Day 42: Going to the End of the Line

"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 42: Going to the End of the Line

Post by Tribe of One » Sat Oct 12, 2019 12:41 pm

Silverclaws and Tito land on the roof of the Leviathan's rear-most car with a clang and a thud, the rest of the party disembarking just behind. On cue, more than a dozen turrets armed with the latest TW weapons of mass destruction emerge from the rune-carved hull of the car and begin firing, sawing and releasing drones at break-neck speed.

Emmett Brown curses over the radio as a purple fireburst splashes across one wing of the whirlie, leaving it smoking.

"I've gotta break away -- can't evade anything at this speed. Luck to you, Legion, and go get your gal!"

The whirlie peels away, but you're not able to spare more than a glance as the car's defenses spit death your way. With Jack and Tito back in the picture, the group reverts to old patterns, however, with Rill, Kim and Seswarick tossing up smokescreens and mystical defenses while the others shoot, slash and smash their way through the turrets.

There's a shudder beneath your feet as the last of the dunes disappears beneath the Leviathan's aethero-magnetic rail-plates and flies out onto the salt flats. As it picks up speed, you struggle to stay upright as the last of the rear-car's defenses are eliminated.

Orrin yells in satisfaction as he manages to hack through the computer defenses, unsealing the roof-top hatch with a hiss of gas. Cries of surprise come from below as you drop inside a passenger car packed with workmen and dignitaries from the Foundry!

"What in hell you doing up there, pal?" one frowning engineer says, before a woman -- Evelyn James, the trade envoy from Charity calls out: "Oh, whoever thought missing the train would keep Turner's granddaughter from missing the party? She's even roped herself a tall drink of water for a date this time."

The tension in the room breaks as laughter follows her joke, but the good mood doesn't last long -- before you have a chance to move forward, the door at the far end of the car opens and a group of RRC guards in steam-armor enter.

"There they are! Vance said to take 'em, dead or alive. They're here to kill the Director!"

All hell breaks loose then, spectators screaming and diving for cover as the Combine warriors let loose with everything they've got, activating interior defenses along with their own TW arsenals to stop the COT from moving ahead!
Train.jpg


Phase 2 - Dramatic Task - In Cars

You made it inside, but now you've got to fight your way to the front of the train! Red River Combine warriors loyal to Ned Vance block your way, along with a variety of interior defenses meant to capture or kill any attacker. The other passengers are a wild card -- you might be able to enlist their help, but many are likely to be harmed or killed in the crossfire.

Directions: Each player rolls an appropriate skill (Fighting, Shooting or Spellcasting are all fine, but things like Persuasion could be used to get passengers to help assist) and narrates how they helped overcome the train's defenses and push toward the engine. Each Success contributes +1 to the total (+2 on a Raise, but higher totals do not provide additional Successes). If you want to keep civilians alive, you may take an optional penalty to your rolls. See below.

Goal: As a group, every four successes gets you through a train car and on to the next.

Resources and Repurcussions: If you take no special precautions in the fight, 4d6 civilians will be injured or killed as the battle rages through the packed train cars. To protect them, each of you may take a penalty to your roll of up to -4; each -1 accepted in that way automatically saves 1 passenger (so if Orrin and Rill both take a -4, for example, the roll for casualties would be 4d6-8).

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

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

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Orrin Truthseeker
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Re: Day 42: Going to the End of the Line

Post by Orrin Truthseeker » Tue Oct 15, 2019 9:43 am

Spellcasting 7 - 1 success, 3 civilians protected



Save 3 civilians: -3
Cautious: -2
Armor and staff: +2

Spellcasting 1d12-3 = 4: 7
Wild 1d6-3 = -1: 2

EE with Elan 1d6+6 = 8: 2

Forgot -1 from fatigue, so just a 7

PPE: 2d4 = 4: 1, 3
Orrin feels the tense atmosphere as they drop into the railcar, but just looks around, not knowing what he could say that would convince the passengers that they mean no harm. He is spared from the attempt by Evelyn, and Orrin breaths a sigh of relief, nodding thankfully to the handsome woman.

Then the armored soldiers storm in and the railcar erupts in chaos. Orrin dives behind the benches Silver upturns, pulling a few civilians down with him. He looks over the edge of the bench cautiously, trying to come up with someway to neutralize Vance's men without harming any innocent bystanders.

Vance! Now there's an idea.

Orrin peaks through a hole in his cover and mutters a few words. Then a shout is raised from the behind the soldiers.

Cease fire! Ned's voice rings out. "What are you doing? I said their coming would THRILL the Director, not they're coming to kill the director! I SAID HOLD YOUR FIRE!"

As the men hesitate between conflicting commands, Orrin focuses on the few of the men and whispers "Tardus Descendit". Their hesitation is amplified as their motions slow to a snails pace.

That won't do much to help us get past, but it should at least help minimize casualties.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 20/35; Staff PPE: 0/10; Armor PPE: 8/10

Parry: 4+1
Pace: 5+2
Toughness: 26 (16) +4 toughness from Vigor boost for 30 (16) total

Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

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

Bennies: 1/3 - 1 Red Bennie
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash

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

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

Power Surge: Immediately recover all spent Power Points.

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Silverclaws
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Re: Day 42: Going to the End of the Line

Post by Silverclaws » Tue Oct 15, 2019 5:33 pm

Silver growls in frustration as he smells Vance before he sees him. "The backstabber arrives."

Once the crap hits the TW fans, Silver begins by grabbing the seats of the passengers and rips them from the floor and shouts at the passengers hitting the floor, "Stay down and under cover!"

Turning the seats over, he figures its better cover than they had before.

Two seats ripped from the floor, protect 4 passengers. If Silver gets ahead of the RRC boys and finds out who they are targeting, he will step and take the hits for the civilians.

Fighting 8, 2 success, 4 Civilians Protected
Civilians Protected: -4
Overconfident
Fast and Furious: +2
Imp Trademark Weapon: +2
[*] Fighting (1d12) 1d12 = 8: 8
[*] Wild (1d6) 1d6 = 4: 4
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

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Sir Blurre
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Re: Day 42: Going to the End of the Line

Post by Sir Blurre » Tue Oct 15, 2019 6:41 pm

Fighting 10, use 5 ISP, 4 Civilians Protected
Fast and Furious Fighting, protect the civilians.
Base 1d12+1
-1 Fatigue
Fast and Furious +2
Defender -4
Net 1d12-2
Fighting 1d12-2 = 3: 5
Wild Fighting 1d6-2 = 3: 5
Extra Effort with Elan 1d6+8 = 11: 3
bad math actually a 10

Use ISP 2d4 = 5: 1, 4
Blurry is a whirling vortex of destruction as he makes his way through the sky-train. Destruction, but not death. While he does use his psi-sword to put down some of their foes, he prefers to simply slash through their weapons, rendering most of them harmless. Continuing to move at absurd press, he does his best to move behind enemy lines so as to allow bystanders to flee to the cars already cleared behind the COT.

He has to reach deep into his inner reserves to keep up the mobility enhancements, but as the group moves inexorably forward to their goal, he feels a surge of energy, replenishing his reserves.
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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Re: Day 42: Going to the End of the Line

Post by Seswarick » Wed Oct 16, 2019 1:55 pm

Psionics 12 2 success, protecting 4 passengers
Modifiers: protecting 4 -4, F&F +2, spend 4 ISP +2. Net 0
Psionics 1d12 = 12: 12
Wild 1d6 = 1: 1
The Time Twister belt may not make him as fast on his feet as he is in the air, but it more than compensates for his normally awkward, hopping gait. Putting both his energy sheathed self or electric barriers between innocents and danger more than once, he also tries to provide cover points for the less combat inclined team mates. Seeing that their attackers are merely mislead, not malicious Ses uses his nonlethal options on the combine security guards but is free with the lightning when it comes to automated defense systems. The raw power of such attacks in an enclosed space being enough to convince a couple of the guards themselves to take the silver tonged gun-slinger up on his offer.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 29/40
Bennies: 2/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Jack 'Bullet' Jones
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Re: Day 42: Going to the End of the Line

Post by Jack 'Bullet' Jones » Wed Oct 16, 2019 10:06 pm

Jack's call to action, +2 successes
Persuasion at -4 to save passengers, +2 Fast & Furious
1d6+9 = 12: 3

