, but favors the fennodi preacher with a genuine smile or two.

"I'm not sure you yet understand what you're stepping into here, Father, but I'm glad my great-niece has you at her back. She may end up ... disappointed, before all is said and done. But perhaps it's better to be disappointed by family rather than never knowing them at all ... I can imagine what her mother would say to that, but perhaps she takes after her aunt.

Enoch stares into the distance, his eyes focused on the past.

"I've waited a long time here, doing nothing, telling myself I was biding my time for the right moment. Of course it was just fear ... but perhaps it's not too late now to make things right. I'll help you preacher, however I can, but I beg you, take a soft approach. There may be killing, it's often unavoidable, but don't go for your guns right away. Approach the problem sidelong, like you're easing up to a nervous colt. Come at it too direct and it's liable to flee right off a cliff, if you catch my meaning."

Orrin, meanwhile, makes his own fast friend. Emmett Brown seems both eminently wise and gruffly good, and in a position to offer considerable assistance.

"Do let me know if you'd like a rematch. 'Course, there are other puzzles and conundrums around this place ... some just as stubborn and secure as a vault, you might say. Might be I can help you with those, too. Not much in this place I didn't have a hand in creating, much as it shames me. But you never know how quick a puzzle can give way once you've found the missing piece ..."

Evelyn James, the trade rep from Charity, is more of an enigma. She keeps her cards close to her carefully-shaped and -lifted chest, but clearly takes a shine to Kim in much the same way as the ladies of Black Mesa did not so long ago.

"Lovely designs, my dear. You've got quite the mind on those shoulders. Do come look me up if you find yourself in need of a break from the strutting roosters round these parts ... or if any of 'em give you any real grief, you hear? And stay away from that one," she says, arching an eyebrow in the direction of Ned Vance. "That boy couldn't shine brighter if was covered in LEDs, far as your grandad is concerned, but he's all darkness inside, if I'm any judge. And where I'm from, honey, let me tell you, I can judge."

Locating Stella: 9 Successes
New friends -- as well as fake friends, well-lubricated by alcohol -- provide key information about Stella, too.

After a long silence during which Inigo Getts downs a pitcher and a half of beer, the chief engineer wipes foam from his mustache and smiles apologetically at Sir Blurre.

"Don't mean to be standoffish, 'course, just gotta mind the Ps and Qs and top, tippity secrets, y'know," he says, gamely holding his mug up for Blurre to fill it. "Big Project is big, obviously, but can't go spoiling the surprise ... course, what it does isn't the only thing that's spectacular 'bout it, it's how we got it to do it that's the real breakthrough. I mean, can you imagine something that needs 12,000 potter-watts a second to power, and tryin' to do that outside of a Tier 3 ley line? Never gonna happen, right? Wrong. Wrong. We made it happen. Just takes the right power and the right vessel. Not a bad-looking vessel, either, if you take my meaning."

Getts leans in conspiratorially, sloshing beer onto the table. "The vessel's a she. Yeah, some saloon gal from down south, possessed by some alien intelligence or incorporeal force or what have you. Original consciousness is all burned away. The thing inside claims to be some kind of divine avatar ... pffffbt. Hogwash, 'course, but it's got all the arcane potential of a minor nexus, contained in that fragile little husk. Makes it easy to control, and tapping into that energy's just a matter of matching the resonant frequency to a feedback loop, then siphoning it off through a hexatropic crystal lattice. We've been testing it the last two weeks and just need to build out the network and it's good to go."

Enoch fills in some of the blanks in his own circumspect way.

"I imagine you've come to the right place, looking for your old friend, preacher," he tells Rill. "People end up waylaid in strange places, and otherwise decent people find ways to justify all kinds of behavior when they think they're acting in the cause of mankind. Always easy to believe that folks who aren't like you don't deserve the same basic rights, you know. Ah, but I'm prattling on when I have work to do."

Enoch pushes away from the table and stands up.

"I reckon I ought to check in with the security staff before I head to my bunk. Make sure everything's ship-shape in the top secret research areas, and especially in Containment. Some very special things stored in Containment, just a level below the labs, he says, then tips his hat and leaves.

The Big Project: -1 Success and Identifying Factions: 0 Successes
The group doesn't make any significant inroads when it comes to figuring out who's feuding with who in the Foundry, nor do they manage to solicit any clues about The Big Project. When asked, Holt Turner only smiles and promises to make a grand reveal soon. "The tour, the tour. Let me save something to surprise you with on our tour!"

Gathering Intel on Facilities and Security: 3 Successes
Silver's awkwardness during the meet-and-greet proves to be an unexpected boon. After knocking over a waiter carrying a tray of tumblers and smashing the first chair he sits in, security officers politely ask the big wolfen to come wait in the nearby security office while a suitably sized table with plenty of space around it is set up in a corner of the room. While there, Silver is able to listen to all manner of chatter on the radio, getting a sense of the size and timing of patrols, access points and other procedures. As he's led back to the boardroom, he even manages to snap a couple of quick pictures with his cyber-eye of a computer screen showing a cross-section of the facility, with levels marked as living areas, research labs, "Priority Project Testing and Fabrication" -- and just below that, "Containment Vault."

Your Move

Some nice rolls on your part, so that was a big info dump there! At this point, your characters head back to your quarters and can hash out a plan. Unless things go sideways, Holt Turner has offered to give you a tour the following day. But you've got a fair bit of info and some allies in the building if you want to go exploring on your own or try something else.
GM Bennies: 4/8

User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 267
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 40: Reunion or Ruin?

Post by Kim Black » Tue Jul 23, 2019 12:58 am

New Mexico/The Forge
Afternoon
Day 33
Round 0

Kim had a great time at the party, and she always did love getting recognition about her talents. Her father, while recognizing how talented she was, wasn’t a techno-wizard and couldn’t really appreciate it. He just smiled and nodded when she went off. These people knew their business!

And she’d definitely had too much to drink.

Kim stumbled along as they left the board room, bumping into Ned Vance on the way out, falling against him. She blinked up at him and giggled before following after the rest of the COT.

“Can you believe it?” Kim said. “Isn’t my family cool!” the teen giggled. “I mean, who would have known! I don’t know why mom never talked about them. And that Evelyn James lady. Isn’t she pretty!

Kim staggered against Rill a bit. “Oops. Sorry, preacher-man! Oops! Not a man. Preacher-Fen!” She giggled at her joke and fumbled with the lock to her room.

***

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 25/25
Bennies: 2/3
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
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
  • 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).
  • 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.
  • 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.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
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
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • 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.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

User avatar
Sir Blurre
Bronze Patron
Bronze Patron
Posts: 187
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 40: Reunion or Ruin?

Post by Sir Blurre » Wed Jul 24, 2019 9:00 am

As soon as Blurre has a chance to do so unobserved, his mood grows very somber. There are two distinct aspects to what he's been told, and he's uncertain how to feel about them, in conjunction. He lets himself sober up a bit, and walks back to the rooms with the others. He wants to talk to them, but there is the issue of operational security.

He's about to try to signal Rill to set up a telepathic network when he sees Kim stumble against the preacher, and then fumble at the door lock. Then he considers the potential downsides, and decides to take action. First, he steps over and assists her with the key. "There you go, Kim, have a nice night."

As soon as she's inside, he proceeds to stand directly in front of the door. "Rill, I'm going to be a bit tired in the morning. I'd appreciate if you could check in on me in a bit--no need to come out, just give me a quick ping." As he says this, he is stroking his temple with one finger, hoping the preacher understands his intent.

For the rest of his night, his body language is quite clear--"This is not the door you are looking for."
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: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 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.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 225
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 40: Reunion or Ruin?

Post by Silverclaws » Wed Jul 24, 2019 9:41 am

Silver is hunched over walking through the halls back to the dorms. The arcane signatures running through the very fabric of the building, cause his eye to twitch. Nervous about setting someone or something on fire, he continues to stare down at the ground.

Thinking to himself, The CS has guys that are known for being able to nullify magic and powers. What I wouldn't give for one of them around here now.

When they get back to the rooms, Silver does his best to shield himself from the scrying eyes while he reviews the security footage recorded earlier that evening.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (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).

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Rill
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Re: Day 40: Reunion or Ruin?

Post by Rill » Sat Jul 27, 2019 5:42 am

Rill gives a nod to @Sir Blurre before entering his own room, turning over and over in his mind the words of Enoch Turner. I hope we can avoid the loss of life, too, my new friend. God willing.

Psionics 4
Psionics 1d10 = 2: 2
Wild 1d6 = 4: 4
Telepathy
@Tribe of One, let me know if you want me to make separate rolls for each use of telepathy and how you’d like me to track ISP; it’s out of combat, so I thought I’d just deduct ISP for each team member Rill talks to (two thus far). Does that work?
Rill reaches out telepathically to Blurre, bringing him up to speed on the rather disturbing things he’d learned at dinner. I fear things are worse here than they look.

He listens to whatever information Blurre gives him, and then reaches out to @Orrin Truthseeker to check in.
Character Sheet

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Sir Blurre
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Re: Day 40: Reunion or Ruin?

Post by Sir Blurre » Sat Jul 27, 2019 10:32 am

Standing impassively outside Kim's door, Blurre responds mentally to @Rill And more complex, my friend. They have Stella, and are using her to power up their great project--but they also believe that Stella herself has been possessed by an alien intelligence, to the point of the destruction of her original psyche, and that is the source of the power we've witnessed. If so... are we actually here to rescue Stella's murderer?
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: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 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.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Rill
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Re: Day 40: Reunion or Ruin?

Post by Rill » Sat Jul 27, 2019 5:36 pm

Sir Blurre wrote:
Sat Jul 27, 2019 10:32 am
Standing impassively outside Kim's door, Blurre responds mentally to @Rill And more complex, my friend. They have Stella, and are using her to power up their great project--but they also believe that Stella herself has been possessed by an alien intelligence, to the point of the destruction of her original psyche, and that is the source of the power we've witnessed. If so... are we actually here to rescue Stella's murderer?
Rill takes a moment to process what Blurre said. Perhaps. Either way, I believe we must free her. I know I certainly saw something immensely old and powerful in Stella when I looked at her aura, but I also know that the almighty once allowed her to respond to a prayer of mine, which is uncommon, to say the least. If it turns out there is some intelligence that has killed Stella’s soul, well, we will send it from this world. That is certainly within our power. But we cannot condone this sort of... enslavement and exploitation, can we? And if they are wrong, it’s truly Stella being held down there.
Character Sheet

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Rill
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Re: Day 40: Reunion or Ruin?

Post by Rill » Sun Jul 28, 2019 5:54 am

Having seen @Silverclaws heading to his room, Rill also reaches out to his old friend to loop hi in. Silver, it seems things here are not all what they appear (to no one’s surprise), and Stella is being held in Containment. But there’s quite a bit more to it...

Rill recaps the results of his conversion with Enoch and with @Sir Blurre, and then asks, What did you learn?
Character Sheet

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Orrin Truthseeker
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Re: Day 40: Reunion or Ruin?

Post by Orrin Truthseeker » Sun Jul 28, 2019 7:03 am

Orrin makes some general conversation in the common room about the impressiveness of the combine, and the general characteristic of everyone they met before heading into the relatively privacy of his small room. Having seen Blurr's signal to Rill, Orrin isn't surprised when he feels the preachers presence touch his mind.

Hello preacher. What news has everyone learned?

Orrin listens paitently as Roll relays the Intel the rest of the team has learned.

Sounds like it's as bad as we expected. We will definitely need to intervene soon, but there are still a few variables we need to figure out before we take any action. Seems like there is definitely a bit of discontent with this project under the surface. With the right actions maybe we can turn the general populace's opinion away from this so called project. It would also help to know what it is. Let's wait for this tour tomorrow and see what else we can learn. Then we can make a determination on how to best help Stella. Could you relay that to the team?
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 1/35; Staff PPE: 0/10; Armor PPE: 4/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
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: 0/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond


Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

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

Power Surge: Immediately recover all spent Power Points.

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Rill
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Re: Day 40: Reunion or Ruin?

Post by Rill » Mon Jul 29, 2019 9:10 am

Orrin Truthseeker wrote:
Sun Jul 28, 2019 7:03 am

Sounds like it's as bad as we expected. We will definitely need to intervene soon, but there are still a few variables we need to figure out before we take any action. Seems like there is definitely a bit of discontent with this project under the surface. With the right actions maybe we can turn the general populace's opinion away from this so called project. It would also help to know what it is. Let's wait for this tour tomorrow and see what else we can learn. Then we can make a determination on how to best help Stella. Could you relay that to the team?
Rill replies to Orrin, Certainly, Orrin. I can relay those instructions. Might I suggest we have a plan or two in place depending on what we find? It seems best to go into this as prepared as possible.
Character Sheet

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Seswarick
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Re: Day 40: Reunion or Ruin?

Post by Seswarick » Mon Jul 29, 2019 4:34 pm

Sir Blurre wrote:
Wed Jul 24, 2019 9:00 am


As soon as she's inside, he proceeds to stand directly in front of the door. "Rill, I'm going to be a bit tired in the morning. I'd appreciate if you could check in on me in a bit--no need to come out, just give me a quick ping." As he says this, he is stroking his temple with one finger, hoping the preacher understands his intent.

For the rest of his night, his body language is quite clear--"This is not the door you are looking for."
While he wasn't a fearful for Kim's safety as Sir Blurre, he respected his judgement. Knowing sleep would be fitfull and difficult for him in such an enclosed space Seswarick paused to speak with the quickflex. "I will rest poorly here Sir Blurre. Allow me a few hours rest and I will come and relieve you. I will likely be awake half the night anyway." Nodding goodnight to the rest of the team Ses heads to his bunk and tries to ignore the sensation of the walls closing in to crush him.

After a few hours of fitfull sleep he rises and goes out to allow Blurre some rest. The Combines fortress was the first large building he had been in since the battle in the pyramid of Eb and he liked it even less than being stuck in the Sky Siren or the few smaller building in the trading town he had frequented. It was sturdier, in theory, but it that just meant more, and heavier materials to entomb them. Shaking thoughts of catastrophic colapse from his mind as he approaches the skyborn nods to Blurre. "Go ahead and get some rest, I've slept about all I can in here."
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
Exalted deflection -6 to be hit
[/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: 29/40
Bennies: 2/3
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, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Sir Blurre
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Re: Day 40: Reunion or Ruin?

Post by Sir Blurre » Mon Jul 29, 2019 8:28 pm

Blurre actually breathes a sigh of relief at Rill's counsel. Thank you, Rill. That is sound reasoning, and gives me a bit of focus.

He attempts to tell Seswarick that there is no reason to sub in for him, but he realizes that the Lyn-Srial might have some need for distraction, so he eventually graciously accepts the offer, and goes off to sleep. "Do, however, rouse me if you feel the need for more rest."
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: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 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.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Rill
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Re: Day 40: Reunion or Ruin?

Post by Rill » Tue Jul 30, 2019 5:18 am

Noting the conversation between @Seswarick and @Sir Blurre, Rill chimes in Remind me in the morning, and I will refresh all of us for the day ahead. No sense in going into this half-lidded.
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Orrin Truthseeker
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Re: Day 40: Reunion or Ruin?

Post by Orrin Truthseeker » Tue Jul 30, 2019 12:21 pm

Rill wrote:
Mon Jul 29, 2019 9:10 am
Rill replies to Orrin, Certainly, Orrin. I can relay those instructions. Might I suggest we have a plan or two in place depending on what we find? It seems best to go into this as prepared as possible.
Good point. Well I think its safe to say that if this Holt Turner tries to implement whatever this project is we need to stop it. Using Stella as a battery - and I am confident it is the Stella we know at the least - can't be a good thing. If it comes to that we should try to appeal to the faction that doesn't approve. Maybe there is enough discontent to at least stall the implementation. If that doesn't work, maybe there is a covert way we can sabatoge the project quickly, but is doubt that is likely. Worst case scenario I this we would need to try to get to and free Stella quickly. If she has enough strength to power this project, maybe she can help get us all out of here quickly.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 1/35; Staff PPE: 0/10; Armor PPE: 4/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
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: 0/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond


Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

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

Power Surge: Immediately recover all spent Power Points.

Update Signature

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Tribe of One
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Re: Day 40: Reunion or Ruin?

Post by Tribe of One » Tue Jul 30, 2019 7:54 pm

The guards knock on the door to your quarters in the morning -- though not too early, you note -- and escort the COT to a communal dining hall for breakfast. Diners at neighboring tables, mostly Combine engineers and outriders, glance curiously at your group but otherwise pay them little mind. These are worker bees, not movers-and-shakers looking to suss out rumors and political opportunities. Several appear to have worked through the night, and there's chatter about the "Project" being near completion.

After breakfast, you're escorted back upstairs to a waiting room near the boardroom you were in the night before. Almost an hour passes before Holt Turner emerges, followed closely by Ned Vance. Holt, all smiles, slaps the younger man on the back.

"Can you feel it, my boy? We're on the brink of new era! Organize a gleaning team and requisition one of the big whirlies, with plenty of seating. I'll send word in about an hour."

As Vance leaves, the director turns to your group and puts his arms out in welcome again.

"Grandaughter! And her friends -- our new friends! I hope you slept well and we didn't keep you up too late. I know I probably made some big promises after all that bourbon, but I aim to keep them! This way -- I've got something spectacular to show you."

Turner leads you to the auricalcum lift you used before, the security detail falling in behind without so much as a glance from the director. Once there, Turner produces an ivory globe, similar to the amber bauble Enoch used, though more intricate. Slotting it into the lift's controls, he activates the mechanism and you begin to descend.

"Now, I do hope you will maintain the strictest confidence about what you are about to see -- we don't have many competitors out here, but there are factions elsewhere who would love to get their claws on this. It's no exaggeration to say this technology will reshape the West ... but why prattle on when I can let you see for yourselves?"

The lift comes to a halt, deep below the workshop levels, next to rune-carved blast doors labeled "Priority Project Testing and Fabrication."

"We have been working on this project the past five years, although final construction only began a few months ago. Had to work out a few last details ... but the time has finally come to send it out into the world."

