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 1174 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: 6/6

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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: 149
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: 171
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: 24
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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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: 30/30; Staff PPE: 10/10; Armor PPE: 8/10

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

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: 2/3
-1 for knowledge history

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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Silver Patron
Posts: 209
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: 924
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: 6/6

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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: 0/30
Bennies: 1/3 1 red bennie
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Orrin Truthseeker
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Posts: 254
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: 30/30; Staff PPE: 10/10; Armor PPE: 8/10

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

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: 2/3
-1 for knowledge history

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: 924
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: 6/6

User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 249
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: 171
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: 209
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.
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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.
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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: 30/30; Staff PPE: 10/10; Armor PPE: 8/10

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

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: 2/3
-1 for knowledge history

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 » 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.
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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: 0/30
Bennies: 1/3 1 red bennie
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, 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: 30/30; Staff PPE: 10/10; Armor PPE: 8/10

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

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: 2/3
-1 for knowledge history

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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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: 6/6

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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: 149
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: 254
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: 30/30; Staff PPE: 10/10; Armor PPE: 8/10

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

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: 2/3
-1 for knowledge history

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: 209
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: 171
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: 134
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: 0/30
Bennies: 1/3 1 red bennie
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Tribe of One
Posts: 924
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: 6/6

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Kim Black
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Posts: 249
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: 209
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: 149
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: 254
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: 30/30; Staff PPE: 10/10; Armor PPE: 8/10

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

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: 2/3
-1 for knowledge history

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: 171
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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]

User avatar
Tribe of One
Posts: 924
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: 6/6

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Silverclaws
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Posts: 209
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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 6 _
Wildenerness Scout Package +2
[*] Tracking (1d6) 1d6 = 3: 3
[*] Wild (1d6) 1d6 = 4: 4
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 5 _
[*] Spirit (1d10) 1d10 = 2: 2
[*] Wild (1d6) 1d6 = 5: 5
Farsight, Spirit Check to Activate 15 _
[*] 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 13 _
[*] 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).

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Kim Black
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Posts: 249
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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Posts: 134
Joined: Fri Sep 07, 2018 12:23 pm

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: 0/30
Bennies: 1/3 1 red bennie
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless


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