WD Persuasion
1d6+9 = 12: 3

ISP to spare B&B
2d4 = 4: 1, 3
Jack, his life spared by Kim's quick thinking, lingers just a moment as he looks down at the girl. "Darlin'. Good ta set my eyes on yours." He pops back up, then offers a hand to her, helping her back to her feet. "Reckon there are better places ta catch up than on the roof of this here death trap locomotive." He ushers her forward towards the open roof.
The posse crashes into the railroad car, much to the surprise of the occupants. Jack reacts to the joke and the small break in action with a slight grin, a tip of his hat, and a wink at Evelyn James. "Ma'am." But before the pleasantries are able to continue, the door to the train car bursts open and the fireworks start. A quick telekinetic shove moves Evelyn out of the way of danger, along with a few others. With his communications band active, he shouts to the crowd of dignitaries. "Them's the boys what were torturin' them kids fer fun back in Silverado. Y'all, they done sold their souls, an' y'all are next on that damn demon's menu. Truss 'em up when we put 'em down!" A few of the workers, spurred on by Jack's shockingly convincing accusation, leap on the Combine soldiers as the stunning attacks of Blurre, Seswarick, and the fearsome defensive seat-ripping of Silverclaws disarms and disables several of the RRC guards. "Don't you fret none. We'll break y'all outta that demon's spell, or ah ain't Bullet Jones!"
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Kim Black
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Re: Day 42: Going to the End of the Line

Post by Kim Black » Wed Oct 16, 2019 11:59 pm

Techno-Wizardry 4
-4 to protect civilians, +2 fast and furious, +2 Machine Maestro
Techno-Wizardry 1d12 = 4: 4
Wild 1d6 = 4: 4
Casualties 8
4d6-4 = 8: 5, 1, 3, 3
Soak 3 fail - Gah! I forgot about expending PP instead of the Wound! Ah, well.
Vigor 1d10 = 3: 3
Wild 1d6 = 3: 3
New Mexico/Crystal Caverns
Afternoon
Day 41
Round 0

Kim blushed at Evelyn James’ greeting. If only Jack was her tall glass of water! “Nice to see you again, Miss James,” Kim said with a smile. “But you all might want to keep your heads down. Seems there are shenanigans afoot,” she said as the Combine guards burst into the train car.

Kim’s hands moved fast as she cobbled together a device. She tossed it out, putting up a barrier behind them to protect the passengers from any stray fire the Combines sent down the car. She pulled out her ocarina and blew a few notes, calling on the tentacles beyond space and time to entangle the Combine soldiers as they moved through the cars.

Kim grunted as she took a hit from one of the blasters. It punched through her armor and left her gasping in shock, her shoulder smoking. She grimaced in pain as she forced herself up and continued to harry the Combine soldiers.

***

-1 Wound

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: 35/25
Bennies: 2/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2
Combat Ace: Ignore MAP for Piloting and Shooting in the same turn.

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


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


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

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Rill
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Posts: 159
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 42: Going to the End of the Line

Post by Rill » Thu Oct 17, 2019 4:37 am

Mysticism 11, 2 Successes and 4 Civilians Saved, Rill takes Bumps and Bruises
Mysticism 1d10-2 = 5: 7 (-4 to save civilians offset by +2 from fast and furious)
Wild 1d6-2 = 1: 3
EE 1d6+2 = 4: 2
Rill flows through the battle, staff shining, touching every wounded teammate and civilian he comes across. No. This is absurdity. The height of savagery. No. One. Dies!

As the trains defenses and defenders fire indiscriminately at their own, Rill patches them back up. Every wound, the preacher thinks, gritting his teeth. Every single one.

It is exhausting work, as the magic both empowers and drains him, but he cannot stop. As the battle rages around him, through willpower and divine light, pockets of peace rage, too.
Character Sheet

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

Re: Day 42: Going to the End of the Line

Post by Tito » Sun Oct 20, 2019 8:14 am

Fighting 7; -1 Benny
Fighting: 1d12-4 = 2: 6 (-4 Scene, -2 Fatigue; +2 Fast and Furious)
Wild: 1d6-4 = -3: 1
Extra Effort: 1d6+4 = 7: 3 (+2 Elan)
The RRC goons look like they don't care who they shoot when they bust into the car with guns blazing. Tito jumps in front of several shots that would have taken a civilian or friend out. It hurts, and Tito's skin is sizzling and bleeding from several attacks. He looses it and stops defending the civilians.

Tito leaps straight forward, bringing Whomper down hard enough to cave the goon's head in. The draconic dog boy throws his head back and howls. Then he rips into the nearby goons with a frightening fury as if his injuries and exhaustion no longer mattered. He throws his body at the RRC goons with single-minded fury.
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 1/3; Fatigue: 2/2
Bennies: 1/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
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Tribe of One
Posts: 975
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: Going to the End of the Line

Post by Tribe of One » Sun Oct 20, 2019 6:26 pm

In the (admittedly short) history of the Tomorrow Legions Community Outreach Teams, there had never been a fight like the one on the Leviathan that afternoon.

There was big magic tossed around, sure, and some pinpoint shooting. But what made the battle so noteworthy wasn't the violence and the savagery, but rather the lack of it -- or at least the lack of lasting injuries.

From the first shot to the last, protecting the innocents on board the runaway TW train is priority one. Walls and barriers of mystic energy are raised, shielding bystanders from the crossfire shots; Silverclaws rearranges the very furniture as he battles forward, blocking attacks with his own body as the shoulders ahead.

Meanwhile, the attacking Combine soldiers are thrown into disarray by Orrin's illusions, even as the civilians are united by Jack's silver tongue. Surging forward with a purpose, they work together to tie up and knock down the attackers who are disarmed or incapacitated by Sir Blurre or entangled by Kim's summoned tentacles. Seswarick short-circuits or smashes the mechanical defenses while Rill makes sure any injuries sustained by the on-lookers are short-lived.

Even most of the attackers emerge with no more than bumps and bruises, the exception being the one warrior unfortunate to be on the receiving end of a mighty blow from Whomper, after Tito finally loses his cool and charges into Combine boys, attacking with savage fury. Of course, the chihuagoyle's only a provisional member of the COT, and the odd spot of blood does little to taint the pacifistic legend that emerges from that day as the many survivors go on to spread word of the 18th's deeds.

With Vance's roughnecks finally subdued, the group advances into the final car, just before the Leviathan's engine -- and the containment field holding Stella.
holtned.jpg

With the chaos of battle behind you, you notice for the first time just how quiet the Leviathan is as it sails at breakneck speed across the salt flats. So silent is its passage, you hear the hiss of the hydraulics and slight change in air pressure as the doors slide open into the final cab.

Ahead of you, the blue-green haze of a magical barrier blocks your approach, but not your sight. In the room beyond, eight guards stand by, armed and armored in the best of the RRC's armory, as Holt Turner and Ned Vance engage in heated conversation.

"... to the crossroads. You'll doom us all if you welsh on the deal. That one ain't the type of man to double-cross -- if he's even a man, and not the Devil hisself," Vance says, the helm of his TW power armor rolled back to reveal his exasperated expression.

Turner waves him off.

"The table has changed, and the terms will have to change with it. You saw the readouts -- they're 10 times what we imagined! Think of what we can do with this engine -- will do! Unite the Baronies, and all the territories to the south and west. We can't give it up now, just because some old sorcerer withheld the truth about what he asked us to build. This is our destiny now, our legacy!"

Vance seems about to speak again when Turner spots the COT enter.

"What is this? Kimberly, what are you doing here?" he says, appearing surprised to see his granddaughter and her comrades. "Ned said you'd stayed behind to collect more of the crystals. I'm sorry we couldn't wait to begin the run but I'm glad you're here -- the results are astonishing!"


Phase 3 Dramatic Task - Last Words

As the culmination of the Combine's dark work hurtles across the desert, will you be able to turn Holt Turner aside from the path he's set? What exactly is Ned Vance's agenda, and will exposing it aid your cause? This final dramatic task is left open-ended, and could extend through a couple of posts depending on the approach you take. At the end, violence may be unavoidable, but you have a chance to shape the battlefield, first.

Directions: One character will take the lead using an appropriate skill (Persuasion or Intimidation are the obvious ones, but others certainly are possible). Other characters may all make rolls to assist, granting +1 to the lead total on a success or +2 on a Raise. Particularly pertinent arguments or tactics used by your characters may lead to an additional bonus.