Using the same ivory globe, Turner opens the blast doors and leads you through a short, steam-filled passageway that soon opens up into a cavernous vault laced with construction rigging and fabrication equipment. Techno-wizard engineers fly through the wires and scaffolding with jet-fired boots and hover-platforms, applying a little silver solder here or carving a critical rune there. Moving to a bank of switches on the wall, Turner uses two hands to bring up the warehouse lights. In a flash, the Red River Combine's great work emerges from the shadows:
cristian-chihaia-train-signed-small-png.jpg
"Isn't it beautiful? You've seen the Ironhorse locomotives run by the Black Market, the lightning rails fabricated in Tolkeen before it fell. But this, this is different."

Striding forward, Turner throws his arms wide to encompass the massive armored engine, twice the size of any other TW train you've seen and with enough heavy artillery to take down a trio of Death's Head Transports.

"Of course, it's not merely size -- what good would that do, if all you could do was travel the same old lines? No, what we've done is to break free altogether. No ley line lays the track for this. Independently-powered, it will go anywhere it needs, from the Baronies to Arzno or all the way east to the Magic Zone. Just think of what we can do with those connections ... establish an economy, share research, put an end to all this petty war and banditry. This, my friends, will bring peace to the West. And we will be in the vanguard!"

The director's eyes glitter with pride, and perhaps a touch of mania. But there is no disputing the enormity of the machine before you, and the impact it could have on the region -- for good or ill, depending on who is in the engineer's cab.

Pulling his eyes away from the engine, Turner looks you in the eye, one by one, before settling on Kim.

"If you would do me the honor, dear Kimberly, I'd like to give you and your companions a part in our great endeavor. We are mere hours away from launch, with nearly everything in hand, but we need a final few components, including some resonant crystals that deteriorate quickly once harvested. We've held off gathering them until ready for launch, and Mr. Vance has prepared a team to go get them. It would do my old heart good if you and your friends would accompany him -- it's a short flight, though not entirely without danger. But having heard what I have of your past performance, nothing you can't handle with one hand behind your back, I'm sure!"

What do you say? Ready to hop in a whirly with Ned Vance and go harvest crystals so Holt Turner can launch his great locomotive, with Stella as the fuel supply? Feel free to pepper the director with questions or make alternate plans, and I'll respond as needed.
GM Bennies: 4/8

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Kim Black
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Re: Day 40: Reunion or Ruin?

Post by Kim Black » Wed Jul 31, 2019 12:48 am

New Mexico/The Forge
Afternoon
Day 40
Round 0

Kim awoke hungover and feeling horrible. So this is why her father didn’t let her drink? Well, she’d gotten plastered with Sierra before. She took a cold shower and dressed, wondering if she needed to fully gear up. It might be nice to not have to traipse around in her combat armor and loaded with weapons for once. But she grabbed things anyway, out of habit, and headed with the others to breakfast. Coffee helped.

Once she met her grandfather again, she went up and gave him a big hug. He seemed pretty proud of this new project, and Kim was more than happy to follow him to see it. She was a bit giddy with excitement. His enthusiasm was infectious, and she couldn’t wait to see what he’d come up with. She figured becoming head of an organization like the Foundry meant he was pretty creative and a great techno-wizard.

Kim gaped in awe at the locomotive when it was revealed. “Oh my gosh! How did you even do this!” she exclaimed. It had to weigh tons! The amount of power needed to keep it aloft, much less moving, should require a ley line. “Can I look it over? How do you get the power?” She started peppering him with questions as she pretty much ran back and forth along the length of the great machine, studying what she could see with fascination, itching to get under the hood. “Anything you need me to do to help, Grandfather, I’d be happy to!” Kim assured Holt with wide-eyed fascination and a determination to please.

***

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 25/25
Bennies: 2/3
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
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
  • 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).
  • 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.
  • 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.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
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
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • 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.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

User avatar
Rill
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Posts: 160
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 40: Reunion or Ruin?

Post by Rill » Fri Aug 02, 2019 6:47 pm

Rill is crestfallen. He knew to have expected something terrible, but he'd been hoping against hope that their information was wrong, that his intuition was off, that Enoch had been mistaken.

But, staring at the floating, Stella powered war machine in front of him, all he feels is dread. Turner is right; the monstrosity floating there could change things, but in plenty of ways Rill is confident the director has not considered.

"If I may, director, what do you plan to use this for? As you say, you have few competitors out here. Surely, you do not intend to sell this machine as you would any other product?"
Character Sheet

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Orrin Truthseeker
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Posts: 268
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 40: Reunion or Ruin?

Post by Orrin Truthseeker » Sun Aug 04, 2019 6:25 am

Orrin stares up at the massive train in awe. This certainly would change the dynamics of things in the west. Of that, Holt Turned was indisputably correct. But ends don't justify the means, and Orrin wasn't convinced that Holt's ends were entirely altruistic either.

"That is a hefty piece of equipment" Orrin says, intentionally allowing the awe in his voice to bleed through. "It must take quite a team of people to operate such a vehicle. Or maybe you've devised a way for the operator to make a mental connection to the vehicle itself, allowing them to control the train, and get a feel for how it's holding up?". Orrin tries to discretely catch Rill's eye, hoping the preacher gets his intended meaning.


These crystals that you still need, what do they do?" Orrin's recalls the mention of a "crystal lattice" being invovled in the system that utilizes Stella's power. Maybe by acquiring these crystals, they might be able to introduce enough of a flaw into the system to allow Stella to get free.

"Of course we would be happy to help in such noble endeavor. Establishing peace is one of the primary goals of the Tomorrow Legion. This danger you mention though... it would help us to be prepared. What should we expect?"
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 1/35; Staff PPE: 0/10; Armor PPE: 4/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
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: 0/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond


Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

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

Power Surge: Immediately recover all spent Power Points.

Update Signature

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Silverclaws
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Posts: 225
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 40: Reunion or Ruin?

Post by Silverclaws » Sun Aug 04, 2019 8:25 pm

Silver ran the entire evening on low power while he analyzed and scutinized what material and data he had gotten earlier that evening. He really wished that he could have done more with the data but talking to anyone would drawn unwanted suspicion.

@Kim Black would have known what to do about the schematics.

@Orrin Truthseeker would have known about the old and ancient structures. Earth relics.

Certainly the other COT members would have made something more than the details he got. But that was the evening for him and he tried to familiarize himself with every security feature and detail.



He was silent during everything until he saw @Tribe of One Vance. He had not determined yet what Vance's angle was but he was not liking the guy. Attempting a new approach to his eye condition, Silver attempts to activate the Demon Sight by overriding the Bloodthirsty Hindrance.

Spirit 15 _
[*] Spirit (1d10) 1d10 = 10: 10
[*] Aced! Spirit (1d10+10) 1d10+10 = 15: 5
[*] Wild (1d6) 1d6 = 4: 4
Silverr attempts to "read" Vance. Something seems a bit off.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (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).

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Sir Blurre
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Posts: 187
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 40: Reunion or Ruin?

Post by Sir Blurre » Sun Aug 04, 2019 8:42 pm

Blurre doesn't say much, studying the train thoughtfully, instead. He wishes they'd had time to discuss matters more fully with the rest of the team--Kim is going to be devastated to find out what the power source almost certainly is....--but the situation doesn't really permit him to comment directly. At the discussion of the crystals, the Cyber-knight gives a slightly goofy grin to their hosts. "I'm fine with it if the boss is; I just pretty much go where he tells me to."
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: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 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.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Seswarick
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Posts: 147
Joined: Fri Sep 07, 2018 12:23 pm

Re: Day 40: Reunion or Ruin?

Post by Seswarick » Sun Aug 04, 2019 8:56 pm

Following the lead of his more worldly comrades the lyn-srial leaves his concerns unvoiced. The willingness to chain a sentient being as a power source alarmed Seswarick even more than the military ramifications. What other beings would they so enslave had they the means he could not help but wonder. "Most impressive sir, even bandit hordes such as the blue hand will tremble in fear."
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
Exalted deflection -6 to be hit
[/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: 29/40
Bennies: 2/3
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, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Tribe of One
Posts: 986
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 40: Reunion or Ruin?

Post by Tribe of One » Tue Aug 06, 2019 2:22 pm

Silver
As he pores over the security protocols and schematics of the Containment area where Stella is being kept, Silver notices something unsettling: In addition to the airtight security and hardened infrastructure, the area where Stella is held appears to have been rigged with some kind of deadman's switch. The details are a bunch of mystic mumbo-jumbo that's over Silver's head, but he gets the gist: Stella's been rigged up to some sort of feedback loop built into her cell. If she's removed without the proper authorization, the circuit will be broken and all of the stored energy will come crashing back into her, with explosive results.

As for Ned Vance: Silver's scan is enough to tell he's a powerful techno-wizard, and emotionally unsettled. He has a strong reaction to Kim -- anger, even hate, with a little bit of desire thrown in. Whatever the cause, he probably shouldn't be left alone in a room with the girl ...

Holt Turner's eyes dance with pleasure as Kim oohs and aahs over the massive engine, nodding here and there but offering little in the way of detailed answers.

"Yes, it is quite complex. Our best engineers spent years designing it, only for the schematics to sit on a shelf for the lack of a suitable energy core. Luckily, we found just such a source, a nexus of incredible psychic potential that had anchored itself in our dimension. And the rest, well, the rest will be written into history!"

When Rill questions the locomotives purpose, Turner waves off any mention of competitors or sales.

"Oh no, this engine isn't for sale. No, this is for the Combine, although many will benefit -- We're going to tame the West! This is the sort of tool that revolutionizes the world! With this engine, the Red River Combine will become a force of stability and peace. We'll drive out the bandits and the savages, bring the two-bit tyrants and warlords to heel, establish trade and shared governance ... By this time next year, the Foundry could be the capitol of a new nation, a united West, all working toward common goals, one vision ..."

He leaves unstated whose vision that might be, shifting gears to answer Orrin's question about the danger that might be present on the crystal harvesting run.

"Nothing too serious, just some local wildlife nesting in the caves where the crystals grow. The natives have some ridiculous name for them, devil-unicorns or something, but I don't think we've come up with a formal classification for them. They're not native, as far as that goes, and incapable of sophisticated tool use. Aggressive, but manageable with a careful application of force."

He gestures back toward the engine.

"I admit, I am rather eager to see it in action. The engineers have already prepared the energy matrix, and as soon as you return with the crystals they will be integrated into the lattice. With a hours' work, we can have the engine fired up and ready for a test run!"

He grins broadly as Seswarick compliments the machine, but the smile fades for a moment when the Lyn-Srial mentions the Blue Hand -- he's obviously familiar with the raiders.

"Yes, all will be brought to heel, even such as those," he says, before clapping his hands together. "But let's not delay the launch any longer! The men here can escort you back to collect your gear, or you can stop by our armory if you need something particular. Then to the roof, where Vance should be waiting with the whirlies. Great things are ahead, and you all will be a part of it!"

Last chance for prep! Let me know what, if any, special gear you intend to take with you. If you wish, you can each pick up a single piece of equipment (mundane or TW) worth 150,000 cr. or less. In addition to the stock options from the TLPG, the armory also includes some of the Red River Combine's own Magma Blasters, including some modified with PPE batteries for use by mundanes:

TW Magma Blaster, Muggle Edition
When something needs blasted with the fires of Hades, the Red River Combine's patented Founder's Edition Magma Blaster does the trick with gusto! Whether in single-shot, three-round burst or full-auto, this beauty will fill the air with super-heated balls of tungsten alloy angrier than a menopausal Mt. St. Helens! Capable of firing the RRC's Low-Flo Solidifier rounds to hold your target in place with hardened steel, it comes pre-equipped with an independent energy supply. You'll be able to reach out and touch your enemies, even if you don't have a touch of magical ability!

  • TW Magma Blaster: Range 12/24/48; Damage 1-3d8+2; ROF 3; AP 2; Shots 50; Weight 7; SA, 3RB, +2 to hit; Trapping-Fire (magma); entangle (activated on attack); 10 PPE reservoir, usable without an AB; costs 4 PPE to load.


Once you're ready, we'll head up to the roof and take off.
GM Bennies: 4/8

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

Re: Day 40: Reunion or Ruin?

Post by Kim Black » Wed Aug 07, 2019 1:03 am

New Mexico/The Forge
Afternoon
Day 40
Round 0

Kim shook her head in amazement. “I mean, I can’t even imagine what that power source must be,” she told her grandfather, still amazed at the feat of techno-wizardry before her. “Devil unicorns shouldn’t be too hard to handle. We handled worse.” She gave Holt a beautiful smile that reminded him of his daughter Tara.

Kim grabbed her gear from her room and headed up to the roof.
OOC Comments
I can’t think of anything I need from the armory except maybe something for the Sky Siren, which we aren’t taking.
***

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 25/25
Bennies: 2/3
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
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
  • 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).
  • 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.
  • 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.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
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
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • 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.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

User avatar
Silverclaws
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Posts: 225
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 40: Reunion or Ruin?

Post by Silverclaws » Fri Aug 09, 2019 6:41 pm

Silver approaches @Kim Black first.

"Ms. Kim. I don't interfere in your techno-wizard business. I do caution you about being even remotely alone with Vance. He despises your arrival and would like nothing more than to remove you from your gradfather's side. Be cautious."

While the team equips themselves to go after the crystals, Silver delivers bits of information to thpse he thinks will use it best.

"We should not leave Kim alone with Vance."

"Stella is secured and depleted."

"I can not by pass the securities here."

He pauses only momentarily as he acquires a Magma Rifle. Thanking the weapons specialist for it, he does drop an inquiry into the Sniper Rifle variant. @Tribe of One. Making sure that he has sufficient battery backups, he leaves his JA-11 secured in the barracks.

Current Loadout _
Magma Rifle w/ 2 additional batteries
Chain Greatsword
Custom Juicer Plate


Silver will carefully relay more details should any of the COT choose to press for more details.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (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).

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Rill
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Posts: 160
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 40: Reunion or Ruin?

Post by Rill » Sat Aug 10, 2019 10:47 am

Rill signals to @Sir Blurre and then pulls @Kim Black aside.

”Sir Blurre, I believe you have the, ah, privacy device? Would you be so kind?”

If Sir Blurre uses the device that prevents eavesdropping, Rill will continue out loud, otherwise he will use telepathy.

”Miss Kimberly, we haven’t had opportunity to speak since the party, but it would appear as though the Combine is holding Stella and using her as the power source for their airship. It is our intention, unless I am very mistaken, to free her from this bondage, hopefully with no loss of life. I know this must be... difficult to hear, but our friend is in there now. Perhaps we can save her by sabotaging this crystal gathering somehow, or by otherwise sneaking her away. I am not sure what to say, child, except that this is an unfair situation for you to be in and that you do not deserve to choose between friend and family, yet the world is often unfair.”
Character Sheet

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Orrin Truthseeker
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Posts: 268
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 40: Reunion or Ruin?

Post by Orrin Truthseeker » Mon Aug 12, 2019 2:29 pm

Orrin sees Rill pull the young technowizard into a side room for a private conversation. He is glad someone takes the time to talk to the girl, and gladder it didnt have to be him who broke it to her.

Orrin thinks about trying to reach out to Emmet Brown before leaving. He may have information about the how the power system that pulls energy from Stella works. He certainly seemed discontent with the way the combine was using the saloon girl - odd to still think of her as that - and might be willing to provide info on how to sabotage the crystals. He expresses those thoughts to the team in low, quiet whispers in area's outside of the surveillance, hoping someone can think of way to get in touch with the aged techno wizard during the trip.

He peruses the combines armory, stopping at the magma gun for a moment to admire its construction. But between his own pistol and the jammer device he picked up, he's got more things to shoot than he can handle. Not that he has a lot of experience shooting things anyway. Instead he grabs his own equipment, plugs in his armor, and otherwise gets ready to head off on a mission that he hopes against hope will somehow fail...
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 1/35; Staff PPE: 0/10; Armor PPE: 4/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
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: 0/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond


Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

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

Power Surge: Immediately recover all spent Power Points.

Update Signature

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Sir Blurre
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Posts: 187
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 40: Reunion or Ruin?

Post by Sir Blurre » Mon Aug 12, 2019 11:18 pm

Blurre is a bit overwhelmed, still unable to take in the magnitude of everything before them, and honestly a bit at sea about how best to deal with the situation. He almost bypasses the offer of the armory, but on a last-moment impulse, checks it out. Finding a standard-issue (but highly stylized) Communication Band, he does politely request 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: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 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.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Tribe of One
Posts: 986
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 40: Reunion or Ruin?

Post by Tribe of One » Tue Aug 13, 2019 7:48 am

IN THE ARMORY

The quartermaster looks at Silverclaws approvingly when the Wolfen asks about a sniper version of the magma rifle.

"A wolf-man who knows his shooting irons. This is meant to be a close-range weapon, but the Founder's Editions came with the GhosTek Tactical Combat Optic we originally fabricated for the Stormhammer line ... I think I have one in the back I can snap on."

Add on a high-powered scope with the darksight and farsight powers.
steampunk_iron_man_by_artozi-d89hox6.jpg
HEADING OUT

Geared and prepped for the worst, the COT is escorted to lift again and up to the roof of the Foundry, where the Combine's harvesting team waits next to a pair of techno-wizard flying machines that appear to be a cross between a helicopter and old VTOL aircraft.

Ned Vance, decked out in a steaming suit of TW power armor, strides over as you emerge.

"Need to get moving if we're gonna stick to our timeline. You'll be in the second whirlie. Flight's only about 20 minutes, to an old mine in the canyon to the north. There's two entrances, both ways'll get you down to the vault where the crystals grow. It's a bit of a maze, but the path to the crystals from either entrance is marked with blazes of yellow paint. Can't miss it."

You notice he addresses the orders to Orrin, and avoids looking in the direction of Kim as he speaks.

"The question mark is always where the devil unicorns'll be hanging out. That's why we take two groups. The first one to run into the D.U.s, well, make as much noise as you can and light 'em up, so they'll converge on your position. That way the other group can get to the crystals and gather them up unmolested, then get back topside. There's lead-lined cases in the whirlie for putting the crystals in -- we'll need at least two cases, so fill at least three to be on the safe side. And if you end up with more than you can handle, radio for help and we'll see what we can do."

Nodding at you as a way of ending the conversation, he heads to his own crew and takes off. Your whirlie follows close behind, cruising low across the parched wasteland, stirring up dust devils and occasional herds of ruby-scaled raptors. A quarter-hour later, the canyon comes into view, and five minutes after that you staring into the dark gap of the mine shaft.