Goal: I'll compare the group's total to an opposed roll (or rolls) for Vance and Holt Turner, which will influence what comes next.
GM Bennies: 4/8

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Sir Blurre
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Re: Day 42: Going to the End of the Line

Post by Sir Blurre » Mon Oct 21, 2019 2:59 pm

Support Taunt 11
Taunt to support Jack +2 for Strong willed, -1 for Fatigue
Taunt 1d6+1 = 7: 6 ACE 1d6+7 = 11: 4
Wild Taunt 1d6+1 = 3: 2

Sir Blurre, still a bit breathless from the (literally) running battle, smiles broadly, stepping forward even as he dismisses the psi-whip and steps forward, making certain that he is always between Vance and Kim as the TW does whatever impulsive thing she's going to do. "Why, Ned, how kind of you to make sure that Mr. Turner here didn't have to worry about his granddaughter. And we appreciate the vote of confidence, too. Other men might've urged that the project be delayed with a search party, but you knew that getting buried under tons of crystal infused rock when that assassin Sidewinder set off those explosives wouldn't be more than a bump in the road for my friends and I. Good on you!"
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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Posts: 220
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Re: Day 42: Going to the End of the Line

Post by Silverclaws » Mon Oct 21, 2019 9:34 pm

Silver waves off @Sir Blurre. "It goes much further than that."

"These two were responsible for the CS raid on Black Mesa. They could not afford to expend themselves that far from the Foundry. So they called in "favor"."

Silver waves a massive claw in the direction of Vance and Holt. "It must be the dust from the trail because it took me this long to connect the smells."

"They new about Stella, well before we got started in Mesa. And the whole load of bullshit about wanting to work with the Legion, well that is just a cover to keep us from suspecting their true intentions."

"The RCC itself is full of bright ingenious minds. But you two are the dumbest assholes I have ever come across."

"No realization of what it means to tamper with a Celestial. What ever bargain you have struck, you will lose a hundred times over because of what you have done to Stella."

Intimidation Support for Jack, 5 _
[*] Intimidation (1d10) 1d10 = 5: 5
[*] Wild (1d6) 1d6 = 5: 5
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

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Rill
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Posts: 159
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 42: Going to the End of the Line

Post by Rill » Tue Oct 22, 2019 4:41 am

Persuasion 9, +2 to Support
Persuasion 1d6+5 = 9: 4 (+2 from HJ, +2 from Mystic charisma bonus, +1 from communications band)
Wild 1d6+5 = 7: 2


Rill channels a bit of power into his communications band and holds up a hand in a placating gesture.

Addressing the two members of the Combine, he says, “Gentlemen, please. We have passed through rock, and fire, and your warriors already just to get to you. There are misinformation and lies aplenty surrounding this venture of yours, but here is a truth: for all your brilliance, and you are brilliant indeed, the Combine is not a martial force. The Tomorrow Legion is, and in my time allied with them, I have seen them come out victorious over threats that would curl your toes. Listen to what they have to say. Stand down. Let science and progress march on without violence today, please.”
Character Sheet

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Jack 'Bullet' Jones
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Posts: 193
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 42: Going to the End of the Line

Post by Jack 'Bullet' Jones » Tue Oct 22, 2019 2:56 pm

Persuasion, +2 to lead
Persuasion w/ Comm Band
1d6+11 = 14: 3

WD Persuasion
1d6+11 = 14: 3

Benny to reroll with Elan
1d6+13 = 16: 3

Benny WD
1d6+13 = 14: 1
Jack steps through the last door to find Ned Vance and Holt Turner engaged in heated discussion. Jack notes the surprise at the COT's appearance. He glances at Kim. "That fella's yer grandad? He ain't like ta bury his kin under tons a' rock. He ain't old man Killian." He nods sternly towards Ned Vance. "Then this oughta be the rattlesnake what sent Sam Nugent, back from the dead, to do the deed. It's a devil what would bring a tortured soul back from the dead fer killin'." He shoots a steely glare towards Vance, then turns towards Holt.
"Pardner, if'n yer Kim's kin, then there's like ta be at least a little goodness in yer heart just by 'ssociation. That special girl you got trussed up so you can suck the life outta her fer steam on this locomotive, she's an angel a' mercy. She ain't juice fer yer machine." He pauses for effect, then shifts a glare back to Ned Vance. "It's a devil what would steal life from an angel. Sure makes ya ponder what the purpose is fer that sort of machination."
With a sigh, and an imploring look on his face, Jack addresses Holt Turner once more. "Pardner, ah've seen other dimensions. Other places. Drainin' an angel of her life on account of not bein' able ta find steam fer the engine is a slack way out. Ah'll tell ya for sure an' for certain, there's other ways ta get what yer lookin' for, an' it ain't gotta cost an angel girl her life. Heck fire, fella, how'd you like if someone trussed Kim up the same way? How do ya feel 'bout that fella at yer side sendin' a harrowed killer after her?"
Jack shakes his head. "Come on, pardner. Turn her loose. Keep lookin' fer a means to yer end that don't involve slavery. Ah've been a few places. Ah'll show you what ah can."
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature

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Kim Black
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Posts: 263
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 42: Going to the End of the Line

Post by Kim Black » Wed Oct 23, 2019 5:33 am

Persuasion 18
-1 Wound, +2 Communications band, +4 Machine Maestro
Persuasion 1d4+3 = 7: 4
Wild 1d6+3 = 5: 2
Benny EE 1d6+7 = 13: 6
Ace 1d6+13 = 18: 5
New Mexico/Crystal Caverns
Afternoon
Day 41
Round 0

When the doors opened, Kim surged forward, only to be caught by Sir Blurre.

“You snake! she yelled at Ned Vance. “You set an assassin on us and left us to die buried alive in that crystal cavern! I don’t know what snake oil you’ve been selling, but this stops now!”

Kim turned to Holt Turner. “Grandpa! You have to stop this train! You’re going to kill Stella! Why? Why would you do that? Did this snake convince you? This is an amazing creation, but it isn’t worth anyone’s life!”

Tears tracked through the dirt and grime on Kim’s cheeks as she begged her grandfather.

***

-1 Wound

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: 35/25
Bennies: 1/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2
Combat Ace: Ignore MAP for Piloting and Shooting in the same turn.

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


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


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

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Seswarick
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Re: Day 42: Going to the End of the Line

Post by Seswarick » Thu Oct 24, 2019 6:27 pm

"Sir, you say this device will bring unity..." The lyn-srial looks pointedly at the internal defenses then out a window at the external ones. "It more looks like a tool of subjugation. Of war. Something this world already sees too much of. And to power your war you enslave a being of peace and mercy? Madness, and it must stop. By either your hands or ours, it will." Lightning arcs from Seswaricks aura to nearby fixtures, the pop and snap emphasizing the skyborn's plea.
Persuasion to support 1 success
pesrsuasion 1d6 = 5: 5
Wild 1d6 = 3: 3
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 29/40
Bennies: 2/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

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

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Orrin Truthseeker
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Re: Day 42: Going to the End of the Line

Post by Orrin Truthseeker » Sun Oct 27, 2019 5:41 pm

Support -Knowledge (History) 6 - +1 to Kim
Knowledge History 1d10 = 6: 6
Wild 1d6 = 1: 1
Silverclaws wrote:
Mon Oct 21, 2019 9:34 pm
Silver waves off Sir Blurre. "It goes much further than that."

"These two were responsible for the CS raid on Black Mesa. They could not afford to expend themselves that far from the Foundry. So they called in "favor"."

Silver waves a massive claw in the direction of Vance and Holt. "It must be the dust from the trail because it took me this long to connect the smells."

"They new about Stella, well before we got started in Mesa. And the whole load of bullshit about wanting to work with the Legion, well that is just a cover to keep us from suspecting their true intentions."

"The RCC itself is full of bright ingenious minds. But you two are the dumbest assholes I have ever come across."

"No realization of what it means to tamper with a Celestial. What ever bargain you have struck, you will lose a hundred times over because of what you have done to Stella."
Orrin is shocked by the strength of the Wolfen's accusations. There's no doubt in the spellcaster's mind that Ned Vance is more of a snake than the assassin he sent to kill them, but to this point nothing Holt Turne has said or done convinces Orrin that he is any more than a powerful man with a little to much ambition and too little moral direction.

"Whoah there Silverclaws... While there are some her who have things to answer for, let's hold the mudslinging for just a bit" Orrin considers the kind of man Holt is, what drives him, before considering his next words.

"Holt," Orrin says, clearly directing his comments at the RCC leader ignoring Ned Vance. "What you and the RCC have done here is undeniably impressive. A feat never before seen since the Golden Ages. But as a student of history, I must warn you. While your device itself in unprecedented, the plan to bend the power of diety to will of man is not new. Nor is it often one that ends well for those who enact such plans. Braiden Golden Tongue, who tried to use Bragi's the Bard-God's power to woo the the warlords that now make up the Peco's empire, ended up a red stain on the desert sands after Bragi convinced Braiden's half son to free him. Velma the Rotten was supposedly cursed to spend eternity walking the frozen wastelands of the north as a corpse after she tried to use Sedna, goddess of the underworld's power to raise herself an army and secure what has since become the Calgary monster kingdom... and there are dozens of such examples. The point is, friend, that Diety are patient and powerful, and combination that always ends poorly for mortals who tried to use them to their own ends."

Orrin lets his point land home, allowing the others to add their arguments, before adding a offer.

"May I suggest an alternative. Free Stella. As Jack says, she is a kind and merciful...whatever she is. Then join me, or send a delegation, to return to castle refuge to seek an alliance between the RRC and the Tomorrow legion. After all, there are only eight of us here, and we managed to at the very least get onto this marvel of a train, despite someones clear efforts to keep us off." Orrin momentarily but meaningfully glances and Ned Vance. "Imagine the unity and order we could bring the the west if we worked together. Besides, if this 'sorcerer' that commissioned you to build this contraption is who I think it is - one Shibboleth, a devil of a man with a magic eye? - if it's him and half the stories we've heard are true, even you and the combine may need some help surviving his wrath if you keep this train from him..."
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 20/35; Staff PPE: 0/10; Armor PPE: 8/10

Parry: 4+1
Pace: 5+2
Toughness: 26 (16) +4 toughness from Vigor boost for 30 (16) total

Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

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

Bennies: 1/3 - 1 Red Bennie
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash

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

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

Power Surge: Immediately recover all spent Power Points.

Update Signature

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Tribe of One
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Re: Day 42: Going to the End of the Line

Post by Tribe of One » Tue Oct 29, 2019 12:08 pm

Ned Vance looks on coolly as the COT lays out its accusations. Holt Turner makes no attempt to keep a poker face: a range of emotions cross his face -- surprise, anger, denial and concern.

"A tunnel collapse? And an assassin -- do you mean that bounty hunter, Nugent? We haven't done business with him for months," he says.

Turner bristles when Silverclaws accuses him or the Combine of engineering the attack on Black Mesa.

"That's an outright lie. We had nothing to do with the attack on Black Mesa, and the only relationship we have with those fascists from the east is to shoot them on sight. You should be careful about letting stray dogs follow you, Kimberly -- this one seems to be some sort of evolutionary throwback, with the brain of a beast for all it walks upright and talks of divine beings. Its ignorance is appalling."

The director is not so dismissive of Rill, Jack, Seswarick and Orrin, whose more measured approach seems to strike a chord.

"I appreciate your concern, preacher, but I think you misread the situation here in the West, and the Red River Combine's military capabilities. Our foes are chaotic and disorganized. We have order and technological superiority on our side. And respectfully, all this talk of angels and divine beings is woefully misguided. The thing that's been inhabiting the body of that poor girl is no celestial or angel or holy spirit. It's an alien parasite, one that either killed the girl on its own or scavenged her corpse from somewhere," he says.

Turning to Orrin, he attempts to appeal to reason. "You're a man of learning, surely you don't buy into this talk of gods. Our testing was limited, but the creature appears to feed off the emotions of those around it, and its power is enormous. What we have done is no different than putting down a predator that preys on our neighbors and herds, only we've found a way to put it to use!"

His resolve weakens, however, when he is confronted with the angry tears of his grandaughter.

"Kimberly, Kimberly ... I don't understand," he says, his own anger growing as he looks to Vance for an explanation that doesn't come. "Is this true, Ned? Did you put my granddaughter in danger? I have treated you like a son, and now I'm told you have betrayed me? What do you have to say for yourself?"

"There ain't nothin' to be said," Vance says. "Honor the deal. Preserve the Combine."

Turner waves him off.

"That fucking sorcerer. I knew better than to work with him, and now he's turned you against me," he says.

He turns to address Orrin, pointedly ignoring Vance. "Your concerns about handing this engine over to that wizard mirror my own. I think ... I think this demonstration has served its purpose. We'll turn around, head back to the Foundry. You can examine the entity and the data we've collected. You'll see what I'm saying is true.

Turner reaches into his vest pocket and pulls out a y-shaped tuning fork made of dark metal, the surface etched with violet runes. "You'll see. I'll make things right. Just give me a chance."

Behind him, Vance shakes his head.

Sorry Director, but this train's only going one way."

Holt Turner's eyes open wide in surprise as the sparking tip of a TW light blade emerges from his chest. He turns toward Vance, who reaches out to take the tuning fork from his twitching hands.

"The Combine survives," the young man says, shutting off the blade as Turner tumbles to the floor.

"Kill the rest of these bastards if they try anything," he says to the guards arrayed behind the magical barrier, then moves toward the control panel at the front of the engine, settling his power armors helmet into place as he goes.

iron.jpg

Initiative
Silver (Level-Headed) 1d54 = 15: 15 1d54 = 22: 22 = 3 Hearts, 10 Hearts
Blurre 1d54 = 24: 24 = Queen of Hearts
Kim 1d54 = 22: 22 = Reroll 1d54 = 11: 11 = Reroll 1d54 = 2: 2
Orrin 1d54 = 11: 11 = Queen of Spades
Rill 1d54 = 29: 29 = 4 Clubs
Seswarick 1d54 = 44: 44 = 6 Diamonds
Jack (Quick) 1d54 = 8: 8 = 9 Spades
Tito (Level-Headed) 1d54 = 20: 20 1d54 = 36: 36 = 8 Hearts, Jack of Clubs

Bad Guys (Level-Headed) 1d54 = 48: 48 = 10 Diamonds

PCs have 4 higher than the enemy, 4 lower, so a tie. Drawing one card for each side, highest wins initiative:

PCs 1d54 = 23: 23 = Jack of Hearts
Bad Guys 1d54 = 46: 46 = 8 Diamonds

PCs win initiative
Appropriately enough, the COT wins initiative with the Jack of Hearts.

Train.jpg
As you can see, you are in relatively cramped confines, with a barrier separating you from the RRC soldiers, who are spread out behind cover in the car to the west. In addition to those foes, you can hear more of the engine's defense systems humming to life around you ...

The barrier is the Mega version, Toughness 22 (12) MDC. It can be affected by exalted dispel (only) as a true relic (so a total of 10 needed for a success). Due to the nature of the power source, the barrier reforms one round after being dispelled or destroyed by physical damage.

Holt Turner lies on the floor, Incapacitated and possibly dead.

(8) of the Combine's elite commandos are spread out in the western car. Each is in cover (-2 to hit). They are Parry: 7; Toughness: 18 (9) MDC, clad in TW exoskeleton armor and armed with magma blasters.

Ned Vance is near the engine controls. He is Parry: 10; Toughness: 31 (22) MDC in melee or 35 (26) MDC vs ranged. Plus a few tricks up his enchanted iron sleeves.

Be prepared for other security measures ...
GM Bennies: 4/8

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Kim Black
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Posts: 263
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 42: Going to the End of the Line

Post by Kim Black » Wed Oct 30, 2019 7:25 pm

Create Dispel gadget 6; raise
+4 Machine Maestro, -2 MAP, -1 Wound
Techno-Wizardry 1d12 = 5: 5
Wild 1d6 = 5: 5
Exalted Dispel; LBT: This should catch the Barrier and all but the back 3 soldiers in the dispel 12
-2 MAP, +4 Machine Maestro, -1 Wound
Techno-Wizardry 1d12+2 = 13: 11
Wild 1d6+2 = 3: 1
Minutes: 1d6 = 3: 3

New Mexico/Train
Afternoon
Day 41
Round 0

“Grandfather!” Kim screamed as Ned Vance put a light blade through Holt Turner’s chest. “I’ll kill you, you bastard!” Kim vowed, advancing on Ned Vance.

The magical barrier came up between them and the elite Combine forces and Vance. Kim started to furiously pull parts out of the packs on her armor, cobbling together a device that looked like a scanner. Such was her fury that she didn’t even take time to bedazzle it.

“You forget who I am, Vance!” Kim said darkly. “I’m a Turner! Techno-wizardry is my inheritance!” She aimed the device at the barrier and the Combine troops behind it and pulled the trigger.

"Save my grandfather!" she yelled at Rill.

***

Dispel Device (6/12 PPE)
-1 Wound

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: 35/25
Bennies: 1/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2
Combat Ace: Ignore MAP for Piloting and Shooting in the same turn.