Vance signals you in without further conversation as he and his team move to the other entrance, carrying five of the lead-lined cases and various weaponry between them.

Making whatever preparations you deem necessary, you head below, making your way through the crude reinforcements that have been added to the tunnel, which appears mostly natural and likely not original to the Earth. Strange, glowing fungus grows on the walls in disturbingly geometric patterns, flashing orange and rose as you approach, then fading back into cool blues and greens as you pass by.

The sound of rushing water echoes up the passage, and soon you hear cruel, guttural laughter along with what sounds like the screams of a goat or other small creature -- looks like you drew the short straw, there's at least one devil unicorn up ahead.
Orange_pore_fungus.jpg

Instructions
  • Go ahead and prep any powers you'd like, activate TW weapons/armor, etc.
  • Make one Skill roll and narrate how you approach the upcoming combat. Are you on the lookout using Notice? Using Stealth to get the drop on the devil unicorn(s)? Using Spellcasting or Psionics, or Shooting to make a lot of noise?
  • I'll take the highest result as the lead roll; every other PC that gets at least a Success will add +2 to the lead roll, which I'll compare with the opposition to determine who has relative advantage when the encounter starts.
GM Bennies: 4/8

User avatar
Silverclaws
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Posts: 225
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Re: Day 40: Reunion or Ruin?

Post by Silverclaws » Tue Aug 13, 2019 9:47 pm

Silver stops the COT in the entrance, "We should be out of snooping and spying range."

"Stella is going to be hard to reclaim. She is tied into an energy matrix that from what I could tell is designed to detonate ... violently if tampered with."

"It is more likely that you mage-y types will have better luck with the locks and such. The usual digital and mechanical locks, there are none."

"Last, and this is my personal opinion, Vance plans to leave us here."

When the looks, if any, come, Silver just points out a few facts.

"Vance doesn't like Kim, at all."

"Vance's crew packed in five crates, like they already knew we were the one's facing trouble."

"Is it coincedence, but the little snot nosed bastard didn't even mention if the things could be killed."

"Vance seems to be in with Holt on this whole Stella powered locomotive. Anything to ensure the project gets completed, including removing competition or objections."

Lashing three crates together, Silver hefts them over his left shoulder, with one crate resting on his chest, shoulder and back. Taking up the Magma Sniper Rifle, he heads into the tunnels to scout ahead.

Tracking 10 _
Wildenerness Scout Package +2
[*] Tracking (1d6) 1d6 = 6: 6
[*] Aced! Tracking (1d6+6) 1d6+6 = 8: 2
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 7: 1
Silver reviews the tracks and trails in the cavern after twenty or so feet. Recording video and other details, he sights in the scope of the Magma SNIPER Rifle. First the DARKSIGHT setting, then the FARSIGHT setting. Taking the rifle down from his left eye. Silver focuses and activates the DEVIL'S SIGHT on his right eye.

Darksight, Spirit Check to Activate -1 _
MAP -6
[*] Spirit (1d10) 1d10 = 5: 5
[*] Wild (1d6) 1d6 = 2: 2
Farsight, Spirit Check to Activate 9 _
MAP -6
[*] Spirit (1d10) 1d10 = 5: 5
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 12: 6
[*] Super Aced! Wild (1d6+12) 1d6+12 = 15: 3
Devil's Sight, Spirit Check to Activate 7 _
MAP -6
[*] Spirit (1d10) 1d10 = 10: 10
[*] Aced! Spirit (1d10+10) 1d10+10 = 13: 3
[*] Wild (1d6) 1d6 = 1: 1
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (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).

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

Re: Day 40: Reunion or Ruin?

Post by Kim Black » Wed Aug 14, 2019 1:08 am

Greater Deflection 5
+2 Machine Maestro, -2 MAP
Techno-Wizardry 1d12+2 = 7: 5
Wild 1d6+2 = 6: 4
Light 9
Techno-Wizardry 1d12 = 9: 9
Wild 1d6 = 5: 5
Greater Boost Shooting 9
+2 Machine Maestro, -2 MAP
Techno-Wizardry 1d12+2 = 11: 9
Wild 1d6+2 = 6: 4
New Mexico/Crystal Caverns
Afternoon
Day 41
Round 0

Kim blinked when Silver told her about Vance. “Well, good thing I wasn’t planning on spending any time alone with him then,” she said with a nervous teenage giggle. “What would he have against me, though? We’ve not even spoken to each other.”

Then Kim got pulled aside by Rill and Sir Blurre.

”Miss Kimberly, we haven’t had opportunity to speak since the party, but it would appear as though the Combine is holding Stella and using her as the power source for their airship. It is our intention, unless I am very mistaken, to free her from this bondage, hopefully with no loss of life. I know this must be... difficult to hear, but our friend is in there now. Perhaps we can save her by sabotaging this crystal gathering somehow, or by otherwise sneaking her away. I am not sure what to say, child, except that this is an unfair situation for you to be in and that you do not deserve to choose between friend and family, yet the world is often unfair,” Rill said.

Kim stared at the Fennodi in disbelief. “What? Stella is the power source? That can’t be-- How? There has to be some mistake. I’ll talk to my grandfather about it,” she promised. “He’ll explain. He’ll understand.”

But there wasn’t time, as they were bundled off to the lift and onto the choppers. Kim stared in amazement at Vance’s TW power armor. “Okay, that is totally rad,” she had to admit as he gave instructions.

At the mine site, Kim unloaded with the others and listened to Silverclaw’s concerns. “I’m still sure my grandfather will listen to reason,” she said. “We’ll work out another power source or something.” It was a bit concerning about what Silverclaws said about getting left behind. “We should have taken the Siren, if it’s fixed,” she muttered.

In the tunnels, Kim heard the sounds of the devil unicorn. “What do we know about these things?” she asked. “Can I banish them?” she wondered as she sorted through the parts and gear she had. Finally she slipped on her Amulet of Protection and settled the Starfire Cannon into place on her shoulder and settled the device that gave her better aim onto her helmet visor.

“Maybe some light will get their attention,” she said. She touched the winged torch trinket on her armor, illuminating the area around them with bright light.

***

Greater Deflection (Shroud): -4 to attacks; -5 for ranged attacks (3r)
Greater Boost Shooting (Raise): Shooting d12+2 (d12+3 with Starfire Cannon) (3r)

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 21/25
Bennies: 2/3
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
Device: Boost Trait (Shooting)
  • PPE 9/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
  • 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).
  • 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.
  • 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.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Last edited by Kim Black on Fri Aug 16, 2019 2:56 am, edited 1 time in total.
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
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
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • 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.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

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Seswarick
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Re: Day 40: Reunion or Ruin?

Post by Seswarick » Thu Aug 15, 2019 6:39 pm

Seswarick accepts the offer of equipment and ends up selecting the muggle edition of the Magma blaster as well. "while I could certainly power a weapon myself I think having a weapon that is self charging will be useful." he explain to the armorer.
As they move into begin their search the Skyborn laments their target area. Caves. Why does it have to be caves? When they hear a Devil Unicorn ahead Ses activates the Stormheart and his Time Twister belt. He also brings up a telekinetic barrier to ward off attacks, with no room to fly he may well need it. As Silver slips ahead the lyn-srial keeps his eyes on their rear and any side passages to be sure it's not an ambush. He'd heard tales from travelers of the beasts deviousness.
Stuff
Activate aura as MDC, Stormheart harness, Mage sight goggles, and Time Twister belt. 3ISP
Cast Exalted Deflection 4 ISP
Psionics 1d12 = 9: 9
Wild 1d6 = 2: 2
Psionics
Notice for task, 9
Notice 1d6+2 = 8: 6 Ace 1d6+8 = 9: 1
Wild 1d6+2 = 3: 1
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
Exalted deflection -6 to be hit
[/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: 29/40
Bennies: 2/3
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, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Sir Blurre
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Re: Day 40: Reunion or Ruin?

Post by Sir Blurre » Thu Aug 15, 2019 8:09 pm

OOC Comments
Power Prep:
Wall Walker (via armor): 1d6 = 1: 1
Wild Psionics 1d6 = 1: 1
Oh, goodie--so we got the Psychic Scream AND his armor now has TD:
Technical Difficulties: 1d6 = 1: 1 -1 Armor until Kim gets it repaired, and -1 to activate Wall Walker if he chooses to try to do that, too.

Now, to try to redeem himself:
Positioning:
Intimidate 1d6+2 = 7: 5
Wild Intimidate 1d6+2 = 6: 4
Simple success, so only +1 to the group total, vs. -2 from the critfail.
Blurre, seeing the cavern they are working with, runs towards the wall, activating the boots of his armor--or at least, that's the intent. But the boots apparently struck a small vein of the crystals they're after, and a psychic feedback loop not only causes sparks to fly from his armor, but also sends a massive wave of pain through everyone in the party.

Shaking his head after he picks himself up, he shrugs apologetically to his teammates. "Um, sorry about that, guys." Deciding to not go topside again, he simply activates his psi-sword and goes to the point the Devil Unicorns are being channeled to and lets out a massive roar of challenge. It should at least keep their attention focused on me.....
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: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 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.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Orrin Truthseeker
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Re: Day 40: Reunion or Ruin?

Post by Orrin Truthseeker » Sun Aug 18, 2019 6:36 am

Team roll - spellcasting - 6
Spellcast 1d10+2 = 4: 2
Wild 1d6+2 = 6: 4
Prep round 1
Quickness (-2Map, +2 equipment) - self
Spellcast 1d10 = 8: 8
Wild 1d6 = 3: 3
-3 PPE

Greater deflection - self
Spellcasting 1d10 = 5: 5
Wild 1d6 = 2: 2
-4PPE

Prep round 2 with quickness
Greater boost trait - vigor - Kim, Blurr, Rill, Silver, Orrin
Spellcasting 1d10+2 = 10: 8
Wild 1d6+2 = 6: 4

-8PPE

Greater boost trait - spirit - Blurr, Silver, Kim, Ses, Tito
Spellcasting 1d10+2 = 11: 9
Wild 1d6+2 = 3: 1
-8PPE
Orrin enters the cavern with some trepidation, especially because he shares silvers concerns about Ned Vance's intentions on this mission.

As they walk through the caverns Orrin keeps an eye out and eventually finds a few small mice like creatures. With a few whispered words and a glow from his staff, the mice nod their furry little head and run out in front of the adventurers, running up and down upcoming tunnels and reporting back to Orrin of any dangers.

When they hear the Devil Unicorn's laugh, Orrin tenses up, looking for his impromptu scouts for more info, while simultaneously wondering if these creatures are just animals defending their territory, or something more supernaturally sinister.

"Everyone on your toes. I don't care what Ned Vance's says, the goal here is to survive and make sure we are the first to make it to those crystals." That said, Orrin starts muttering a few spells, waving his staff first over himself and then in a sweeping arc over the test of the party.

Kim, Blurr, Rill, silver and Orrin all have +4 vigor die types
Kim Blurr Silver Sea and Tito all have +4DT spirit
All of the above mentioned also have +2 pace and +1DT agility.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 1/35; Staff PPE: 0/10; Armor PPE: 4/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
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: 0/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond


Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

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

Power Surge: Immediately recover all spent Power Points.

Update Signature

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Rill
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Re: Day 40: Reunion or Ruin?

Post by Rill » Sun Aug 18, 2019 7:06 am

Raise with Mysticism for Barrier Spell
Mysticism 1d10 = 9: 9 +1 for staff, -2 for Blurre’s psychic thingy
Wild 1d6 = 3: 3
Rill focuses his will, points his Nymbu staff in the direction of the impending hostilities, and summons forth a wall of silvery light between the party and whatever awaits them.

Barrier
Standard (non-mega) barrier of celestial light. Does 2d4 SD to anything vulnerable to holy or silver damage that touches it, has a Toughness of 10.


@Tribe of One, please let me know how big the passage is so I know how big to cast the barrier.
Character Sheet

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Tribe of One
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Re: Day 41: Down in the Dark

Post by Tribe of One » Tue Aug 20, 2019 6:57 pm

The COT Finds Advantageous Terrain
Stealth Assist 1d10 = 6: 6 = Success gives a +2
Main Stealth 1d10+2 = 8: 6
Wild 1d6+2 = 7: 5

GM Benny for Extra Effort 1d6+8 = 11: 3

11 vs. PCs' 18
... And Takes the Initiative
Silver (Level-Headed) 1d54 = 42: 42= 4 Diamonds 1d54 = 51: 51 = King of Diamonds
Blurre 1d54 = 27: 27 = 2 Clubs
Kim 1d54 = 29: 29 = 4 Clubs
Orrin 1d54 = 31: 31 = 6 Clubs = Reroll 1d54 = 40: 40 = 2 Diamonds = Reroll 1d54 = 31: 31 = 6 Clubs = Reroll = 1d54 = 31: 31 = 6 Clubs = Reroll 1d54 = 44: 44 = 6 Diamonds = Reroll 1d54 = 22: 22 = 10 Hearts
Rill 1d54 = 29: 29 = 4 Clubs
Seswarick 1d54 = 26: 26 = Ace of Hearts

Bad Guys 1d54 = 7: 7 = 8 Spades

Half of the PCs beat the bad guys ... giving the tie to the PCs due to superior positioning.
Between Silverclaws' tracking and the intelligence relayed to Orrin by his rodent-like friends, the COT is easily able to track the devil-unicorns to a large, water-filled cavern lower in the mines. Based on the evidence, Silver and Seswarick think there are at least three of the beasts, but can't rule out the possibility of others farther away.

Readied for battle, the group sets out to draw the devil-unicorns out with a spectacle of sight and sound -- some of intentional, like Kim's light show, some accidental, like the psychic fireworks Blurre inadvertently triggers when his attempt at activating his armor goes awry.

Stepping into the large cavern, you quickly see your efforts have worked -- three of the vicious, horned beasts are converging on you from shadowed alcoves or across a swirling pool of subterranean water.
Map
DU cave2.jpg
Rill throws up a wall of glowing energy in an attempt to funnel the violence toward Sir Blurre, while the rest of you get a good look at your attackers.

More than 25 feet long from nose to tail, the hulking creatures are clad in armored scales and easily weigh as much as a Big Boss ATV. Just sapient enough to be deliberately, maliciously cruel, the huge, skull-faced horned lizards are every bit as horrifying as you've been led to believe -- especially when they begin to charge!
uni.jpg


INSTRUCTIONS

Your side won initiative and may act first.

In addition to your actions, each PC needs to:
  • Make a Fear check at -1
  • Include a Notice check in your post, and note whether you have Danger Sense or any other pertinent Edges/abilities


Terrain: I don't plan on tracking movement and positioning down to the square, but the attached map gives you an idea of relative distances and the layout of your surroundings. To start, your characters are in a tight formation in the northwest corner of the map, with a mystical barrier blocking the devil-unicorns from approaching from the water, which counts as Difficult Ground if you don't have some way of bypassing it.
  • Ceilings average about 30 feet high;
  • Elevation changes (where you see stairs or cliff areas) are 15 feet drops, in general.
  • Cover from stalactites or rocky outcroppings is plentiful (generally Medium, or Heavy if your own view is restricted);
  • Illumination is Dim (-1) within a few inches of the barrier and Dark (-2) beyond that.


The Devil-Unicorns (red arrows on the map) are Large (+2 to hit) but benefit from Medium Cover (-2 to hit at range) due to nearby rocks or being in the water. They are Parry 7 Toughness 22 (6) MDC.
GM Bennies: 4/8

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Sir Blurre
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Re: Day 40: Reunion or Ruin?

Post by Sir Blurre » Wed Aug 21, 2019 1:08 pm

OOC Comments
Fear Check d12+3 (thanks, sis!) -1 for scene penalty
Fear Check 1d12+2 = 10: 8
Wild Spirit 1d6+2 = 7: 5

Notice at +2 due to Magic Optic system, but no Powers were active at the time.
Notice: 1d4+2 = 6: 4
Wild Notice 1d6+2 = 7: 5

Let's burn some ISP while Free Actions still exist!
Starting ISP: 25 ISP (includes 2 for Armor and Magic Optic System, as well as 3 for failed Wall Walker attempt)

2 ISP to make Psi-Sword Mega-Damage

Boost Trait, spending a total of 6 ISP for +2 to roll
Boost Fighting 1d6+2 = 6: 4
Wild Psionics 1d6+2 = 7: 5
+1 to Fighting

Deflection, 6 ISP to roll at +2
Deflection 1d6+2 = 7: 5
Wild Psionics 1d6+2 = 3: 1
-1 to be hit

Move roughly 16" (so Running, free action so long as followed by a Fighting Attack) to get in the first Devil Unicorn's face and smack him with an MD Psi-Blade. Not adding extra damage at this time. Using Wild Attack for +2/+2, -2 Parry. If beast is shaken by the attack, Overrun will knock it Prone.

Fighting d12+1, +1 for Boost, +2 for Size, +2 for Wild Attack
Fighting 1d12+5 = 15: 10
Wild Fighting 1d6+5 = 6: 1
-2 for Dark lighting = 13 vs. Parry 7 = Raise
Raise Damage: 2d6 = 5: 2, 3 + 3d12 = 14: 1, 11, 2 +7 AP 6 vs. Toughness 22 (6)
26 damage vs. 16 (net) Toughness = 2 Wounds

Final Stats:
ISP: 11
Parry 12 (-2 to be hit by technology, -1 to ranged attacks, -1 Deflection to all attacks));
Toughness: 16 (4) melee, 20 (8) ranged
Active Effects, Round 1: Deflection, Boost Fighting.
Still feeling abashed at the boot malfunction, Blurre opts to try to redeem himself and charges headlong at the closest of the Devil Unicorns, figuring that if one of the party is out from behind the barrier or other cover, he'll be a more attractive target for the other two, anyway.

Channeling psychic might into a mix of offense and defense, and keeping his shield up, he lunges at the beast, striking it squarely on the flank with the psi-blade as the fiend turns towards him.
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: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 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.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Silverclaws
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Re: Day 40: Reunion or Ruin?

Post by Silverclaws » Wed Aug 21, 2019 1:13 pm

Silver does not waste anytime and slips past the barrier and takes a position infront of the column with his back to it. As he passes @Sir Blurre, he taps him on the shoulder, "Don't think your flying boots are working." Shrugging he moves into position takling aim at the front legs of the charging DU from the south.