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


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


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

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Sir Blurre
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Posts: 182
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 42: Going to the End of the Line

Post by Sir Blurre » Sat Nov 02, 2019 7:04 am

Vast stores of ISP used, Holt has been delivered to Rill, and a Guard has likely been decapitated
Starting Conditions:
Fatigue -1
ISP: 30
With Shield: Parry 11 (-2 to be hit by technology, -1 to ranged attacks); Toughness: 14+2 (4) melee, 18+2 (8) ranged

Action Sequence:
Q1: (MAP-2, Fatigue -1 to all rolls)
Dismiss Psi-Blade (Free Action)
Invoke Boost Trait: Psionics (Free Action, 6 ISP for +2 to roll)
Psionics 1d6-1 = 3: 4
Wild Psionics 1d6-1 = 0: 1
Benny Extra Effort w/Elan 1d6+5 = 10: 5
Raise, Psionics now d10

Invoke Quickness (1 Action, 8 ISP for +2 to roll)
Psionics 1d10-1 = 3: 4
Wild Psi 1d6-1 = 3: 4
Benny for Extra Effort 1d6+5 = 6: 1
Move to Holt, drag him back to their car (1 Action)
.

Q2: (Fatigue -1)
Invoke Wall Walker (Free Action, 5 ISP for +2)
Psionics 1d10+1 = 5: 4
Wild Psi 1d6+1 = 2: 1
Move along walls/ceilings, 1/2-pace

Move along roof of car to rear three
Invoke Psi-Blade in MD mode (Free Action, 2 ISP)

Invoke Deflection (Free Action, 6 ISP for +2 to roll)
Psionics 1d10+1 = 11: 10
Wild Psi 1d6+1 = 5: 4
Raise: -2 to be hit

Fighting Attack against rearmost guard (Parry: 7; Toughness: 18 (9) MDC)
Fighting 1d12 = 11: 11
Wild Fighting 1d6 = 1: 1
Hit with Raise
Raise Damage 3d12+3 = 27: 9, 6, 9 + 2d6 = 7: 2, 5 AP 8
= 6 Wounds, he's dead, Jim.

Final Stats:
With Shield: Parry 11 (-2 to be hit by technology, -1 to ranged attacks, -2 to ALL attacks); Toughness: 14+2 (4) melee, 18+2 (8) ranged
So, Fire Swords are at -4, magma blasters are at -5.
ISP: 3
As soon as Kim drops the energy barrier, Blurre, spurred on by both the treacherous violence and by the mention of Shibboleth, burns his newfound reserves of psychic energy to overcome his fatigue and MOVE. Before anyone can blink, he's dismissed the Psi-Whip, run in, grabbed Holt and dragged him back to their car, shouting to Rill, "Here's your patient!"

As soon as Holt is on the ground, he resummons the Psi-Whip, running up the wall and then forward along the roof to get to the rear-guard, bringing the Psi-Whip down on the guard's head with a thunderous CRACK.
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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Posts: 220
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Re: Day 42: Going to the End of the Line

Post by Silverclaws » Sat Nov 02, 2019 3:45 pm

Silver has gotten quite familiar with @Sir Blurre's movements and feels him literally rush past him. When he returns with Turner, Silver leaps forward to create the mass, literally, of confusion and chaos.

[He moves forward to a spot where he is lined up with the second guy in on the north side of the train. 5 Combine Warriors are in his reach.]

Fighting 11, Success, Raise _
Flourentine: +1 Fighting
Sweep: -2 MAP
Imp Trademark: +2 Fighting
H2H Reaction: +2 Fighting
Cover: -2
Parry: 7

[*] Fighting (1d12) 1d12 = 6: 6
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 10: 4
[Going Counter clockwise on five Combine Warriors with Sweep. CW1, CW12, CW11, CW7, CW6]

CW1 Damage 15, AP 4 _
-DONE
Vembrace + Strength + Bonus

[*] Vembrace Damage (1d8) 1d8 = 7: 7
[*] Strength (1d12+1) 1d12+1 = 6: 5
[*] Bonus (1d6) 1d6 = 2: 2
CW12 Damage 16, AP 4 _
-DONE
Vembrace + Strength + Bonus

[*] Vembrace Damage (1d8) 1d8 = 2: 2
[*] Strength (1d12+1) 1d12+1 = 5: 4
[*] Bonus (1d6) 1d6 = 6: 6
[*] Aced! Bonus (1d6+6) 1d6+6 = 9: 3
CW11 Damage 12, AP 4 _
-DONE
Vembrace + Strength + Bonus

[*] Vembrace Damage (1d8) 1d8 = 5: 5
[*] Strength (1d12+1) 1d12+1 = 5: 4
[*] Bonus (1d6) 1d6 = 2: 2
CW7 Damage 12, AP 4 _
-DONE
Vembrace + Strength + Bonus

[*] Vembrace Damage (1d8) 1d8 = 3: 3
[*] Strength (1d12+1) 1d12+1 = 6: 5
[*] Bonus (1d6) 1d6 = 3: 3
CW6 Damage 18, AP 4 _
-DONE
Vembrace + Strength + Bonus

[*] Vembrace Damage (1d8) 1d8 = 3: 3
[*] Strength (1d12+1) 1d12+1 = 11: 10
[*] Bonus (1d6) 1d6 = 4: 4
Silver's Sweep of the five Combine Warriors ends with him on one knee with his vembraces up in a defensive stance and position.
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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Tito
Posts: 54
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 42: Going to the End of the Line

Post by Tito » Sat Nov 02, 2019 9:38 pm

Fighting 7 (32 Damage), Fightnig 10 (25 Damage)
Fighting 1d12+2 = 9: 7 (-2 Frenzy, -2 Fatigue, +2 Berserk, +2 Wild Attack)
Damage: 1d12+4 = 14: 10 + 1d8 = 5: 5 + 1d6+8 = 13: 5 (+2 Berserk, +2 Wild Attack, +4 Death from Above)

Fighting: 1d12+2 = 12: 10
Damage: 1d12+4 = 12: 8 + 1d8+4 = 8: 4 + 2d6 = 7: 5, 2 (+1d6 [Raise] +2 Berserk, +2 Wild Attack)
This attack did not raise. I removed the second die result from 2d6 from the total damage.

Wild: 1d6+2 = 6: 4
Tito spends the conversation angrily pacing outside the barrier, growling at the soldiers on the other side. When the old man takes a light blade through the chest, Tito roars and starts beating on the magic barrier until Kim takes it out. Once its down, he leaps into action.

Tito clears the room and brings Whomper down across the furthest guard's shoulder as he lands and follows that strike through, catching the next guard in the chest. With a howl, Tito readies himself to face the next threat.
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 1/3; Fatigue: 2/2
Bennies: 1/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
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Orrin Truthseeker
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Re: Day 42: Going to the End of the Line

Post by Orrin Truthseeker » Tue Nov 05, 2019 5:25 pm

Orrin's can feel the tension in the room as Holt weighs the legionnaires arguments and points. He can feel his teams nerves as they watch for any sign of hostility from the combine leader. What's worse, is the man make some very good arguments.
Holt wrote:
Tue Oct 29, 2019 12:08 pm

Turning to Orrin, he attempts to appeal to reason. "You're a man of learning, surely you don't buy into this talk of gods. Our testing was limited, but the creature appears to feed off the emotions of those around it, and its power is enormous. What we have done is no different than putting down a predator that preys on our neighbors and herds, only we've found a way to put it to use!"
What do they really know about Stella anyway. Yes, she was generally polite to them, but she also was clearly had at least intentionally hid her true nature from everyone at Black Mesa...
Holt wrote:
Tue Oct 29, 2019 12:08 pm
He turns to address Orrin, pointedly ignoring Vance. "Your concerns about handing this engine over to that wizard mirror my own. I think ... I think this demonstration has served its purpose. We'll turn around, head back to the Foundry. You can examine the entity and the data we've collected. You'll see what I'm saying is true.

Turner reaches into his vest pocket and pulls out a y-shaped tuning fork made of dark metal, the surface etched with violet runes. "You'll see. I'll make things right. Just give me a chance."

Orrin breaths a sigh of relief when it seems that Holt will at least allow the subject to be debated further. It was honestly more than he had ever hoped when they arrived at the combine. Maybe it was that moment of relief that cause Orrin to let his guard down, leaving him completely unaware of and unable to prevent Ned's betrayal.

More than a little shocked, Orrin struggles for a moment between two decisions. A part of him wants to rip the barrier down and unleash the full fury of his team on Ned and his lackeys. The more reasonable part of him recognizes that they have a hard fight ahead, and a unless they take precautions, a few of them might not come out the other side...



Kim solves the debate for him as she unleashes her dispel device, bring the barrier down. Free to follow is wiser instincts, Orrin gathers his magic to help even the seemingly overwhelming odds.

Rolls
Turn 1

Exalted Quickness (+1 staff, +1 armor, -1 fatigue -2 MAP)
Spellcasting 1d12-1 = 0: 1
Wild 1d6-1 = 5: 6
Ace! 1d6+5 = 11: 6
Ace!! 1d6+11 = 14: 3

-1 Bennie to unshake

-6 PPE (9 base - 3 raises)

Exalted Slow (+1 staff, +1 armor -1 fatigue) on 5 nearest Guards
Spellcasting 1d12+1 = 11: 10
Wild 1d6+1 = 4: 3

-9 PPE (10 base - 1 raise)


Turn 2

Greater Boost Trait - Vigor (Orrin, Kim, Jack, Rill, Ses) - +1 armor, +1 staff, -1 vigor
Spellcasting 1d12+1 = 11: 10
Wild 1d6+1 = 4: 3

-X PPE (9 Base - X Raises)

Greater Lower Trait - TechnoWizardry (Vance)
Spellcasting 1d12+1 = 12: 11
Wild 1d6+1 = 4: 3

-X PPE (5 base - X Raises)
Orrin is a blurr of motion and sound as he shouts out and sling spells in all directions - some toward their attackers, some toward his friends.

Orrin, Kim, Jack, Rill and Ses all get +4 DT vigor, +2 pace and +1DT agility
Orrin gets greater quickness with a raise - redrawing 8's and below
5 closest commandos Rolls spirit TN 12 to resist Greater slow. On fails they are +2 to be hit, -2 parry, and -2 to agility linked skills, plus count movement as an action
Ned Vance rolls spirit TN to resist lowering his TW skill. 1 -7 results in -4DT, 8-11 is minus 2DT 12+ no effect
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 20/35; Staff PPE: 0/10; Armor PPE: 8/10

Parry: 4+1
Pace: 5+2
Toughness: 26 (16) +4 toughness from Vigor boost for 30 (16) total

Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

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

Bennies: 1/3 - 1 Red Bennie
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash

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

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

Power Surge: Immediately recover all spent Power Points.

Update Signature

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Seswarick
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Re: Day 42: Going to the End of the Line

Post by Seswarick » Thu Nov 07, 2019 5:01 pm

Moving into the car beind his more melee oriented friends Seswarick sets his sights on the ringleader of this little rebellion. First he focuses his mind on the ambient static around the man, seeking to intensify it to the point of distraction. Then he summons electrical coils to bind the villain.
Action one. Electric Mastery on Ned, he now has -2 to trait rolls
Psionics 1d12 = 4: 4
Wild 1d6 = 4: 4
Action two. Mega Entangle on the same. 19 so he needs a 15 or his future attempts to get free are at -4 with even a simple success he is completely entangled
Modifiers. 4 ISP for +2 to roll
ISP cost 6
Psionics 1d12+2 = 9: 7
Wild 1d6+2 = 8: 6 Ace 1d6+8 = 12: 4 Benny for EE 1d6+14 = 19: 5
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 29/40
Bennies: 2/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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

Re: Day 42: Going to the End of the Line

Post by Rill » Sat Nov 09, 2019 9:26 am

Mysticism 7 for Healing, 2 Wounds Healed, if Holt is Still Alive
Mysticism 1d10 = 7: 7 (includes +1 from staff and +2 from Healer and -3 from Wound penalties on the patient) - Wound penalties
Wild 1d6 = 5: 5
Auto-raise effect from HJ heals 2 wounds
Rill decides to be shocked at the sudden violence later. As @Sir Blurre had said, he had a patient to attend to.

Dropping to a knee, he places his hand on the wounded man. "Whether you believe in God or not, His light shines on you just the same," Rill says, and light pulses around the wound in Holt's chest.
Character Sheet

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Jack 'Bullet' Jones
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Re: Day 42: Going to the End of the Line

Post by Jack 'Bullet' Jones » Mon Nov 11, 2019 12:37 am

Bullet Jones takes a shot
Greater Deflection
1d12+1 = 5: 4

WD GD
1d6+1 = 2: 1

moving forward to the other side of the barrier's previous location

Onslaught at Ned Vance - Jack's Bullet
1d12+1 = 13: 12
Ace with prior
1d12+13 = 17: 4

Onslaught damage with raise, +2 AP
7d6 = 24: 3, 5, 3, 4, 2, 1, 6
One Ace with prior
1d6+24 = 25: 1

Benny to reroll damage
7d6 = 18: 3, 2, 5, 2, 2, 1, 3

Last benny to reroll damage
7d6 = 26: 3, 6, 2, 6, 4, 3, 2
2 Aces with prior
2d6+26 = 32: 2, 4

WD Psionics -Onslaught
1d6+1 = 3: 2
Jack's seen enough bad turns and itchy trigger fingers to know this one's going south, but the viciousness of Ned Vance's doublecross is chilling. "Damned snake in the grass! Ah'll see you hangin' high!" The ectoplasmic shroud covers Jack's form, obscuring him from incoming violence. He lunges forward, pistols in hand, but focused only on the betrayer. A particle bolt streaks towards Ned Vance, impacting on the formidable TW armor...and dissipating. "Heck fire, how y'all reckon we're gettin' through that?! That bullet's brought down dragons!" He moves to find whatever cover he can muster in the crowded car.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Tribe of One
Posts: 975
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: Going to the End of the Line

Post by Tribe of One » Mon Nov 11, 2019 7:20 pm

Defense Rolls
Commando Soak vs. Beheading
Vigor 1d8 = 3: 3
Wild 1d6 = 2: 2
Second Benny
Vigor 1d8 = 7: 7
Wild 1d6 = 2: 2
Dies

Commando Soak vs. Whomper
Vigor 1d8 = 6: 6
Wild 1d6 = 1: 1
Second Benny
Vigor 1d8 = 1: 1
Wild 1d6 = 4: 4

Commando 2 Soak vs Whomper
Vigor 1d8 = 6: 6
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 7: 1 = Soaked the 1 Wound

Guard 1 vs. Slow
Spirit 1d8 = 2: 2
Wild 1d6 = 3: 3

Guard 2 vs. Slow
Spirit 1d8 = 8: 8 = Ace! 1d8+8 = 10: 2 + Benny for Extra Effort 1d6+10 = 12: 2
Wild 1d6 = 2: 2

Guard 3 vs. Slow
Spirit 1d8 = 5: 5
Wild 1d6 = 4: 4

Guard 4 vs. Slow
Spirit 1d8 = 7: 7
Wild 1d6 = 2: 2

Guard 5 vs. Slow
Spirit 1d8 = 6: 6
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 8: 2 + Benny for Extra Effort 1d6+8 = 11: 3

Vance vs. Lower Trait
Spirit 1d10 = 3: 3
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 7: 1 + Benny for Extra Effort + Elan 1d6+13 = 14: 1 = Success

Vance vs. Greater Entangle. He is -2 from Environmental Manipulation but +4 from his built-in Psionic Mind Shield
Spirit 1d8+2 = 3: 1
Wild 1d6+2 = 4: 2

The magic blade Ned Vance stabbed into Holt Turner's back may have been silent, but the fury it unleashes is anything but.

“You forget who I am, Vance!” Kim said darkly. “I’m a Turner! Techno-wizardry is my inheritance!”

The magic disrupting device Kim triggers brings down the force field separating the COT from the Combine commandos, and disrupts the TW armaments of those closest, to boot.

With the barrier down, Sir Blurre rushes in, grabbing the still form of Holt Turner and dragging him back to Rill. In the blink of an eye returns to the far side of the car, and in a shocking display of overwhelming violence beheads one of the Combine troopers with his psi-whip.

Silverclaws follows immediately behind Blurre, slashing at several of the closest commandos. He manages to knock them off balance, but even de-powered their heavy army protects them from harm. [Two commandos Shaken. Also note: The train car is 4 squares wide, so there's no way to Sweep that many -- if you stood in the center, straddling the middle line, none would actually be adjacent. So I let you target two, using your two best damage rolls.]

Tito comes next in raging chihuagoyle form, rushing past Silverclaws to hammer at the two remaining guards in the back who were unaffected by the dispel. The first collapses in a heap after Whomper caves in his chest, but the second takes rolls with the blow and emerges unscathed.