Fear (Spirit) 8 _
Scene Modifier -1
[*] Spirit (1d10) 1d10 = 9: 9
[*] Wild (1d6) 1d6 = 2: 2
Notice 9 or 11 _
Danger Sense: YES
Standard +2
Sight, Scent, Sound +2
[*] Notice (1d8) 1d8 = 7: 7
[*] Wild (1d6) 1d6 = 4: 4
Darksight Activation (Spirit) - Negate illumination Penalty _
[*] Spirit (1d10) 1d10 = 10: 10
[*] Wild (1d6) 1d6 = 3: 3
Shooting Southern DU 8 _
MAP -2
Shooting Bonus +2
Called Shot -2
Illumination Penalty 0
[*] Shooting (1d6) 1d6 = 6: 6
[*] Aced! Shooting (1d6+6) 1d6+6 = 10: 4
[*] Wild (1d6) 1d6 = 5: 5
Damage on Southern DU, 20 MDC, AP 2
Farsight Activated - Double Ranges [12/24/48 - 24/48/96]
Short Range (3d8)
Magma Rifle +2
[*] Damage (1d8) 1d8 = 6: 6
[*] Short Range Damage (2d8) 2d8 = 12: 5, 7
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 11: 5
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (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).

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Kim Black
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Re: Day 40: Reunion or Ruin?

Post by Kim Black » Fri Aug 23, 2019 12:56 am

Fear 6
-1 difficulty
Spirit 1d6-1 = 5: 6
Ace 1d6+5 = 6: 1
Wild 1d6-1 = 0: 1
Notice 3
Notice 1d4 = 1: 1
Wild 1d6 = 3: 3
Darksight 8 Raise, negate all darkness penalties - Correction: Don't need this because armor helmet already takes care of this.
+2 Machine Maestro, -2 MAP
Techno-Wizardry 1d12 = 8: 8
Wild 1d6 = 5: 5
Shooting 10 Raise
+2 size, -2 cover
Shooting 1d12+3 = 10: 7
Wild 1d6+3 = 6: 3
Starfire damage, ignores non-FEP armor 24
3d10+4 = 20: 7, 2, 7 + 1d6 = 4: 4
New Mexico/Crystal Caverns
Afternoon
Day 41
Round 2

Damn, these things were ugly! And scary! Kim took a few breaths to steady her nerves. Kim’s armor already handled the darkness, and she was illuminated by the light spell from her trinket, so she moved down the line so she could find a shot at the southernmost devil unicorn, trusting the water and the barrier to protect her flank. She opened fire with her starfire cannon at the monster.

***

Light spell surrounding Kim (299r)
Greater Deflection (Shroud): -4 to attacks; -5 for ranged attacks (2r)
Greater Boost Shooting (Raise): Shooting d12+2 (d12+3 with Starfire Cannon) (2r)
Vigor d12+3 (Orrin)
Agility d10 (Orrin)
Pace 8 (Orrin)

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 21/25
Bennies: 2/3
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
  • 41/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 9/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
  • 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).
  • 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.
  • 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.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
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
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • 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.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

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Rill
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Re: Day 40: Reunion or Ruin?

Post by Rill » Mon Aug 26, 2019 6:00 pm

Spirit for Fear 5; Notice 14 (or 12 if not visual), Danger Sense Edge
Spirit for Fear: 1d10-1 = 5: 6
Wild 1d6-1 = 2: 3

Notice 1d8+4 = 12: 8 (Includes Alertness and Fennodi +2 for visual checks) + 1d8 = 2: 2
Wild 1d6+4 = 5: 1

Rill has the Danger Sense Edge
Finding himself once again unable to stop the impending violence, Rill activates his psychic body shield (armor) in anticipation of the havoc to come and keeps watch for an opening where his skills may be of use.
Psionics 23
Psionics 1d10 = 8: 8
Wild 1d6 = 6: 6 + 1d6 = 6: 6 + 1d6 = 6: 6 + 1d6 = 5: 5
Current Toughness 20(13)
Round 1 of regular armor power
Character Sheet

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Orrin Truthseeker
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Re: Day 40: Reunion or Ruin?

Post by Orrin Truthseeker » Tue Aug 27, 2019 2:42 pm

Notice - 3, minus applicable penalties
Notice 1d6 = 2: 2
Wild 1d6 = 3: 3
Fear - Success
Spirit 1d8-1 = 6: 7
Wild 1d6-1 = 5: 6
Exalted Detect Arcana - 6, but with backlash causing shaken
Spellcasting (+1 staff, +1 armor) 1d10+2 = 3: 1
Wild 1d6+2 = 6: 4
Shooting southern DU - 9 - 28 AP 4, success with 2 raises
Spirit to unshake
Spirit 1d8 = 1: 1
Wild 1d6 = 6: 6

Darkness offset by Kim's light spell? Assuming so
Shooting (-2 cover, +2 size)
Shooting 1d6 = 6: 6
Wild 1d6 = 5: 5
Ace! 1d6+6 = 9: 3

Damage 2d8+4 = 16: 4, 8 + Ace 1d8 = 7: 7 + Raise 1d6 = 5: 5 = 28 AP 4


Concerned about depleting his PPE reserves on a single fight when a potential conflict with the combine looms in the near future, Orrin opts for a conservative approach. Not knowing what they are up against, Orrin activates his arcane sight, inspecting the nearest DU for magical and psionic signatures, or any hints of weaknesses they may have.

With the additional focus and reaction time granted to him by the enhanced adrenaline running through his veins, and making sure to stay behind the more melee focused party members, Orrin lines up a shot at the nearest DU - the one to the south - with the Thunder clap pistol in his right hand. The pistol moves in his hand as it tracks the target, and a small crack of thunder sounds as electricity shoots forth from the barrel of the gun and slams into the chest of the charging beast.

Hm... I could get used to this Orrin thinks, as he looks down at the gun.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 1/35; Staff PPE: 0/10; Armor PPE: 4/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
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: 0/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond


Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

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

Power Surge: Immediately recover all spent Power Points.

Update Signature

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Seswarick
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Re: Day 40: Reunion or Ruin?

Post by Seswarick » Wed Aug 28, 2019 3:59 pm

Notice 5
Modifiers: -2 claustrophobia, +2 MSG, ignores penalties for dim and dark lighting as a L-S, net 0
Notice 1d6 = 3: 3
Wild 1d6 = 5: 5
Fear test 8
Modifiers: scene -1, Claustrophobia -2, net-3
Spirit 1d10-3 = 5: 8
Wild 1d6-3 = 1: 4
Still very uncomfortable in the caverns they were at least meeting the fiendish beasts in a larger cavern with some room for him to take flight. While he should be safe from their foes while in the air Seswarick isn't sure they have no ability to jump or shoot spikes so he keeps the deflection active as he springs into the air. Soaring over the barrier he circles above the pool and spots one lurking to the north. Unleashing a blast of lightning at the Devil Unicorn following up with a burst from his new magma rifle just to be certain.
The Lightning 9, damage 32 AP4
Modifiers: -2 claustrophobia, +2 size, cover -2, major psi spending +2, net 0. pend 2 ISP for 4 AP and 4 for +2 to hit
Psionics 1d12 = 9: 9
Wild 1d6 = 3: 3
Damage 7d6 = 25: 3, 1, 5, 2, 3, 6, 5 Ace 1d6+25 = 31: 6 Ace 1d6+31 = 32: 1
Magma gun 6 Damage 16 AP2 and resist entangle
Modifiers: -2 claustrophobia, +2 size, +2 3rb, +2 gun mod, net +4
Shooting 1d6+4 = 5: 1 -2 from cover
Wild 1d6+4 = 8: 4 -2 from cover
Damage 3d8+4 = 16: 7, 1, 4
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
Exalted deflection -6 to be hit
[/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: 29/40
Bennies: 2/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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

Re: Day 41: Down in the Dark

Post by Tribe of One » Thu Aug 29, 2019 1:03 pm

Soak rolls
DU 3 is hit by Blurre for 2 Wounds. Uses a WC Benny to Soak.
Vigor 1d10 = 1: 1
Wild 1d6 = 3: 3 = No soak, takes 2 Wounds and knocked Prone.

Is Shaken, so Silver's shot causes 1 Wound, which it spends its 2nd WC Benny to Soak
Vigor 1d10-2 = 7: 9 = Soaks the Wound and no longer Shaken
Wild 1d6-2 = 0: 2

Kim's shot Shakes it again.

Orrin causes 2 Wounds and kills it.

DU 1 is hit by lightning. Giving Seswarick +4 damage on his lightning attack since it is in the water. 4 Wounds total. Uses a WC Benny to try to Soak.
Vigor 1d10 = 3: 3
Wild 1d6 = 4: 4 = Soaks 1
Uses 2nd WC Benny to reroll
Vigor 1d10 = 4: 4
Wild 1d6 = 3: 3

It takes 3 Wounds and is Shaken.
Enemy Attacks
DU 1 charges the barrier
Fighting 1d10-3 = 0: 3
Wild 1d6-3 = 2: 5 = Hits vs. Parry 2
Damage: 1d12 = 6: 6+ 1d8 = 6: 6+9 = 21 = Smashes through the barrier

Free attack with tail vs. Rill and Orrin
Fighting vs. Rill 1d10-3 = 5: 8
Wild 1d6-3 = 3: 6

Fighting vs. Orrin 1d10-3 = 2: 5
Wild 1d6-3 = 0: 3

DU 2 Running 1d6 = 4: 4

Charges Blurre and attacks twice with Imp. Frenzy

Fighting 1d10 = 6: 6 = Miss
Wild 1d6 = 2: 2

Fighting 1d10 = 8: 8
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 12: 6 = Ace! 1d6+12 = 18: 6 = Ace! 1d6+18 = 23: 5 = Hit with a Raise
Damage: 1d12 = 7: 7+ 1d8 = 3: 3+ 1d6 = 4: 4+9 = 23 damage = 1 Wound

Sidewinder shoots a 3RB at Seswarick, Called Shot to the head but without The Drop due to Rill's Danger Sense success; then with Quickness fires a second 3RB through the barrier at Orrin.

Shooting vs. Ses 1d12+3 = 11: 8
Wild 1d6+3 = 9: 6 = Ace! (and forgot a +1) 1d6+10 = 16: 6 = Ace! 1d6+16 = 19: 3 = -9 for Ses' defenses = 10, Hit with a Raise
Damage: 4d6+10 = 25: 4, 4, 5, 2 = 25 Mega Damage, AP 4 = 3 Wounds, and Ses needs to make a Spirit roll: 11+ is no effect; 7-10: lose 1d Vigor; 6 or less: lose 2d Vigor

Shooting vs. Orrin 1d12+3 = 5: 2 = Forgot a +1, so 6
Wild 1d6+3 = 5: 2
WC Benny for Extra Effort + Elan 1d6+8 = 11: 3 = -4 for defenses = 7, Hit, no raise
Damage: 3d6+10 = 17: 1, 5, 1 = Not even Shaken after passing through the barrier
Initiative
Silver (Level-Headed) 1d54 = 40: 40 1d54 = 14: 14 = 2 Diamonds, 2 Hearts
Blurre 1d54 = 47: 47 = 9 Diamonds
Kim 1d54 = 43: 43 = 5 Diamonds
Orrin (redraws 8 or less) 1d54 = 52: 52 = Ace of Diamonds
Rill 1d54 = 15: 15 = 3 Hearts
Seswarick 1d54 = 42: 42 = 4 Diamonds
Jack (Quick): 1d54 = 15: 15 = Redraw 1d54 = 30: 30 = 5 Clubs = Redraw, 1d54 = 1: 1 = 2 Spades = Redraw, 1d54 = 7: 7 = 8 Spades
Tito (Level-Headed): 1d54 = 39: 39 1d54 = 32: 32 = Ace of Clubs, 7 of Clubs

Bad Guys (Level-Headed and redraws 8 or less): 1d54 = 4: 4 1d54 = 16: 16 = 5 Spades, 4 Hearts = Redraw 1d54 = 54: 54 = Joker, ouch!

Bad Guys win Initiative
Round 2 attacks
DU 1 (with 3 Wounds) using Imp. Frenzy to Bite Rill once and Orrin once

Fighting vs. Rill 1d10-3 = -1: 2 = Miss
Wild 1d6-3 = 0: 3

Fighting vs. Orrin 1d10-3 = -1: 2 = Miss
Wild 1d6-3 = -1: 2

DU 2 attacks Blurre twice with Imp. Frenzy
Fighting 1d10 = 3: 3 = Miss
Wild 1d6 = 1: 1

Fighting 1d10 = 5: 5
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 12: 6 = Ace! 1d6+12 = 14: 2 = Hit
Damage: 1d12 = 10: 10+ 2d5 = 8: 4, 4 2d4 = 5: 2, 3+5 = 20 damage = 1 Wound just Shaken due to Champion

Sidewinder fires two more Called Shot 3RBs, again targeting Seswarick and Orrin. No Assassin bonus damage this time.

Shooting vs. Ses 1d12-5 = -3: 2 = Miss
Wild 1d6-5 = -2: 3

Shooting vs. Orrin 1d12 = 3: 3
Wild 1d6 = 2: 2
WC Benny to reroll with Elan
Shooting 1d12+2 = 6: 4 = Hit Forgot the +2 from his Joker = 8, Hit with a raise
Wild 1d6+2 = 4: 2
Damage 3d6+8 = 20: 3, 3, 6 = Ace! 1d6+20 = 24: 4 = 24-10 = 14 damage, AP 4 = +2 for the Joker and 1d6 = 4: 4 for the Raise = 20 damage, AP 4 = 1 Wound
Undeterred by the horrific reputation of the massive beasts before them, the members of the COT leap into action. Blurre is first past the barrier as he charges south, his psi-sword slashing into the side of the southernmost devil unicorn and sending it tumbling across the rocky ground. Silverclaws and Kim keep it off-balance with additional shots from their TW weapons, before Orrin delivers a fatal shot with his thunderclap pistol.

As Rill weaves a protective shield around himself, Seswarick flies past the barrier and sends a massive blast of lightning slamming into the devil unicorn swimming through the subterranean pool toward the party. With the water as a conductor (+4 damage), the strike proves nearly fatal (3 Wounds), though Seswarick's follow-up shot with his magma rifle fails to penetrate the devil unicorn's armored hide and finish off the beast.

Twitching and bellowing in rage, the scorched devil unicorn plows forward through the water like a torpedo. It smashes through Rill's barrier on shaking legs before turning and swiping at the preacher and Orrin with its spiked tail, though in its wounded state, the thrashing attack fails to connect with either man.

The other, untouched creature spies Sir Blurre standing over the corpse of its mate and roar, charging the cyber-knight with murderous intent. In a frenzy, it attempts to gore him repeatedly, connecting once even as the Quick-Flex knight slashes at it as it draws near. (1 Wound to Blurre, if he doesn't drop it with First Strike.)

Even as the devil unicorns thrash and rage, Rill feels the whiskers on his neck raise, the Lord's sign that the Devil isn't done messing about. Silver, too, catches a flash of movement, like a mirage shifting in the heat, on a shelf of rock to the east. The preacher and the wolf have just enough time to shout out a warning before a burst of buzzing darts tear into Seswarick (3 Wounds and Ses needs to make a Spirit check: 6 or less he loses 2d Vigor; 7-10 he loses 1d Vigor; 11+ no effect). A split second later, a second burst of poisoned darts tears through the barrier then clatters harmlessly against Orrin's metal skin, having lost too much force to do damage.

(Then the bad guys win initiative because ol' Sidewinder draws a Joker ...)

Before the heroes have a chance to return fire, the unseen sniper fires off another pair of bursts. The first goes wide of the wounded Seswarick, but the second punches through the barrier again and strikes Orrin, with enough force to penetrate the metal mage's skin. (Orrin takes 1 Wound and needs to make a Spirit check: 9+ is no effect; 5-8 lose 1d Vigor, 4 or less lose 2d Vigor.)

The badly wounded Devil Unicorn to the north continues to flail ineffectually at Rill and Orrin with its claws and fanged maw, but fails to connect. To the south, the other surviving beast bites and slashes at Sir Blurre, but only manages to knocked the swift-footed cyber-knight off-balance. (Blurre is Shaken).

As you prepare to return counter-attack, a shimmering portal splits the air of the cavern. Beyond, you can see desert sands and scrub brush, and a dark-skinned woman with a painted face. Then she steps back, and two familiar faces appear, armed to the teeth and ready to provide some unexpected firepower ...

Map
DU cave3.jpg

Okay, your turn!

Terrain: I don't plan on tracking movement and positioning down to the square, but the attached map gives you an idea of relative distances and the layout of your surroundings. Rill and Orrin are farthest north, west of the blue barrier, in melee with the wounded Devil Unicorn; Seswarick is flying just east of them; Kim and Silver are a bit south near the tip of the barrier; Blurre is farthest south in combat with the unwounded Devil Unicorn. The two newcomers (you know who you are) are in the middle of the map, having just arrived via the purple portal.

  • Ceilings average about 30 feet high;
  • Elevation changes (where you see stairs or cliff areas) are 15 feet drops, in general.
  • Cover from stalactites or rocky outcroppings is plentiful (generally Medium, or Heavy if your own view is restricted);
  • Illumination is Dim (-1) within a few inches of the barrier and Dark (-2) beyond that.


The Devil-Unicorns (red arrows on the map) are Large (+2 to hit) and no longer in cover. They are Parry 7 Toughness 22 (6) MDC.

The unseen sniper (green lightning bolt) is Invisible (Notice at -4 to see him and be able to targt, then -4 to hit), in medium cover (-2 to hit) and has Uncanny Reflexes (-2 to hit). Illumination penalties also may apply. It's a 15-foot climb or jump to get onto his cliff, in which case you can ignore the cover. He's Parry 7 and Toughness 16 (8).
GM Bennies: 4/8

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Sir Blurre
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Re: Day 40: Reunion or Ruin?

Post by Sir Blurre » Thu Aug 29, 2019 9:42 pm

OOC Comments
Starting Stats:
Bennies: 5/5
ISP: 11
Parry 12 (-2 to be hit by technology, -1 to ranged attacks, -1 Deflection to all attacks));
Toughness: 16 (4) melee, 20 (8) ranged
Active Effects, Round 2: Deflection Success, Boost Fighting Success.