Orrin's series of incantations leave four of the nearest commandos slowed, but his attempt to sap some of Ned Vance's skill falls as the traitor shrugs off the mystical attack.

Following the more martial-minded warriors into the train car, Seswarick summons a field of static energy from the engine behind Vance, enveloping the man in distracting crackles of lightning before wrapping him up in entangling bands of electricity.

Back in the cabin, Rill channels healing light into the blackened wound on Holt Turner's chest. With a gasp, the man draws in a breath, though he remains senseless after the brush with death. [He'll come around and be Exhausted in a round or two.]

As the barrier begins to reform, Jack squeezes off a psionically-charged shot at Ned Vance -- and is dismayed to see it spatter against the entangled man's armor, which appears to contain warding circuits to protect against psionic attacks.



Offense Rolls
Combine Soldier 1 to Unshake
Spirit 1d8 = 6: 6
Wild 1d6 = 5: 5

Combine Soldier 2 to Unshake
Spirit 1d8 = 1: 1
Wild 1d6 = 5: 5

Soldiers' Shooting drops to d8 with armor unpowered; +2 for BigBore, -2 for Slow, -2 MAP since drawing, targeting Silverclaws' Parry

Soldier 1
Shooting 1d8-2 = 3: 5
Wild 1d6-2 = 4: 6 = Ace! 1d6+4 = 5: 1
Benny for Extra Effort 1d6+5 = 10: 5 = Hit
Damage 3d6+1 = 9: 3, 3, 2

Soldier 2
Shooting 1d8-2 = 5: 7
Wild 1d6-2 = 2: 4
Benny for Extra Effort 1d6+5 = 7: 2 = Miss

Soldiers 3 & 4 each cast Greater Lower Trait-Spirit on Blurre, Tito, Silver and Ses
-2 MAP from drawing then using Gizmo, +2 Machine Maestro
1st TW 1d10 = 6: 6 Benny for Extra Effort 1d6+6 = 11: 5
Wild 1d6 = 1: 1

2nd TW 1d10 = 4: 4
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 10: 4

Soldier 5 (not slowed) uses Arcane Machinist to build a Greater Slumber device, then use it on Silver and Seswarick (also catching the 2 commandos engaged with Silver)
-2 MAP, +2 MM
Building TW 1d10 = 10: 10 = Ace! 1d10+10 = 18: 8 = Raise, has 15 PPE
Wild 1d6 = 2: 2

Activate TW 1d10 = 4: 4
Wild 1d6 = 1: 1

Benny to reroll
Activate TW 1d10 = 4: 4
Wild 1d6 = 2: 2

GM Benny to reroll
Activate TW 1d10 = 3: 3
Wild 1d6 = 5: 5

Commando caught in the Slumber blast
Spirit 1d8-2 = -1: 1
Wild 1d6-2 = 2: 4

Powered commando draws his TW flaming sword and attacks Tito, -2 MAP, +2 MM
Fighting 1d10 = 1: 1
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 7: 1 = Hit, due to Tito Berserking and Wild Attacking
Damage 1d12+2 = 12: 10+ 1d10 = 2: 2 = 14 damage, AP 4 = no would

Train defenses: Flat TW roll of 1d10, no wild die, to activate Greater Stun, then Greater Pummel
GStun 1d10 = 1: 1 GM Benny to reroll 1d10 = 5: 5
GPummel 1d10 = 8: 8

Vance: Casting Exalted Quickness, then Casting Dispel on the Entangle from his armor; -2 MAP on the first, -2 from Enviro Manipulation and +2 MM
Ex.Q TW 1d12-2 = 1: 3
Wild 1d6-2 = -1: 1
Benny for Extra Effort + Elan 1d6+3 = 9: 6 = Ace! 1d6+9 = 12: 3 = Raise

Dispel TW 1d12 = 12: 12 = Ace! 1d12+12 = 20: 8
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 12: 6 = Ace! 1d6+12 = 14: 2

Vance Round 2 from Quickness: Shoots Blurre with TW cannon, then casts Teleport; -2 from Enviro Manipulation, MAP is negated, +2 MM
Shooting 1d12+1 = 4: 3
Wild 1d6+1 = 7: 6 = Ace! 1d6+7 = 8: 1 He's -3 to hit Blurre at range, making this a Hit
Damage 3d12+3 = 17: 4, 3, 7 = 17 damage, AP 12 vs. Blurre = 1 Wound

Teleport TW 1d12 = 10: 10 = Success
Wild 1d6 = 3: 3


With the reformed barrier now cutting off the group -- Blurre, Silverclaws, Tito and Seswarick are in the front car with Vance's commandos, while Kim, Orrin, Rill, Jack and Holt Turner are in the connecting vestibule between cars -- the Combine soldiers regroup and strike back.

Struggling under the weight of Orrin's slow spell, the two engaged with Silverclaws drop their TW rifles and draw mundane, but still menacing, sidearms -- BigBore six-shooters with barrels large enough to swallow a shot glass. Both fire but only one hits, the shot failing to penetrate Silverclaw's armored hide but still striking with enough force to potentially knock him off his feet. [Silver suffers no damage but needs to make a Strength check or be knocked prone.]

The two other slowed commandos on the other side of the cab take out TW gizmos that look like TV antennae wrapped with red pipe cleaners and point them at fighters on their side of the barrier. Invisible beams of energy radiate outward, sapping the legionnaires' will.
Blurre, Tito, Silver and Seswarick
[Blurre, Tito, Silver and Seswarick each need to make TWO Spirit rolls against Greater Lower Trait-Spirit:
  • On the first, 11+ is no effect; 7-10 you lose 2 die-types of Spirit; 6 or less you lose 4 die-types of Spirit
  • On the second, 10+ is no effect; 6-9 you lose 2 die-types of Spirit; 5 or less you lose 4 die-types of Spirit

Technically, in SWADE these could stack, but we'll stick with just taking the worst effect.]
As they do that, the fifth de-powered commando -- the only one not slowed -- quickly cobbles together a different device, this one looking something like a toaster with an umbrella sticking out of the slots. He points it toward the front of the cab and triggers it, sending out brain-scrambling pulse-waves that induce slumber. One of the guards fighting Silverclaws is caught in the blast and succumbs, falling to the ground unconscious. [Greater slumber is an MBT. Blurre and Tito are caught in the blast, as well one of the commandos. Each needs to make a Spirit check at -2; anything less than a 5 and you go nighty-night, with "a full round of active effort" needed to wake you.]

The final commando in the front of the car, the only one who wasn't de-powered by Kim's dispel, finds himself in tight quarters with an angry chihuagoyle. Dropping his magma blaster, he draws a TW flaming sword and ignites it. He slashes at the giant-sized runt, but fails to accomplish more than singeing Tito's hair and filling the cab with the reek of burning dog hair.

Moments after the barrier goes up, Seswarick picks up a garbled command on the radio frequency used by Vance and his commandos. He can't make out anything more without concentrating, but it's easy enough to guess what happened, as the interior defense systems in the vestibule between cars immediately begins ticking ...

Without warning, Kim, Orrin, Rill and Jack are dazzled by the techno-magic equivalent of a flash-bang grenade set off over their heads. A split-second later, the entry door to the right slides open, venting air the desert streaks by. At the same time, a blast of compressed air explodes from the left, as the train's defenses try to eject them from the speeding engine!
Kim, Orrin, Rill and Jack
  • First you need to resist Greater Stun: That's a Vigor check at -2 or be Shaken; on a result of 1 or less you're Incapacitated but can make a Vigor check each round to return to Shaken.
  • Second, roll to resist Greater Pummel: Strength check at -4 or be Shaken and pushed toward the door.
  • If you are pushed toward the door, you can make an Agility check to grab hold and avoid being thrown from the train.
  • Note: Holt Turner automatically fails the Strength check. Someone can grab him and keep him from being thrown out with an Agility check -- but you'll suffer a -2 MAP if you also need to make an Agility check for yourself.
As the defenses trigger, you see the entangled Ned Vance activate a small TW device that causes his form to stutter and move at astounding speed. In rapid succession, he activates a force field on his left arm that dispels the entangling bands of electricity.
Seswarick
Vance got a 20 to dispel the entangle. You can go ahead and roll, if you like, and I will spend a GM Benny for Extra Effort if needed, which would push the total to 23+.
Moving freely, though still distracted by the static field, Vance taps some commands into the nearby panel before turning his TW force cannon on Sir Blurre and letting loose with a rapid-fire pulse. 17 damage, AP 12 vs. Blurre = 1 Wound] Without waiting to see the result, he activates another device and blinks out of sight -- reappearing in the train hallway right behind Kim, Orrin, Rill and Jack!