Soak 1 Wound w/Elan 1d6+2 = 7: 5
Wild Vigor 1d6+2 = 5: 3
Soak

Unshake at top of round 1d12+1 = 7: 6
Wild Spirit 1d6+1 = 5: 4
Unshakes

Blurre will attack the DU: if he kills this one, he will return to the others, though not running (and thus not quite on top of the last DU, but probably in sight of the sniper--while wearing his hat).
Fighting d12+1, +2 for Size, +2/+2 for Wild Attack, -4 Rapid Attack = d12+1 vs Parry 7
Rapid Attack 1 1d12+1 = 12: 11
Rapid Attack 2 1d12+1 = 11: 10
Rapid Attack 3 1d12+1 = 4: 3
Wild Fighting 1d6+1 = 2: 1
One Miss, Two Raises
Damage is 3d12 + 1d6 +3, +2 for Wild Attack, +2 for Supernatural Evil, +1d6 for Raises:
Damage 1: 2d6 = 7: 4, 3 + 3d12+7 = 25: 4, 4, 10 = 32 AP 6 = 4 Wounds
Damage 2: 2d6 = 10: 4, 6 + 3d12+7 = 37: 7, 12, 11 ACES + 1d6 = 3: 3 + 1d12 = 6: 6 + 1d6 = 4: 4= 60 AP 6 = 10 Wounds
Toughness 22 (6) MDC

Simple move to close with the last DU. If, by some chance, the DU soaks both attacks enough to still be alive, it gets a strike on Blurre for Withdrawing.

Final Stats:
Bennies: 4/5
ISP: 11
Parry 10 (-2 to be hit by technology, -1 to ranged attacks, -1 Deflection to all attacks));
Toughness: 16 (4) melee, 20 (8) ranged
Active Effects, Round 2: Deflection Success, Boost Fighting Success.
Blurre, seeing that parts of the barrier keep going down, and that his companions are at least theoretically threatened by the third DU, decides to finish messing around, and lays down a strike of powerful blows; though one goes wide of the mark, two more strike home, either alone likely enough to be fatal. Then, turning without checking to be sure the fiend really is dead, he heads back towards the group, his recently acquired hat bobbing on his head jauntily.
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: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 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.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Orrin Truthseeker
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Re: Day 40: Reunion or Ruin?

Post by Orrin Truthseeker » Sat Aug 31, 2019 8:38 am

soak and resist - no wounds, -1 DT vigor
Vigor to soak (with +4 die types)
Vigor 1d12+1 = 2: 1
Wild 1d6+1 = 6: 5

Spirit to resist effects
Spirit 1d8 = 7: 7
Wild 1d6 = 4: 4
notice 8
Notice 1d6 = 6: 6
Ace! 1d6+6 = 8: 2
Wild 1d6 = 1: 1
Turn 1 Spellcast for dispel - TN 10 (killer instinct)
Needs modifiers for arcane types of applicable
Spellcasting 1d10+2 = 4: 2
Wild 1d6+2 = 6: 4

Bennie to EE with elan
1d6+8 = 9: 1[/dice]
Terrifying as these devil unicorns are, Orrin See's this mysterious sniper causing far more damage than the hulking beasts. He does his best to split his attention between avoiding the creatures attacks and searching for the sniper. He picks up on traces of the arcane from a cliff face, and directs the focus of his next spell at the signature. A few muttered words and void energy shoot forth from the end of his staff toward the cliff face. Orrin just hopes that the spell is potent enough to reveal the attacker, distracted as he his by the DU.

'Blurr, Silver, could one of you take care of this thing" Orrin shouts as he jumps to the side to dodge a swipe.

Orrin focuses on the ledge waiting for the moment when the sniper triew to teleport away again
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 1/35; Staff PPE: 0/10; Armor PPE: 4/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
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: 0/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond


Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

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

Power Surge: Immediately recover all spent Power Points.

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Jack 'Bullet' Jones
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Posts: 197
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Re: Day 40: Reunion or Ruin?

Post by Jack 'Bullet' Jones » Sat Aug 31, 2019 11:08 pm

Jack's back
Notice
1d6 = 5: 5

WD Notice
1d6 = 6: 6
Ace WD Notice
1d6+6 = 10: 4

*Greater Smite - Pearl-handled Colt (raise, Silver trapping)
1d12+1 = 11: 10

WD Greater Smite
1d6+1 = 5: 4

*Greater Deflection (raise)
1d12+1 = 12: 11

WD GD
1d6+1 = 6: 5

*Greater Boost Trait - Shooting
1d12+1 = 3: 2

WD GBT
1d6+1 = 4: 3

Shooting - Pearl-handled Colt (at sniper, if notice roll successful)
1d12+1 = 6: 5

WD Shooting
1d6+1 = 6: 5

Benny to reroll shooting with Elan
1d12+3 = 13: 10 subtract 4 for invisibility, 2 for cover, 2 for Uncanny Reflexes - total 5 to hit

Damage - PHC is 2d6+5, Greater Smite with raise is +8 MD, AP 4
2d6+13 = 20: 4, 3

WD Shooting with Elan
1d6+3 = 9: 6
Ace with prior
1d6+9 = 12: 3

Shooting - Hellfire Hand Cannon (at sniper, if notice roll successful)
1d12 = 2: 2

WD Shooting
1d6 = 3: 3
Jack shudders as the portal closes. If'n that's the last time, it's one time too damn many. In an instant, he's standing in a cavern. The darkness of the cave hides no secrets, as the visor of his hat acclimates instantly. His mind works quickly. Sir Blurre appears to have dispatched his foe with trademark alacrity. The rest of his former posse is behind a barrier, clearly of the preacher's making. The other of the devil unicorns seems intent on making a meal out of his friends. Ah ain't got a shot. Dammit!
A quick scan of the cavern reveals a hidden assailant. His trusty pearl-handled Colt and hellfire hand cannon cocked and ready, Jack takes aim at the phantom on the ledge. Pouring psychic energy into his silky smooth trigger press, a beam of energized silver strikes out at the fiend, striking true and with vicious force. A followup blast with the TW hand cannon does little more than sizzle at the wall behind the mystery foe. "How'd that feel, fella? Tito, sic' 'em boy!" He shouts back across the barrier. "Hey, y'all miss me?"
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
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: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Silverclaws
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Re: Day 40: Reunion or Ruin?

Post by Silverclaws » Sun Sep 01, 2019 7:48 pm

Magic has a way of causing Silver's senses to flair, like hemroids or asthma. It irritated and was constantly annoying him. But the wind brought noise and smells and Silver went through Silver quick assessments. Shouting loudly.

"Damn Cowboy. The dusty trail blew you across our path once more." @Jack 'Bullet' Jones

"Wet fur. Wet Chuahua fur. Get out of the water you crazy mutt." @Tito

The last scent and sound, not a DU or a COT member, followed on the whisps of the fired darts. Silver growled more loudly than before, "SNAKEBITE"

Silver pointed in a general direction back into the dark.

Storing the rifle over his shoulder, he dove behind the barrier and sought to wrestle the DU into submission or kill it if necessary.

Grapple (Strength) 11 _
[*] Strength (1d12+1) 1d12+1 = 11: 10
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 11: 5
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (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).

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Rill
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Posts: 160
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 40: Reunion or Ruin?

Post by Rill » Sun Sep 01, 2019 7:55 pm

Spirit 7 to Inspire, +1 to Silver’s Roll
Spirit 1d10 = 7: 7
Wild 1d6 = 3: 3

It’s been a while since he used this, but Rill’s sig item allows him to roll Spirit once per session to support a teammate in their roll. Basically, PEG stole the new support rules from the mechanic we came up with for Rill’s bible. I’m sure that’s how it happened. :D
Rill, seeing @Silverclaws engage the wounded Devil Unicorn, calls out a particularly relevant verse, encouraging his friend onward: ”Blessed be the Lord my strength which teacheth my hands to war, and my fingers to fight!”

Along with a minor focus of will, he sends Silver a prayer, and he stands ready to face whatever happens next.
Character Sheet

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Kim Black
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Posts: 267
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Location: Wheaton, IL

Re: Day 40: Reunion or Ruin?

Post by Kim Black » Mon Sep 02, 2019 4:32 am

Exalted Detect Arcana 6; can see invisible with normal Notice roll and no shooting penalties
-2 MAP, +2 Machine Maestro TW
Techno-Wizardry 1d12 = 6: 6
Wild 1d6 = 5: 5
Notice 11
+2 Machine Maestro, +2 because people are pointing him out literally?
Notice 1d4+4 = 8: 4
Ace 1d4+8 = 11: 3
Wild 1d6+4 = 8: 4
Shooting 7
-2 MAP, -2 Cover, -2 Uncanny reflexes, -2 dark, +2 armor, +2 Machine Maestro
Shooting 1d12-1 = 1: 2
Wild 1d6-1 = 1: 2
Benny to reroll
Shooting 1d12-1 = 7: 8
Wild 1d6-1 = 1: 2
Starfire damage, ignores non-FEP armor 18
3d10+4 = 18: 1, 7, 6
New Mexico/Crystal Caverns
Afternoon
Day 41
Round 3

“Oh, shi-oot!” Kim exclaimed as one of the monsters simply crashed right on through the protective barrier. And then a flurry of darts did, as well.

“Sniper!” Kim yelled. Crap! Just like out in the desert! Who was this guy?

Silverclaw seemed to have the devil unicorn well in hand, so Kim scanned for the sniper. She activated the magic vision in her armor. Others were pointing out the place, so Kim noticed him quickly.

“Gotcha,” she said grimly as she came around the edge of the barrier to the side of the pool to get a bead on the sniper, opening up her starfire cannon on him.

***

Exalted Detect Arcana (3r)
Light spell surrounding Kim (298r)
Greater Deflection (Shroud): -4 to attacks; -5 for ranged attacks (1r)
Greater Boost Shooting (Raise): Shooting d12+2 (d12+3 with Starfire Cannon) (1r)
Vigor d12+3 (Orrin)
Agility d10 (Orrin)
Pace 8 (Orrin)

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 17/25
Bennies: 1/3
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
  • 40/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 9/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
  • 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).
  • 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.
  • 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.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
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
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • 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.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

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Seswarick
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Posts: 147
Joined: Fri Sep 07, 2018 12:23 pm

Re: Day 40: Reunion or Ruin?

Post by Seswarick » Thu Sep 05, 2019 6:38 pm

Soak roll 12 3 wounds soaked
Benny to soak
Vigor 1d6 = 5: 5 Red benny for EE 2d6+7 = 12: 2, 3
Wild 1d6 = 4: 4
Spirit test, failed
Spirit 1d10 = 4: 4
Wild 1d6 = 2: 2
Notice 2
Modifiers: -4 invisability, +2 MSG, net -2
Notice 1d6-2 = 4: 6 forgot phobia, -2 more
Wild 1d6-2 = -1: 1
Seswarick grunts in shock as the first salvo of dart penetrates his aura. While he resists damage from the toxic darts the poison does leave him feeling tired and weakened. Fortunately the second salvo goes wide. Scanning around he fails to locate his attacker so he focuses some power into the goggles to try and pierce any obfuscation.
activate exalted darksight
Isp 2
Psionics 1d12-2 = 0: 2
Wild 1d6-2 = 3: 5
But his distraction from the environment and prevents him from properly concentrating and the goggles fail to activate. Cursing the wretched caves under his breath Ses tries again to empower the goggles with also flying up towards the ceiling, hoping to gain some cover.
trying for Ex DS again
Psionics 1d12-2 = 2: 4
Wild 1d6-2 = 4: 6
This time he is able to properly focus his power and the shooter is revealed to him.
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
Exalted deflection -6 to be hit
[/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: 29/40
Bennies: 2/3
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, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Tito
Posts: 54
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 40: Reunion or Ruin?

Post by Tito » Fri Sep 06, 2019 4:08 pm

Notice 10(6?), Fighting 8; Damage 12; -1 Red Benny
Notice: 1d8+2 = 4: 2 (+2 Dog Boy; -4 Scene?)
Wild: 1d6+2 = 8: 6 Ace: 1d6+8 = 10: 2

Fighting: 1d12-2 = 8: 10 (+2 Wild, -6 Scene)-2 = 6
Wild: 1d6-2 = 0: 2
Red Benny: 1d6+6 = 8: 2

Damage: 1d12 = 2: 2+ 1d8 = 1: 1+ 1d6 = 3: 3+6 (1d12 Strength+1d8 [Weapon]+1d6[Weapon]+6[4 Strength + 2 Wild Attack]

Target must make a Vigor roll at -2 or be shaken
Tito is just about to leap for the nearest devil unicorn when Jack urges him to whomp whatever the cowboy is shooting at! Tito stops and cocks his head when he sees nothing there. He catches a hint of something in the air, however, and takes a deep sniff. Then he growls.

Tito leaps straight towards where the scent is coming from, rears back wtih Whomper, and lands a solid smack into something! It doesn't give a very satisfying thunk, but the electricity arcing across the humanoid form in front of him and the pained groan is pleasing enough.
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.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    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: 2/2
Bennies: 1/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature

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Tribe of One
Posts: 986
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 41: Down in the Dark

Post by Tribe of One » Sat Sep 07, 2019 7:42 pm

Resistance Rolls
DU 2 uses a WC Benny to soak the first wounding hit
Vigor 1d10 = 3: 3
Wild 1d6 = 1: 1

Second WC Benny to reroll Soak
Vigor 1d10 = 3: 3
Wild 1d6 = 3: 3

He ded.

Sidewinder opposed casting skill. Orrin's total is -2 since he's trying to Dispel another tradition (TW-based, or Gifted/Super, in this case). Needs 8 or better.
Focus 1d10 = 9: 9 = Succeeds, Dispel fails
Wild 1d6 = 1: 1

Jack's shot would do 2 Wounds to the Sidewinder. GM Benny to Soak
Vigor 1d8 = 1: 1
Wild 1d6 = 5: 5 = Soaks 1 Wound

DU1 resist roll vs. Grapple
Fighting 1d10-3 = -1: 2
Wild 1d6-3 = 0: 3

Sidewinder, another GM Benny to resist Wound from Kim
Vigor 1d8 = 4: 4 (Has Nerves of Steel, so no Wound penalty)
Wild 1d6 = 4: 4

Sidewinder roll vs. Shaken from Whomper
Vigor 1d8-2 = 3: 5
Wild 1d6-2 = 3: 5 = Shaken
Blurre puts down the third Devil-Unicorn with two surgical strikes -- the first nearly guts it, then the second cleaves its horned head from its body, a look of shock frozen on its demonic face as its eyes dim.

The cyber-knight rushes back to the group to help, but Silverclaws already has the last, wounded Devil-Unicorn wrapped up in a grapple, his cyber-enhanced limbs -- urged on by Rill's prayer -- easily forcing the much-larger creature to the ground.

Orrin, focusing on the invisible sniper, attempts to dispel whatever force cloaks the foe from sight, but his attempt fails to overcome the other man, whose magical presence seems to twist and slide like a serpent.

Stepping out of the dimensional portal with a showman's flair, Bullet Jones chooses that moment to make his appearance. He fires off a shot that manages to wing the invisible shooter, though the wound is not as deep as he might have hoped.

"Bullet Jones," the voice hisses from the darkness, tinged with a bit of pain but no real surprise. "Was hoping you'd show again. Always wanted to see if you really were ..."

Whatever he was about to say is lost as Kim sprays the area with her starfire cannon. The blast doesn't do the snake-kissed assassin any harm, but forces him to scurry out of the way. Before he has a chance to reposition, Tito charges out of the portal and smacks him with Whomper, knocking the assassin off balance.
Initiative
Silver (Level-Headed) 1d54 = 11: 11 1d54 = 9: 9 = Queen of Spades, 10 Spades
Blurre 1d54 = 32: 32 = 7 Clubs
Kim 1d54 = 39: 39 = Ace of Clubs
Orrin (redraws 8 or less) 1d54 = 33: 33 = 8 Clubs = Reroll 1d54 = 43: 43 = 5 Diamonds, reroll 1d54 = 40: 40 = 2 Diamonds, reroll 1d54 = 1: 1 = 2 Spades, reroll 1d54 = 14: 14 = 2 Hearts, reroll 1d54 = 42: 42 = already rolled 1d54 = 14: 14 = already rolled 1d54 = 54: 54 = Good god. The other Joker!
Rill 1d54 = 44: 44 = 6 Diamonds
Seswarick 1d54 = 31: 31 = 6 Clubs
Jack (Quick): 1d54 = 42: 42 = 4 Diamonds = Reroll 1d54 = 47: 47 = 9 Diamonds
Tito (Level-Headed): 1d54 = 38: 38 1d54 = 28: 28 = King Clubs, 3 Clubs

Bad Guys (Level-Headed and redraws 8 or less): 1d54 = 53: 53 1d54 = 5: 5 = Ouch again! Another Joker!

Okay, both sides drew Jokers. Coin toss to see who gets Initiative, low BGs, high PCs: 1d6 = 2: 2 = BG.
Orrin draws a Joker (+2 to all rolls and damage) so everyone gets a Benny! Unfortunately, the bad guys also drew a Joker! And then won a 50/50 roll to see who goes first.

Round 2 Actions
DU 2 tries to ungrapple
Fighting 1d10-3 = 1: 4
Wild 1d6-3 = 2: 5

Should be Strength check, not Fighting
Strength 1d12+2 = 3: 1
Wild 1d6+2 = 3: 1 = Lol. It crit fails and dies.

EDIT: He needs to Unshake
Vigor 1d8+2 = 9: 7
Wild 1d6+2 = 7: 5

Sidewinder, Agility roll to disengage w/Extraction
Agility 1d12+2 = 10: 8
Wild 1d6+2 = 4: 2

First round action, shoots a 3RB called shot to the head at Tito
Shooting 1d12+6 = 13: 7
Wild 1d6+6 = 11: 5 = Hit with a Raise
Damage 4d6+10 = 22: 1, 6, 1, 4 = Ace 1d6+22 = 26: 4 = 26 damage, AP 4 = 2 Wounds

Second Round action, shoots a 3RB called shot to the head at Jack, then attempts to teleport; -2 MAP
Shooting 1d12+4 = 8: 4
Wild 1d6+4 = 5: 1
With the -6 for Jack's GDeflect that would miss, so using the Benny he got from the Joker for Extra Effort + Elan = 1d6+4 = 5: 1 = Hit
Damage 3d6+10 = 21: 3, 6, 2 = Ace 1d6+21 = 27: 6 = Ace 1d6+27 = 32: 5 = 32 damage, AP 4.

Focus to greater teleport
Focus 1d10-2 = 2: 4
Wild 1d6-2 = 3: 5 EDIT: Forgot the +2 from his Joker. So 5, which is a success

Agility, in case Orrin wants to Interrupt:
Agility 1d12+2 = 6: 4
Wild 1d6+2 = 4: 2
The remaining Devil-Unicorn tries to shake free of Silver, but in doing so manages to tear open the wounds it suffered from Seswarick's lightning attack. Hemorrhaging blood, it collapses and dies.

The Sidewinder, meanwhile, is in no mood to roll over. Quicker than a whip he tumbles away from Tito, avoiding the mutant Dog Boy's blows, then brings his rifle up for another salvo.

The first burst of poisoned needles is dead on target to hit Tito in the face. [26 damage, AP 4, which I think is 2 Wounds to Tito. You also need to make a Vigor check: 12+ is no effect; 8-11 lose 1 die of Vigor; 7 or less lose 2 die-types.]

The second burst is a nearly deflected by Jack's psionic defenses, but when the Sidewinder's shooting, nearly isn't good enough. If his luck doesn't hold, that famous mug might get ruined! [32 damage, AP 4 to Jack, which I think is 5 Wounds! Jack also needs to make a Vigor check: 6+ no effect; 2-5 lose 1 die of Vigor; 1 or lower lose 2 die-types.]

The hired killer chuckles. Those who can see through the invisibility cloaking his form see him pull something from his belt and drop it to the floor, before he presses a series of buttons on his belt and prepares to step through a dimensional door ...

[He's trying to greater teleport away, if Orrin wants to use his On Hold action. You'll just need to beat a 6 on your Agility roll. To dispel you only need to beat a 5 on Spellcasting (with a -2 for different traditions).]

Also, for anyone who cares:
Notice at -4 for distance
Whether or not you can see the invisible Sidewinder, you do see the object he tossed aside: a hand-held detonator with a kill-switch that has now been tripped!

Okay, your turn! Remember, Orrin drew a Joker so you all get a Benny, and he's at +2 to all rolls.

Terrain: Not gonna worry about updating the map. The main group behind the barrier is about 25 inches away from the Sidewinder up on his ledge, with water and other difficult terrain between you and the 15-foot ledge. Jack is halfway between, only about 10 inches from the ledge. Tito jumped up and is within charging distance of the Sidewinder.

  • Ceilings average about 30 feet high;
  • Elevation changes (where you see stairs or cliff areas) are 15 feet drops, in general.
  • Cover from stalactites or rocky outcroppings is plentiful (generally Medium, or Heavy if your own view is restricted);
  • Illumination is Dim (-1) within a few inches of the barrier and Dark (-2) beyond that.


The Devil-Unicorns are all dead.

Sam "The Sidewinder" Nugent is Invisible (Notice at -4 to see him and be able to target, then -4 to hit), but no longer in cover. He has Uncanny Reflexes (-2 to hit). Illumination penalties also may apply. He's Parry 7 and Toughness 16 (8). He has taken 1 Wound and is out of WC Bennies.
GM Bennies: 4/8

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Orrin Truthseeker
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Re: Day 40: Reunion or Ruin?

Post by Orrin Truthseeker » Sun Sep 08, 2019 7:30 am

Rolls
Interrupt - 6 - Success
Agility (+2 from joker) 1d6-4 = 2: 6
Wild 1d6-4 = -1: 3

I'm gonna assume 6 is a win with killer instinct

Notice 1d6-4 = -3: 1
Wild 1d6-4 = 1: 5


Turn 1 - interrupt
Greater Dispel (+2 joker, +2 staff and armor, -2 Different types
Spellcasting 1d10+2 = 9: 7
Wild 1d6+2 = 7: 5

-5 PPE (6 base - 1 raises)

Bennie to EE, just in case, with Elan
1d6+11 = 14: 3

Turn 2
Onslaught (+2 Gear, +2 Joker, -2 Dim)
Spellcasting 1d10+2 = 7: 5
Wild 1d6+2 = 4: 2

Hit damage 6d6 = 14: 3, 3, 2, 4, 1, 1 +2 from Joker = 16

-4 PPE (4 base -X raises)
To say Orrin was frustrated when the sidewinder resists his attempts to dispel the power keeping him invisible would be an understatement. That frustration blooms to rage when the assassin attempts to drop both Tito and Jack.

That anger fueling his focus, Orrin sees the moment he was expecting as the assailant activates his dimensional. All thoughts of conserving his power gone, Orrin snarls a phrase and floods the area around the sidewinder with Null energy. He watches is satisfaction as not only the portal winks out, but so do a number of arcane auras around the assassin.

With the enemy now stuck in the cave, Orrin flings a blue hot blast of fire toward him. The blast connectors, but traveling through the residual null energy takes the bite out of the casting.
Last edited by Orrin Truthseeker on Wed Sep 11, 2019 9:35 am, edited 3 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 1/35; Staff PPE: 0/10; Armor PPE: 4/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
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: 0/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond


Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

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

Power Surge: Immediately recover all spent Power Points.

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Rill
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Re: Day 40: Reunion or Ruin?

Post by Rill » Sun Sep 08, 2019 11:41 am

Seeing his friends get hit, Rill calls out, ”Jack! Tito!”

He begins moving towards them, a healing prayer already on his lips.
No Action Yet
Rill is getting ready to heal if it’s needed. I’ll wait for Jack and Tito’s rolls.
Character Sheet

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Tito
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Re: Day 40: Reunion or Ruin?

Post by Tito » Sun Sep 08, 2019 8:16 pm

Soak 9, Vigor 5, Grapple: 5/7; -2 Bennies
Benny to Soak
Vigor: 1d10+2 = 9: 7 (+2 Battle Hardened)
Wild: 1d6+2 = 7: 5

Vigor: 1d10 = 1: 1
Wild: 1d6 = 5: 5

Fighting 1d12-4 = -3: 1 (+2 Wild Attack, -4 Invis, -2 Deflection)
Wild: 1d6-4 = 1: 5
Benny because I'm not a Smart Pup
Fighting: 1d12-4 = -2: 2
Wild: 1d6-4 = 0: 4
Tito lets out a guttural whine which would sound much more high pitched and doglike if he weren't some kind of winged reptilian monstrosity. The dog boy's gargoyle snout, now covered in painful looking spines, swells up comically. Or would be comical if his maw wasn't currently terrifying and full of razor sharp teeth.

"Not cool, man," Tito shouts at the invisible guy, "Let me show you how badass I am! You think that was a Whomping, man? You haven't seen a Whomping yet!"

Tito hurtles towards the snoot-booper, frothing at the mouth, in an attempt to wrap him up and get him good.

Tito is at d6 Vigor and 18(5) Toughness for 3 Rounds.
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.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    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: 2/2
Bennies: 1/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
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Seswarick
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Re: Day 40: Reunion or Ruin?

Post by Seswarick » Sun Sep 08, 2019 9:24 pm

Notice, 7
Modifiers: Distance -4, Claustrophobia -2, MSG +2, net -4
Notice 1d6-4 = 2: 6 Ace 1d6+2 = 7: 5
Wild 1d6-4 = 0: 4
With his vison enhanced Seswarick clearly sees both the assassin and the object thrown. Swooping in closer the lyn-srial unleashes an electromagnetic blast into the detonator to shut it down for at lest a few seconds.
EMP blast
Modifiers: Claustrophobia -2, net -2
Psionics 1d12-2 = 0: 2
Wild 1d6-2 = 2: 4
But the blast goes astray because he overcompensates for an approaching stalagmite. So instead he decides to make sure Nugent had no choice but to stay. Gathering his mental energies Seswarick shapes then into an electrified net around the man.
Use exalted entangle, 10 if he fails by 4 he's at -4 to escape and is fatigued
Costs: exalted entangle 4 ISP, +2 to roll 4 ISP, 8 ISP net
Modifiers: Claustrophobia -2, Major psi +2, net 0
Psionics 1d12 = 10: 10
Wild 1d6 = 6: 6Ace 1d6+6 = 8: 2
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
Exalted deflection -6 to be hit
[/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: 29/40
Bennies: 2/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Jack 'Bullet' Jones
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Re: Day 40: Reunion or Ruin?

Post by Jack 'Bullet' Jones » Mon Sep 09, 2019 6:29 pm

Soaks and Vigor
Benny to soak with Elan
1d8+2 = 4: 2

WD Soak
1d6+2 = 8: 6
Ace WD Soak with prior
1d6+8 = 9: 1

Benny to reroll Soak
1d8+2 = 7: 5

WD Soak
1d6+2 = 8: 6
Ace WD Soak with prior - 2 wounds soaked, 3 net wounds & shaken
1d6+8 = 11: 3

Vigor roll (-3 for wounds) - net -1 die type to Vigor
1d8-3 = 4: 7

WD Vigor
1d6-3 = 1: 4
Unshake
1d10-1 = 4: 5

WD Unshake
1d6-1 = 0: 1
Notice failed
Notice at -4
1d6-5 = -1: 4

WD Notice
1d6-5 = -3: 2
Jack's poker face isn't broken at the realization that it's Sam Nugent, back from the dead, it would seem, who is causing problems for his friends. "What the sam hill are you doin' alive an' breathin', Sam Nugent?! Didn't ah...DAMMIT! His poker face, though, doesn't react too well to a face full of violence. The blast tears into his hat's faceplate and into the gambler's flesh. Before he can blink, though, the searing heat of the preacher's healing staves off the worst of the damage. "Preacher, ah'm sure glad ta see you. Much obliged fer that warm touch. Let's see 'bout puttin' this fella down fer good!"
Jack Goes On Hold
Going on hold with intention of drilling Sidewinder if he survives
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
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: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Sir Blurre
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Re: Day 40: Reunion or Ruin?

Post by Sir Blurre » Mon Sep 09, 2019 10:10 pm

OOC Comments
Notice 1d4-4 = -3: 1
Wild Notice 1d6-4 = 0: 4

Final Stats:
Bennies: 4/5
ISP: 11
Parry 12 (-2 to be hit by technology, -1 to ranged attacks, -1 Deflection to all attacks));
Toughness: 16 (4) melee, 20 (8) ranged
Active Effects, Round 3: Deflection Success, Boost Fighting Success.

Going On Hold
Blurre grins broadly at Jack and Tito's fortuitous arrival, waving to both of them. "Glad you two could make it back!" He realizes that there's still a threat to the team, but by the time he's actually aware of where Sidewinder is, the sniper has already been immobilized, and the Cyber-Knight fails to notice the small device that fell to the floor..... Lacking an obvious threat, he simply adopts a position of readiness to deal with any further interlopers.
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: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 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.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Kim Black
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Location: Wheaton, IL

Re: Day 40: Reunion or Ruin?

Post by Kim Black » Tue Sep 10, 2019 2:00 am

Notice #
-4 difficulty, +2 Machine Maestro, -1 dim, +1 armor visual system
Notice 1d4-2 = 1: 3
Wild 1d6-2 = 1: 3
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
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
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • 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.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

User avatar
Kim Black
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Posts: 267
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 40: Reunion or Ruin?

Post by Kim Black » Tue Sep 10, 2019 2:07 am

Shooting 11
-2 Uncanny reflexes, -4 head shot, +2 Machine Maestro
Shooting 1d12+3 = 11: 8
Wild 1d6+3 = 8: 5
Starfire damage, ignores non-FEP armor 38, head shot, if that matters for armor
3d10+4 = 29: 9, 10, 6 + 1d6 = 3: 3
Ace 1d10+32 = 38: 6
New Mexico/Crystal Caverns
Afternoon
Day 41
Round 2

“Jack!” Kim screamed as Jack was shot by the sniper. Distracted, she missed the sniper pull something from his belt.

“You bastard!” Kim growled, leveling her starfire cannon at the sniper again, who was perfectly visible to her due to her enchanted goggles. She aimed for his head this time.

***

Exalted Detect Arcana (2r)
Light spell surrounding Kim (297r)
Greater Deflection (Shroud): -4 to attacks; -5 for ranged attacks (-1r)
Greater Boost Shooting (Raise): Shooting d12+2 (d12+3 with Starfire Cannon) (-1r)
Vigor d12+3 (Orrin)
Agility d10 (Orrin)
Pace 8 (Orrin)

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 15/25
Bennies: 2/3
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
  • 40/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 9/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
  • 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).
  • 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.
  • 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.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
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
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • 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.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

User avatar
Rill
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Posts: 160
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 40: Reunion or Ruin?

Post by Rill » Wed Sep 11, 2019 8:45 am

Mysticism for Mega Healing 18, Heals Up to Two Wounds and Trapping Gives Free Roll to Unshake
Mysticism 1d10-1 = 9: 10 + 1d10 = 7: 7(+1 from staff, -2 for greater healing) +2 from Healer
Wild 1d6-1 = 4: 5
-6 PPE
Seeing that Tito is unharmed, Rill finishes his prayer, soft light emanating from his staff and settling on Jack, pooling around his wound, and then searing it closed with divine heat.

Not a pleasant process, Rill knows, but far better than bleeding out.

"Glad to have you back, Jack. Let's try to stay alive a bit longer, shall we?"
Character Sheet

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Silverclaws
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Posts: 225
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 40: Reunion or Ruin?

Post by Silverclaws » Fri Sep 13, 2019 4:12 pm

Silver sets the deceased DU gently to the ground and begins surveying the area, realizing that he would be unable to get to the snakeman before he was likely taken care of by the other members of the team.

Notice 5 _
Scene Modifier: -4
ED&SA: +2
Superior Wolfen Senses: +2
[*] Notice (1d8) 1d8 = 5: 5
[*] Wild (1d6) 1d6 = 5: 5
Silver is a bit suspicious about how quickly the snakeman went down, as if he was giving up mid-fight.

He also looks around for the crystal they were after and any other exits from the current cavern they are in.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (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).

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Tribe of One
Posts: 986
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 41: Down in the Dark

Post by Tribe of One » Sat Sep 14, 2019 10:55 am

After taking shots at Tito and Jack, Sam "The Sidewinder" Nugent doesn't get a chance to strike again.

Frustrated by his earlier failure, Orrin pours everything he has into a spell that shuts down the assassin's getaway portal, as well as tearing away the mystical enhancements and wards connected to his aura.

"Devil take you ..." he says, before he's cut off by a sparking net of energy Seswarick throws down.

Then Kim unloads with her starfire cannon, and Sidewinder is knocked off his feet, tumbling back against the cavern wall. When the smoke clears, the blackened husk that remains is barely recognizable.

Even so, the charred corpse seems about to speak, black lips cracking open as smoke spills from his throat.

"See you in he..."

The rest is lost as Tito promptly smashes the backstabbing cur into a cloud of charcoal with Whomper.

Jack, sporting a nasty red gouge on his cheek -- all that remains of the Sidewinder's bite after Rill's ministrations -- considers putting another shot (or two) into the remains, but decides against it.

"Glad to have you back, Jack. Let's try to stay alive a bit longer, shall we?" Rill calls from the other side of the cavern.

Further conversation is cut off abruptly as the small electronic device Sidewinder discarded beeps, loudly.

The high-pitched tone holds for one long second ... before the world disappears in sound and fire.

___Noir____by_charlie140588.jpg

Explosives the Sidewinder planted in the cavern walls bring the roof down!

Instructions: Make either an Agility or Vigor check (your choice) at -2. On a failure you take 1d4 Wounds. On a success you take just 1 Wound; with a Raise you get away with a level of Fatigue from Bumps and Bruises. If you go with Agility, you can apply any bonuses from Dodge or the like that help with Evasion; if you go with Vigor, treat it like a Soak roll for the purpose of relevant Edges.

Once you've done that, narrate a short interlude about how you and the others escape from the collapsed cavern and make your way back to the surface. When done, award yourself an immediate Benny and +1 XP.
GM Bennies: 4/8

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Tito
Posts: 54
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 40: Reunion or Ruin?

Post by Tito » Sun Sep 15, 2019 2:47 pm

Vigor 11
Vigor: 1d10+2 = 11: 9 (+2 Battle Hardened)
Wild: 1d6+2 = 6: 4
Standing near ground zero, the sudden blast sends Tito flying. He lets out an ooph as he soars towards Jack. The room is collapsing around him mid-air, and Jack is in trouble! The dog boy flaps his misshapen wings and gets close enough to kick off of a nearby large boulder falling towards Jack and knocking it away from the cowboy.

"Don't worry, Jack," Tito shouts as he lands nearby, "Ill protect you, man. I'm so badass these rocks..."

He's cut off by an enormous rock falling straight towards them! He braces for impact and catches it, but its momentum proves too much and knocks Tito to his knee. Cracks radiate out from where his knee strikes the floor, but Tito seems unharmed. He lets the boulder slide off and smiles at Jack.

Tito says, "See, man? Totally badass! Lets get out of here. Watch out for the small rocks, man, and I'll make sure you don't have to worry about the big ones, ok?"

Tito follows Jack until they meet up with the others. When everyone is together, the dogboy keeps an eye out for any more collapses so he can protect everybody. He doesn't want anyone to get hurt - he's the toughest, most badass one after all. A good dog boy keeps his friends safe.
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.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    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: 2/2
Bennies: 1/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature

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Silverclaws
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Posts: 225
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 40: Reunion or Ruin?

Post by Silverclaws » Sun Sep 15, 2019 3:34 pm

"Great. The damn snake was waiting for us."

As the explosions begin rocking the cavern, Silver just prays that none of those crytals they were sent for are in this area.

"When we get back. I am going to gut that damn kid. I am so mad now, I can't remember his name. This all was a setup."

Silver's non-cyber eyed flared up but only because in the middle of all the explosions, he thought it would be fitting to come back with more crystal than the setup man. He stood still using both his cyber eye and his magical eye, to identify if any possible sources of crystal were even in the cave.

Worried that the shockwaves were closing off the way that had come Silver heads off with as many crates as he can carry towards the east and then south into the water if necessary heading for another exit.

Vigor 7, 1 Wound _
Scene Modifer: -2
[*] Vigor (1d12) 1d12 = 9: 9
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 9: 3
Though he heads out ahead of most of the others he does his best to brace the ceiling when necessary and let the COT pass before setting the ceiling down.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (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).

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Orrin Truthseeker
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Posts: 268
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 40: Reunion or Ruin?

Post by Orrin Truthseeker » Mon Sep 16, 2019 9:12 am

Agility 6 - 1 Wound
Agility 1d6-2 = 0: 2
Wild 1d6-2 = 4: 6
Ace! 1d6+4 = 6: 2
Orrin caught the intent of the sidewinders last words - cut off though they were by Tito's vengeful assault. But he didn't understand them. They were far too smug...too confident for a man clearly bested by an opponent.

I should have recognized he had an ace up his sleeve! Orrin thinks, as the cavern they are in begins to crumble and collapse.

"Back toward the entrance!" Orrin shouts, as he looks around for Jack, knowing that he was worse for wear after the fight and would need some help. Orrin is happy to see that Tito is a step ahead of him, shepherding the cowboy toward the way they came in.

And it's a good thing. In all honesty Orrin struggles to make the trip himself. As the cavern shakes and buckles, stalactites fall from the ceiling, and large columns of their more grounded cousins topple to the side. Dodging them takes all of Orrin's focus.

Halfway to the entrance to this particularly cavern, Orrin is actually feeling pretty good about his athletic performance. Then one toppling stalagmites misses orrin by a hair, but clips the butt of Orrin's staff and pins it to the wet floor. Unwilling to leave the gift from Erin Tarn behind, Orrin twists and pulls and struggles against the fallen rock, but is unable to loosen the staff. He hears a particularly large groan of rock and looks up and sees the stalactite that was destined to merge with the now collapse stalagmite pining his staff break away from the ceiling and fall to the floor.

Unable to react quickly enough, Orrin simply winces and hopes for the best. The mass of stone crashes into the slab of rock pinning Orrin's staff to earth, shattering it and sending Orrin flying backward as the resistance to his pulls is suddenly gone. It also sense shrapnel of stone flying in all directions, some of which lodges into Orrin's left shoulder. Orrin grunts in pain, but recognizes the good luck - that his staff is freed and he's still alive - and quickly covers the remaining distance to the tunnel.

Away from the open cavern, the tunnels still seem relatively stable. After tending to wounds and taking a small break to rest after the fight and the subsequent flight from the cave in - including Orrin downing another dose of the mysterious elixir that helps recover his power - the party slowly make their way through the tunnels back toward the entrance. Tunnels branch of in many directions, but they had marked their path along the way. Orrin walks up to Kim, but speaks loud enough for everyone to hear.

"There's know way that snake would have known that we were going to be here. Certainly not with enough time to set charges to collapse the cave. Someone must have told him to be here ahead of time. I'd place my bets on Ned Vance, even if Jack was betting against it... we've all noticed those creepy looks he's been giving you Kim. Not going to line, I just figured he was just...well you now....interested in you.... but looks like he was more interested in seeing you dead."

They walk for bit longer and Orrin is dismayed to find that a portion of the tunnel a fraction of a mile from the entrance has also collapsed. He can't tell if it is from separate charges set or just a byproduct of the previous cavern collapsing, but their escape is clearly blocked. Orrin puts his back against the tunnel wall and sinks to the ground, not defeated but momentarily disheartened enough to take a break. Staring at the ground, Orrin spots what is not an unusual sight, but one that gives him an idea: Guano. He looks up at the ceiling and finds exactly what he was hoping for. A smile lightens his face as he turns to the rest of Legionaries - temporary or full time doesn't matter much at this point.

"See these markings on the ceiling." he says, pointing toward a set of scratches in the stone. "Those are left by a species of bat common to arid areas like this. See how large and deep they are? That because we are particularly close to a cave entrance. The largest, strongest bats secure the closest perches to the entrance, reducing the amount of effort they have to expend to leave the cave each night. If we backtrack and use the size and depths of these marks, along with the frequency of droppings, as indications of which direction will take us closer or father away from a cave entrance, we can find another way out of here, assuming it exists."
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 1/35; Staff PPE: 0/10; Armor PPE: 4/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
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: 0/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond


Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

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

Power Surge: Immediately recover all spent Power Points.

Update Signature

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Sir Blurre
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Posts: 187
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 40: Reunion or Ruin?

Post by Sir Blurre » Thu Sep 19, 2019 6:51 am

OOC Comments
Agility 1d10 = 4: 4
Wild Agility 1d6 = 1: 1
Technically a 5 due to Deflection bonus, but still not enough to escape unscathed.
1 Wound
Both active effects end.
Bennies: 5/5
Blurre catches just enough of Sidewinder's last words to realize something is amiss; this gives him just enough situational awareness that he is, in turn, able to evade the falling stalactite that otherwise would've gone straight through the top of his skull. It does, however, slam against his back, sending a massive shudder through the Cyber-Knight's frame.

After the initial shockwave settles, he shakes his head at the fallen Sidewinder. "Pity we couldn't have taken him alive; it might've been useful to question him a bit." He pauses for a moment. "One of you better shooters might want that gun, and whatever he was using to make himself invisible, I suppose. If nothing else, Kim, you should look over the design, see if you can recognize the style."

Wincing a bit from the pain, Blurre joins Silver on point, taking the lead on those occasions that the massive Wolfen braces the ceiling. Activating his Magic Optic System (and chiding himself for not doing so before this), he also occasionally dashes ahead of everyone else when the caves fork, so as to see if either route comes to a dead-end; this enables the team to bypass several potential false turns.

As Orrin braces Kim with his assessment of the situation, Blurre frowns. "I'm sure we all have our suspicions about who might have been responsible, but honestly, I'm not sure we should jump to any conclusions just yet--we certainly can't make accusations when we get back without evidence. But we can point out that first step in your logic, Orrin--Kim's grandfather clearly has a saboteur somewhere on his base. Perhaps we can persuade him to let Kim do a thorough walk-through of the train, to make certain it hasn't been tampered with." He does not add anything about how this would also let them search for Isis....
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: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 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.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 197
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 40: Reunion or Ruin?

Post by Jack 'Bullet' Jones » Fri Sep 20, 2019 12:17 pm

Evasion
Agility at -2, -1 for wound, +3 for Greater Deflection
1d8 = 6: 6

Benny EE with Elan
1d6+8 = 10: 2

WD Agility
1d6 = 1: 1
Jack curses under his breath as Sam's trap catches them all off guard. The hulking form of Tito shields him from several falling boulders. "Much obliged, Tito. Man's best friend, and that ain't no joke. Hey! RILL!" Before he can react, Tito is already swooping in to grasp the fallen preacher. Sparing a glance rearwards as Tito hustles towards whatever exit he can sniff out, Jack notices Rill's staff left behind in the rubble. Reckon he's gonna need that.[/b] Reaching out with his mind, Jack gives a mental shove, clearing a pile of rubble from on top of the holy staff. Jack wraps the staff in a telekinetic grip, once freed, and floats it quickly towards them. "Preacher might not be 'tached ta material things overmuch, but ah reckon he ain't keen on leavin' this behind. Good boy, Tito! WATCH OUT!"
The eager dogboy, hands full, missed another falling stone. Quick thinking and psychic effort shoves the boulder just off course enough to spare the trio. A shower of rock manages to catch Jack full in the chest, knocking the wind from the gunslinger. He wheezes and coughs, and musters an expletive. "Ah...hells bells. Ah'm done bein' in this dadgum cave."
All the while, the gears turn in his mind. Ah done shot Sam Nugent good. Somethin' musta brought 'im back. Ain't nothin' survivin' that hole ah put in 'im.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
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: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature

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Rill
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Posts: 160
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 40: Reunion or Ruin?

Post by Rill » Fri Sep 20, 2019 3:23 pm

Vigor Failure, Rill Incapacitated
Vigor 1d6-2 = 1: 3
Wild 1d6-2 = 0: 2
Wounds 1d4 = 4: 4
Rill feels the blast, but never sees it.

He’ll find out later that he was thrown into a wall, and that he’s lucky his armor kept him from breaking his spine. Someone will eventually fill him in on how they dug him out, and how one of the team (Orrin, maybe?) took great care to dig out his Nymbu staff, and he will be touched.

But in the interim, he is carried more or less like a sack of Fennodi potatoes by Tito, who mostly manages to keep Rill from bonking his head on anything too hard while the team makes the arduous escape from the collapsed cave.

Visions dance across Rill’s vision, but he won’t remember them when he wakes. He won’t remember the truths he sees, nor the lies.

He will, however, have one massive headache.
Character Sheet

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Seswarick
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Posts: 147
Joined: Fri Sep 07, 2018 12:23 pm

Re: Day 40: Reunion or Ruin?

Post by Seswarick » Sun Sep 22, 2019 9:30 am

Agility to dodge rocks
Modifiers: Scene -2, Dodge +1, Net -1
Agility 1d6-1 = 0: 1
Wild 1d6-1 = 1: 2

Damage 1d4 = 1: 1
Before Seswarick can point out the detonator the assassin dropped it triggers. Explosions rip through the cavern sending parts of the ceiling plummeting down on the heroes. The Lyn-Srial does his best to avoid them while trying to use lightning blasts to keep debris from himself and the others as they run for a tunnel to escape the devastation. He nearly makes it out unharmed but a chunk of the ceiling to the tunnel shakes free and while he does deflect it with his arms to avoid serious damage.

Cradling his broken arm he moves down the tunnel with the team as he tries to regain his composure. But the tightness of this place, and then the collapse, it was just like the nightmares he'd been having since the battle against the Father. His trembling builds to a full body shudder then subsides a bit when the others begin to discuss the situation.

"I agree that someone in the Combine is setting this up and Vance no doubt feels his place at the leaders side threatened but Kim's arrival. He is likely our culprit." There is only a mild quaver in his voice and he mostly looks at his comrades. But his eyes constantly move to glare at the walls and ceiling expecting them to close in on them once 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
Exalted deflection -6 to be hit
[/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: 29/40
Bennies: 2/3
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, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Kim Black
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Posts: 267
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 40: Reunion or Ruin?

Post by Kim Black » Mon Sep 23, 2019 3:57 am

Vigor 6; IGNORE. FORGOT MY VIGOR WAS BOOSTED BY ORRIN
-2 difficulty
Vigor 1d10 = 8: 8
Wild 1d6 = 5: 5
Vigor 17
-2 difficulty
Vigor 1d12+1 = 13: 12
Ace 1d12+13 = 17: 4
Wild 1d6+1 = 4: 3
New Mexico/Crystal Caverns
Afternoon
Day 41
Round 2

Kim scowled, satisfied as she watched the husk of Sidewinder fall back. “Serves you right, you bastard,” she said.

And then there was the loud beeping and the sustained tone.

“Oh, shi--” The world exploded in fire, noise, and rock.

Kim dove for some kind of shelter, taking several heavy hits as the rocks in the cavern fell on her as they raced for the surface. Her armor and magics stood up to the abuse, however, and, though aching and bruised, she managed to reach the tunnel uninjured.

"There's no way that snake would have known that we were going to be here. Certainly not with enough time to set charges to collapse the cave. Someone must have told him to be here ahead of time. I'd place my bets on Ned Vance, even if Jack was betting against it... we've all noticed those creepy looks he's been giving you Kim. Not going to lie, I just figured he was just...well you now...interested in you... but looks like he was more interested in seeing you dead," Orrin said.

Kim brushed rock dust from her combat mage armor, noting which crystals had fractured and needed to be replaced. “If that is true, then I’ll tell my grandfather. He’ll give him a hiding he’ll never forget,” Kim said confidently. “We still need those crystals. And I want to see the look on Ned’s face when he sees I’m still alive. I doubt the Combine as a whole did this, though. Grandpa wouldn’t allow it.”

Kim dug in her pack and pulled out the compass to help them find the way out, along with Orrin’s bat guano, the light from her amulet illuminating the cave as they moved.

***

-1 Fatigue Bumps and Bruises (24h)
Light spell surrounding Kim (296r)
Vigor d12+3 (Orrin)
Agility d10 (Orrin)
Pace 8 (Orrin)

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 15/25
Bennies: 3/3
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
  • 40/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 9/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
  • 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).
  • 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.
  • 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.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
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
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • 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.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

User avatar
Tribe of One
Posts: 986
Joined: Wed Aug 30, 2017 9:28 am

Day 41: Seeing the Light

Post by Tribe of One » Mon Sep 23, 2019 7:42 pm

Battered and bruised, the members of the COT dig themselves out of the rubble of the collapsed cavern and take stock. Of the Sidewinder, there's little to be seen -- his body lay directly underneath one of the charges, his blackened corpse smashed beneath a slab of rocks with only his snakeskin boots poking out.

Silverclaws tries to head deeper into the cave in search of crystals, but the search proves fruitless -- all of the formations in proximity to the blast have been shattered, and further on, he those he finds have all been harvested by Vance's group, which appears to have come and gone while you fought the Devil Unicorns and the Sidewinder.

The journey back to the surface takes longer than you'd like, as you are forced repeatedly to backtrack and search out new routes where the caverns have collapsed. The noon sun had been high in the sky when you arrived at the caverns; when you emerge, it hangs low on the western horizon, casting the surrounding desert into the orange haze of late afternoon. [As far as PPE/ISP regeneration are concerned, 4 hours pass after the battle. If you want to cast any healing spells before that (and during the Golden Hour) you may do so.]
Golden Hour.jpg
As you squint against the sun, you're surprised to see the Combine whirly that brought you here still parked on the plateau. The RRC pilot slumps next to it, bound and unconscious -- and next to him is Emmett Brown, Orrin's chess partner, looking rather pleased with himself.

"Ha! I figured you lot for survivors. When Vance got back to the Foundry and said you all had stayed behind to harvest another load, well, that smelled about as much like the truth as a barn full of raptor shit, if you'll pardon my language. After talking with Enoch I came out to check on you ... found this one here, said Vance told him to wait for a search and rescue team."

Brown raises up his copper-braided walking stick, which has a grinning brass skull on the top, carved so it's comically long tongue is sticking out. It sparks while you watch.

"I gave him a dose of the old thunder-punch just in case he wasn't the ignorant patsy he claimed to be," the old engineer says with a grin. "Anyways, I'm sure you feel about as bad as you look, but there's not a lot of time to rest up. When Ned got back, he leaned hard on Holt Turner to move up the test run. They aren't gonna wait for morning -- the Leviathan, the engine, is already on the move. If we hurry, we can catch them before they hit the salt flats and really cut loose with the new 'power supply.'"

Brown looks chagrined for a moment, before shame turns to anger.

"I'm not proud of the part I've played in getting us here, but I'm damn sure not gonna stand around for the rest of it. If you want to hop in this whirly, I can get you to the train. It's been a while since I've flown, but I designed the fool thing to begin with."

Unless there are questions, Brown waves you all into the whirly. He unties the unconscious pilot before he goes and stuffs the keys to his own hovercycle into the man's hands. "Maybe he was just a pawn. Least I won't have to apologize for anything more than the thunder-punch."

Once in the air, he calls back on the radio.

"There should be a first aid kit under the bench back there, with one of those IRMSS kits in case you got any bumps and bruises that have gone too long for magic to fix." [You find a fully charged IRMSS and a Trauma Kit.]

"Now, like I said, we're gonna have to put the pedal down to catch them before the flatlands, so I may not be able to land ... but I'll get you as close as I can. I don't know what kind of reception we'll get, but Enoch was on board when they took off, so you've got at least one ally. As for your friend ... the containment enclosure is in the engine, just ahead of the cab. It's shielded with arcane locks and a flux-bound elemental shroud, but I can give you the quantum sigil sequence that will allow you to shut it down ...

"You should be able to get her out from there, although I'll warn you, you'll still have that iron collar to deal with. I'm not sure where Holt got that, it wasn't made by anyone at the Foundry, far as I know, and doesn't look like any techno-wizardry I've ever seen. Holt's got a sort of a key for it, looks like a silver tuning fork, that gives him some sort of control -- I reckon if you can get your hands on that, you can get your friend free.

"Now, better buckle up -- I'm gonna see if I can't get this whirly to move some."


If you've got more Healing you'd like to do, now's the time, as well as making any plans for how you're going to board the train and make your way to the engine. I've got a bunch of travel later this week and an anniversary trip this weekend, so this is probably the last GM post for the quarter -- time to cram in some dialogue if you're chasing extra XP and EP!
GM Bennies: 4/8

User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 267
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 40: Reunion or Ruin?

Post by Kim Black » Fri Sep 27, 2019 2:25 am

New Mexico/Crystal Caverns
Afternoon
Day 41
Round 0

Kim climbed onto the chopper and buckled in, making sure her gear was ready. “I can whip up something to let us fly down to the train,” Kim said, starting to pull out parts. “Why are we worried about this again, though? What friend? I’m confused,” Kim said.
OOC Comments
I will wait until the quad flips over to make the rolls, otherwise I lose the devices.
***

-1 Fatigue Bumps and Bruises (20h)

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 19/25
Bennies: 3/3
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
Device: Boost Trait (Shooting)
  • PPE 9/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
  • 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).
  • 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.
  • 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.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
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
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • 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.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 225
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 40: Reunion or Ruin?

Post by Silverclaws » Sat Sep 28, 2019 8:15 am

"Stella. Stella is rigged to the train."

Silver waits to be the last to board the chopper.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (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).

User avatar
Tito
Posts: 54
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 40: Reunion or Ruin?

Post by Tito » Sun Sep 29, 2019 8:10 am

"Wow, that sounds bad, man. She's hooked up to the train, huh? That's badass that she's so strong she can make it go all by herself. But if she doesn't want to, then she shouldn't have to, man," Tito comments as they explain the situation.

He doesn't say anything, but it's pretty obvious that Tito's limping a little bit and trying to keep his weight of his right knee. He's too badass to ask for help, though.

"I can jump down to the train. I'm so badass, I could even carry some of you with me, man," Tito says as he flexes his inhumanly bulky muscles, "As strong as I am as a dog boy, I'm way stronger when I change! The strongest."
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.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    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: 2/2
Bennies: 1/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature

User avatar
Sir Blurre
Bronze Patron
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Posts: 187
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 40: Reunion or Ruin?

Post by Sir Blurre » Mon Sep 30, 2019 11:44 pm

Blurre puts a hand on Kim's. "As Silver says, Kim. They've hooked Stella into the train--she's the power source." He frowns. "Your grandfather has made some severe missteps in pursuit of his grand vision--and it's likely going to be on you to help him see the light." He smiles, fingering his sister's crucifix on the chain around his neck. "I understand, though, how important it is that you try--and I want you to know you'll have our full support, here."
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: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 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.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 268
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 40: Reunion or Ruin?

Post by Orrin Truthseeker » Tue Oct 01, 2019 9:46 am

Healing roll
Mass healing (+1 staff, +1 armor, -2 default penalty, -1 wound)
Spellcasting 1d12-1 = 6: 7
Wild 1d6-1 = 1: 2

-1 bennie for EE, with Elan
1d6+8 = 12: 4

-4 PPE (6 base - 2 raises)
Before they start their trek through the caverns, Orrin focuses on Rill's limp form. He mutter quietly, waving his hand over Rill's body. A gentle green light begins to emanate from his hands, and the preachers wounds begin to close. At the last minute, knowing that many of his team his nursing hidden injuries, Orrin pumps a little extra power into the spell and lets the light wash over the entire party. Orrin feels his own aches subside as the light goes out. (2 wounds healed for everyone)

As they leave the cave, Orrin isn't surprised to find that Ned Vance has abandoned them, but is pleasantly surprised to by Emmett has come to their rescue. He is even less surprised when the good Doc informs them that Ned told everyone they chose to stay behind.

"Well, that's proof enough for me that Ned was at least complicit in the assassins attack on us. Hopefully it doesn't go any higher..."

As the Doc informs them of the moved up time-table, Orrin frowns as he considers the implications. He agrees that they need to catch up the train as soon as possible.

"We are definitely going to be playing this one a few pieces behind, but it's not checkmate yet... Get us there quick Doc, and we will take care of the rest. Hopefully peacefully..."

Orrin helps the still wounded @Rill into the whirly, and leans over to grab the IRMSS from under the bench and offers it to the preacher.

"I think you are going to need this..."
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 1/35; Staff PPE: 0/10; Armor PPE: 4/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
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: 0/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond


Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

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

Power Surge: Immediately recover all spent Power Points.

Update Signature

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Seswarick
Bronze Patron
Bronze Patron
Posts: 147
Joined: Fri Sep 07, 2018 12:23 pm

Re: Day 40: Reunion or Ruin?

Post by Seswarick » Wed Oct 02, 2019 5:06 pm

When the old human explains the situation Seswarick shakes his head in sadness. All this over a perceived potential loss of status? Or maybe there was something more to it? The lyn-srial didn't know if that's be better or worse.

"I hope there is a ley line in our path, should things get ugly we'll need the power. While I hope they don't it would be better to be prepared."

He looks to their returned comrades, "It is very good to see you both again, that was a most timely return."
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
Exalted deflection -6 to be hit
[/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: 29/40
Bennies: 2/3
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, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Kim Black
Diamond Patron
Diamond Patron
Posts: 267
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 40: Reunion or Ruin?

Post by Kim Black » Fri Oct 04, 2019 3:13 am

New Mexico/Crystal Caverns
Afternoon
Day 41
Round 0

Kim sat back in shock on the helicopter ride back. Stella? They knew Stella was at the Forge, but...being used to power the train? How could her grandfather do that?

“Please...let me talk to him first,” Kim said. “And...don’t hurt him. You can hurt Ned, the bastard, but...I can’t believe Grandfather would do something like this. Maybe he doesn’t know,” she said, but even she couldn’t convince herself of that, not after having met him and spent time with him. He would be intimately involved in every aspect of the project, even if various tasks had been divided up to other teams.

***

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 19/25
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.
Ace: May make Soak rolls for vehicles at -2
Combat Ace: Ignore MAP for Piloting and Shooting in the same turn.

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
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
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • 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.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


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
      • 1 reload of 8 shots (anti-vehicle)
    • 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 (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 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 grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

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Tribe of One
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Re: Day 41: Seeing the Light

Post by Tribe of One » Fri Oct 04, 2019 1:43 pm

Emmett Brown wasn't kidding about getting the whirlie to move -- judging from the vibrations and the tortured squealing of the metal frame, he's flying at a speed far outside official design parameters. But the frantic pace does cover ground quickly, and within minutes you find yourselves gliding over the sandy dunes just north of the Foundry.

"They're already on their run to the west, but I figured a swing through the ley line here was worth the delay -- the extra juice will let me engage the turbo-charge," the old engineer says with a grin as the ley line running southeast from the Foundry comes into view. "I'm only gonna dip through the once, so get you some while you can."

[In addition to the four hours of recharge time you've had, PPE-using characters can make up to two attempts to draw PPE from the ley line before you fly out of range.]

Contact with the blue haze makes the whirlie jump like it's been stung by a bee -- as Brown steers the craft westward, the ground below really starts to fly by, transforming from sandy dunes to rocky badlands.

lightning rail.jpg

Soon after, the Leviathan comes into view. The massive engine plows across the arid plain hauling half a dozen armed and armored cars, throwing up a plume of dust that clouds the desert air. It's moving fast, lightning arcing out from the repulsor plates on its base -- once it reaches the salt flats a few miles ahead, it's unlikely the whirlie will be able to catch up even with its turbines supercharged by ley line energy.

"I'll get you close as I can, but you'll have to disembark fast," Brown says. "There's some nasty defensive measures installed on those cars -- I designed several myself -- and as soon as someone decides we're not friendlies, they'll shoot this bird out of the sky, pronto."



Phase 1 - Dramatic Task - Riding That Train

The Leviathan's defenses are activated soon after you fly into range. Pop-up turrets mounting TW typhoon cannons and explosive drone launchers meant to knock attackers off the roof are just the first hazard -- the RRC's engineers are nothing but creative, so feel free to invent additional devilish obstacles.

Directions: Each player rolls an appropriate skill (Fighting, Shooting or Spellcasting are all fine, but things like Electronics, Stealth, etc. could work as well) and narrates how they helped overcome the train's defenses and get the COT on board. Each Success contributes +1 to the total (+2 on a Raise, but higher totals do not provide additional Successes).

Goal: As a group, you'll need a total of 12 Successes to make it onto the roof and into one of the train cars safely.

Resources and Repurcussions: Regardless of success or failure, each character risks injury or expenditure of resources during the fight -- how much depends on how you approach the fight. You have the following options:

  • Full Defense: Staying out of harm's way or conserving power is your priority. You suffer a -4 penalty to your Quick Combat roll, but take no damage if successful. On a failure, you suffer a level of Fatigue from Bumps and Bruises.
  • Cautious: You fight carefully, but don't hold back. You suffer a -2 penalty on your roll. On a failure, you take a Wound, which can be Soaked as usual. With a success, you only suffer a level of Fatigue from Bumps and Bruises, and on a Raise you emerge unscathed.
  • Fast and Furious: You attack like a wild berserker. You gain a +2 to your roll. On a failure, you suffer 1d4 Wounds, or 1 Wound with a success (Wounds can be Soaked normally). With a Raise, you suffer a level of Fatigue from Bumps and Bruises instead.
  • Rather than risking Fatigue or Wounds, you can choose to expend PPE/ISP instead (although this choice has to be made before rolling to Soak).
  • Instead of Bumps and Bruises: Use 2d4 PPE/ISP (the dice don't Ace).
  • Instead of a Wound: You use 2d6 PPE/ISP (the dice can Ace).
GM Bennies: 4/8

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Silverclaws
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Re: Day 40: Reunion or Ruin?

Post by Silverclaws » Fri Oct 04, 2019 3:49 pm

Silver takes the rope from over his shoulder ties a knot securely to the skid of the whirlie bird then jumps to the traincars with the other end tied around his waist. 500 pounds should anchor the descent for everyone else.

Fighting Tourettes 13, 10 _
Improved TMW: +2
H2H Reaction Wiring: +2
Fast & Furious: +2

[*] Left Claws Fighting (1d12) 1d12 = 7: 7
[*] Wild (1d6) 1d6 = 4: 4

[*] Right Claws Fighting (1d12) 1d12 = 3: 3
[*] Wild (1d6) 1d6 = 4: 4

1 Level of Fatigue
Silver yells curses and obscenities as he fights a magiced train. Every so often, he looks over his shoulder and apologizes to the Preacher @Rill.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (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).

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Sir Blurre
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Re: Day 40: Reunion or Ruin?

Post by Sir Blurre » Fri Oct 04, 2019 3:59 pm

Fighting 11
Fast and Furious Fighting, of course!
Fighting 1d12+3 = 11: 8
Wild Fighting 1d6+3 = 7: 4
One level of Fatigue
ce on the Whirly, Blurre asks @Kim Black to fix his armor. Once that task is done, he prepared for action, triggering the boots and jumping down onto the train. The defenses, of course, are primed for attackers on the top or approaching from the side. They are less nimble when dealing with someone who can move from top to side and back again, let alone run along the bottom for a few moments! (Only a few moments at a time, though, as he discovered the bottom isn't completely defenseless--shock pads every ten yards along the bottom are clearly meant to dissuade desert critters from clinging to the underside of the cars.)

Sparks arcing from his boots, he repeatedly uses the corners of the train for cover while lashing out at with his psi-whip to destroy weapons proving troublesome to his allies.
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: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 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.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Rill
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Re: Day 40: Reunion or Ruin?

Post by Rill » Sat Oct 05, 2019 11:52 am

Greater Healing 10
Mysticism for greater healing 1d10+3 = 9: 6 (wound cancels +1 from staff, he gets +2 from Healer and +2 from gift of life trapping
Wild 1d6+3 = 9: 6 + 1d6 = 1: 1
17 PPE recovered from ley line
Roll to refresh PPE 1 Mysticism 1d10+1 = 9: 8
Wild 1d6+1 = 6: 5

Roll 2 Mysticism 1d10+1 = 8: 7
Wild 1d6+1 = 3: 2
Rill comes to, hurting and eyes blurry. "I must say... ow." He thanks the team for dragging him out, and does his best to orient himself to their new situation.

He thanks @Orrin Truthseeker for the IRMSS, but says, "I believe the wound is a bit too old for this, but thank you." And with that, he leans on his staff, calling on divine light to repair his broken body and burn the pain away.

He slumps back in his seat, more tired than when he started, and tries to rest until the team comes to the ley line. At their host's explanation, he does his best to draw upon the line, refreshing his PPE reserves for what seems to be an imminent battle, and he is pleasantly surprised to find his capacity to hold power is higher than he remembered.

Once they approach the train, Rill steels himself. Having just been injured, he tries to be a bit more cautious and opts to conjure another wall of defense, blocking off some of the mighty fortress's weaponry.
Mysticism 19, +2 Successes
Mysticism 1d10-1 = 6: 7 (staff +1 partially offsets -2 for fighting cautiously)
Wild 1d6-1 = 2: 3
Extra Effort 1d6+2 = 8: 6 + 1d6 = 5: 5
Rill is going with the option to expend PPE instead of wounds/fatigue, declared in advance.
Character Sheet

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Tito
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Re: Day 40: Reunion or Ruin?

Post by Tito » Sun Oct 06, 2019 2:30 pm

Fighting 10; -1 Benny
Fighting 1d12+1 = 7: 6 (+2 Scene, -1 Fatigue)
Wild: 1d6+1 = 3: 2
Reroll
Fightnig: 1d12+1 = 10: 9
Wild: 1d6+1 = 7: 6
Tito smiles as it becomes time to throw himself off the aircraft. He looks back and says, "Ok, man. It's time. I'm badass enough to carry a couple of you down there, ok? Lets do this!"

Tito spreads his semi-functional wings and leaps out of the aircraft with enough force to shake it mid-air. He flaps his wings as he adjusts his trajectory and lands safely on the train.

Firmly planted on the roof, he tells his friends, "Ill clear the way, ok? I won't let these things hurt you, so stick with me. Lets go!"

Tito leaps forward, swinging Whomper into any turrets that pop open and smashing them into oblivion! An electrified weed-eater styled chopping device pops open directly in front of Tito while he is finishing off a fire-spewing cannon. He turns just in time to block its deadly blades with Whomper.

Each swipe of the blades super charges whomper with electricity. Tito blocks more and more hits, and each strike risks catastrophic overcharge. Finally, Tito activates Whomper and an absolutely enormous surge of electricity feeds back into the weed-whacker. Blades fly off, the motor explodes and shrapnel sprays in all directions taking out several more deathtraps.

Tito stands resolutely, blocking the debris from flying back and striking his friends. He's cut up and bleeding a bit, but the minor wounds begin to close. Several nastier contusions are slower to heal. Between his new injuries and his weakened knee, Tito seems like hes completely exhausted.
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.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    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: 2/2
Bennies: 1/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
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Orrin Truthseeker
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Re: Day 40: Reunion or Ruin?

Post by Orrin Truthseeker » Mon Oct 07, 2019 9:39 am

Drawing from the Ley-line - 15PPE
+1 staff, +1 armor
Spellcasting 1d12+2 = 9: 7
Wild 1d6+2 = 3: 1

Spellcasting 1d12+2 = 3: 1
Wild 1d6+2 = 6: 4
Knowledge (Computers) - 8
+2 security from HJ rolls, +2 Fast and furious
Knowledge (Computers) 1d8+4 = 7: 3
Wild 1d6+4 = 8: 4

1 Level of Fatigue
Orrin gladly takes Tito's offer of assistance - Not entirely sure he could make the jump with his stiffened joints - and grabs tight around the transformed dog boys neck.

They land on the train with a heavy thud, and Orrin immediately lets go and rolls away, stopped only as he smashes into an outcropping on the surface of the train.

He looks up and notices that the outcropping he ran into is actually a terminal station - likely built for easy interaction with all of the defenses on the top of locomotive when testing.

"I hate to ask this, but see if you can draw some fire!" Orrin shouts to Tito, who doesn't seem to need any encouragement as he starts smashing the defenses to smithereens with his Whomper.

Orrin uses the distraction to stand and activate the terminal. His hands fly across the keyboard, well exercised from his time researching the long lost past - much of which are secrets well guarded by the current governments of the world. He works quickly disabling the defenses where possible or scrambling the programing to reduce their effectiveness where not.

His tweaks aren't permanent. There is clearly someone operating the defenses, and they patch the changes Orrin introduces almost as quickly as Orrin introduces them, but its enough to give those fighting on the surface a bit of an edge.

When he can do no more to divert the defenses, Orrin searches the not yet locked-down areas of the server he can still access. To his surprise, he finds controls for a retractable skylight not far from his position. He triggers it and signals the rest of the group over the radio

"There's an entrance to our - what would you call it on a train, starboard side? Anyway, its by that large turret firing explosive green goo... I'm heading there now."
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 1/35; Staff PPE: 0/10; Armor PPE: 4/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
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: 0/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond


Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

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

Power Surge: Immediately recover all spent Power Points.

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Seswarick
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Re: Day 40: Reunion or Ruin?

Post by Seswarick » Mon Oct 07, 2019 6:47 pm

Psionics 11
Modifiers: Cautions scene mod -2
Psionics 1d12-2 = 0: 2
Wild 1d6-2 = 4: 6 Ace 1d6+4 = 6: 2 Benny for EE with Elan 1d6+6 = 9: 3
Stepping off the whirly and taking flight, Seswarick lights up his aura and kicks on his speed belt. Seeing Blurre's corkscrew maneuver the lyn-srial follows suit but in the opposite direction. He tries to draw the fire of any energy weapons and blasts the weapon systems firing physical ammo. A net gun snares him briefly but his aura burns it away before he hits the ground.

Pulling out of his dive he swoops to the roof to check his friends progress. Seeing Orrin pop a hatch Seswarick lays down an electrified wall, giving a moment of cover for the COT to rush the skylight. "I don't think that will hold long, lets get in there quickly!"
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
Exalted deflection -6 to be hit
[/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: 29/40
Bennies: 2/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Jack 'Bullet' Jones
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Re: Day 40: Reunion or Ruin?

Post by Jack 'Bullet' Jones » Tue Oct 08, 2019 11:09 pm

The flight from the caves left him a little battered, but the familiar burn of Rill's healing, coupled with a little extra warmth from Orrin, puts the gambler right as rain. He listens as the discussion of a 'power source' is thrown around, with Stella's name coming up repeatedly. "Now, wait a cotton pickin' minute. Y'all sayin' they're usin' my Stella...fer steam in their damned locomotive?"
Jack's face goes to stone, but his eyes betray his rage. He turns to the whirlybird pilot. "Fella, you get us to that train 'fore harm comes to that angel, an' the first round's on me."
He tips his hat ever so slightly to Seswarick, but the realization of Stella's fate has the gunslinger crossed up. "Ses, pardner, it's good ta be back. Ah ain't happy 'bout havin' ta ride off like ah did, but ah had me a score ta set straight. Ah...now ain't the time fer tale tellin'. Reckon we gotta peek at the hold an' get ta the deal."
He checks the chambers on his assorted weaponry, grits his teeth, and closes his eyes, mentally preparing for the assault on the Combine contraption.
Assault on the Leviathan
Psionics, fast and furious
1d12+3 = 7: 4

WD Psionics
1d6+3 = 8: 5
Sustained 1 level fatigue, spending PPE to avoid
2d4 = 3: 2, 1
Jack rides Tito to the surface of the Leviathan, tucking into his own roll once near. Cannons and blades aim their deadly designs at the raiders, but a combined assault and defense strategy manages to stave off the obvious threats. The Combine engineers, though, planned multiple methods of removing unwanted guests from the roof. Jack spies the trap as it springs; the skin of the roof expands rapidly, almost like a sudden tidal wave, with the intent being simply to launch interlopers off into the landscape. Kim, caught unawares, gets tossed off the side. Jack reacts in an instant, grasping her firmly in a telekinetic grip and pulling her back to the speeding train. With all the psionic might he can muster, he clamps down on the shell of each train car the 18th finds themselves on, thwarting the diabolical catapult. "That's a heck of a note. Them Combine boys got all sorts'a devilry up their sleeves, don't they?" He hurries towards the open skylight, guns drawn. "Let's get in there 'fore we find any more of their tricks out here."
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
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: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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