Initiative
Bah. Starting rolling initiative and hit the roll cap halfway through. Gonna give initiative to the PCs 'cause I don't want to roll any more.
You're up!

Recapping: You are in relatively cramped confines, with a barrier separating those in the front cab from those in the vestibule connecting to the car to the right.

The barrier is the Mega version, Toughness 22 (12) MDC. It can be affected by exalted dispel (only) as a true relic (so a total of 10 needed for a success). Due to the nature of the power source, the barrier reforms one round after being dispelled or destroyed by physical damage.

Holt Turner lies on the floor in the vestibule (unless he blew out of the train ...), unconscious with 2 Wounds, he'll come around and be Exhausted in a round or two.

(6) of the Combine's elite commandos remain in the front car. They'll try to use cover (-2 to hit) but that won't apply in melee. They are Parry: 7; Toughness: 18 (9) MDC, clad in TW exoskeleton armor. Only the one on the far left still has powered armor and working TW weapons. Of the remaining five, all but one are slowed, giving a +2 to hit them (or reducing Parry by 2 in melee).

Ned Vance has teleported into the vestibule on the right side of the barrier. He's in melee with at least one of your (your choice). He is Parry: 10; Toughness: 31 (22) MDC in melee or 35 (26) MDC vs ranged. He's got a Psionic Mind Shield built into his armor that gives him +4 to resist/+4 Armor vs psionics.

If you like, you can also shoot/smash/disable the train's TW security features with an action and successful roll with an appropriate skill. There are two: the Stun emitter and the Pummel air blaster.

Don't forget -- someone needs to grab Holt Turner or he'll be blown out the door!

Round 2.png
GM Bennies: 4/8

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Sir Blurre
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Re: Day 42: Going to the End of the Line

Post by Sir Blurre » Tue Nov 12, 2019 4:00 pm

OOC Comments
Greater Lower Spirit Resist 1: 1d12+3 = 4: 1
Wild Spirit: 1d6+3 = 7: 4
6 due to Fatigue. Extra Effort Elan 1d6+8 = 9: 1

Greater Lower Spirit Resist 2 (remembering Fatigue): 1d12+2 = 11: 9
Wild Spirit 1d6+2 = 3: 1

Spirit -2DT = 1d10+2

Slumber Resist 1d10 = 1: 1
Wild Spirit 1d6 = 4: 4
Extra Effort Elan 1d6+6 = 10: 4

Take a Wound, 'cause I'm outta bennies.

Spirit roll to Unshake: 1d10+2 = 9: 7
Wild Spirit 1d6+2 = 4: 2

Begin Blurre's Actions:

QRound1:
Move to Barrier and attack vs. Toughness 22 (12) MDC (Parry 2)
Burning 2 ISP to increase AP to 12
Fatigue -1, Wound -1
Fighting 1d12-1 = 4: 5
Wild Fighting 1d6-1 = 5: 6
Damage: 3d10 = 21: 9, 7, 5 + 1d6 = 5: 5, AP 12
LOL What Barrier?

QRound2:
Run through, grabbing Holt and pulling him to the next car again.
WOund/Fatigue -2
Agility 1d10-2 = 2: 4
Wild Agility 1d6-2 = 2: 4
Bennie Extra Effort Elan (from Rill via Common Bond) 1d6+2 = 6: 4
Blurre staggers under the onslaught of Technowizardry, but is only somewhat ennervated by it all. Vance's force cannon, however, does manage to leave a mark on the winded Cyber-knight, making him have to push to keep moving.

He manages to shake it off, however, and after briefly considering and rejecting the idea of holding the control panel hostage, charges back along the length of the car, trusting Tito, Silver and Seswarick to deal with the guards. He reaches the vestibule just in time to catch Holt from falling to the earth below, and, still sticking to the roof, pulls him along until they are, once again past Vance, stopping in the middle of the car; if the cabin door is open, he puts Holt in there; otherwise, he just sets the staggered patriarch down in the hallway, behind where he still hangs from the ceiling, bat-like, looking at Vance. "Sir, if didn't know any better, I'd say you were trying to avoid my company."
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 42: Going to the End of the Line

Post by Silverclaws » Tue Nov 12, 2019 9:25 pm

Resist Lower Trait
Resist 1, 11
[*] Greater Lower Spirit Resist (1d10) 1d10 = 8: 8
[*] Wild (1d6) 1d6 = 5: 5
Benny for Extra Effort (3 of 4)
[*] Extra Effort (1d6) 1d6 = 3: 3
Resist 2, 12
[*] Greater Lower Spirit Resist (1d10) 1d10 = 9: 9
[*] Wild (1d6) 1d6 = 4: 4
Benny for Extra Effort (2 of 4)
[*] Extra Effort (1d6) 1d6 = 3: 3
Move to Northern, No Powered Commandos

North Left, No Powered Commando:
Move to Commandos and attack vs. Parry: 7; Toughness: 18 (9)
Fighting 18+, Damage 25, AP 4
H2H Reaction Wiring: +2
Imp TW: +2
Slowed: +2
[*] Fighting (1d12) 1d12 = 12: 12
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 9: 3
[*] Damage: Str (1d12+1) + (1d8) 1d12 = 9: 9 + 1d8 = 4: 4, AP 4
[*] Bonus Damage: (1d6) 1d6 = 6: 6
[*] Aced! Bonus (1d6+6) 1d6+6 = 11: 5

Silver can tell the armored commando is surprised as the wolfen turns to him and his fellow soldier. His (Silver's) towering form darkens the north side of the train car. But the surprise is nothing compared to the feelings and emotions as the commando watched his squad mate get gored by Silver's vibroblade vembraces.

North Left, No Powered Commando:
Move to Commandos and attack vs. Parry: 7; Toughness: 18 (9)
Fighting 15, Damage 40+, AP 4
H2H Reaction Wiring: +2
Imp TW: +2
Slowed: +2
[*] Fighting (1d12) 1d12 = 9: 9
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 9: 3
[*] Damage: Str (1d12+1) + (1d8) 1d12 = 10: 10 + 1d8 = 5: 5, AP 4
[*] Bonus Damage: (1d6) 1d6 = 6: 6
[*] Aced! Bonus Damage: (1d6+6) 1d6+6 = 12: 6
[*] Super Aced! Bonus Damage: (1d6+12) 1d6+12 = 18: 6
[*] Super Saiyan Aced! Bonus Damage: (1d6+18) 1d6+18 = 24: 6
Silver looked at the other commando, "You ready to join him?"
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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Tito
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Re: Day 42: Going to the End of the Line

Post by Tito » Tue Nov 12, 2019 11:55 pm

Spirit 3, Spirit 11, Spirit Crit Fail
Spirit: 1d6 = 3: 3
Wild: 1d6 = 3: 3

Spirit: 1d4 = 2: 2
Wild: 1d6 = 6: 6 Ace: 1d6+6 = 11: 5

Spirit: 1d4-2 = -1: 1 (-2 Scene)
Wild: 1d6-2 = -1: 1
Tito raises Whomper to finish of the guard he attacked when his senses detect magic coming straight for him. It strikes the dog boy and Tito immediately feels disheartened. Why wasn't he able to finish that guard off? Was he too weak? Tito knew he was the biggest, most badass dog boy when he was in chihuagoyle form, but still...was he really even a good boy? A good boy would stop these guards from hurting his friends.

Tito snaps out of it with a yelp as his backside is scorched by one of the other guards. His bloodlust rages back with a fury, and Tito prepares to leap at the offender when another magic washes over him. The dog boy's eyes get heavy and he sways on his feet. He tries to bring Whomper to his head for a good shock, but it wasn't fast enough.

Tito's last thought as his body thumped to the ground was, 'Not a...good boy.'
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 1/3; Fatigue: 2/2
Bennies: 1/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
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Jack 'Bullet' Jones
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Re: Day 42: Going to the End of the Line

Post by Jack 'Bullet' Jones » Wed Nov 13, 2019 9:11 pm

Taking out the defenses
Vigor -2 vs Greater Stun
1d8-2 = 5: 7

WD Vigor
1d6-2 = 2: 4

Strength vs Pummel
1d4-4 = -1: 3

WD Strength
1d6-4 = 2: 6
Ace WD Strength with prior
1d6+2 = 4: 2

Shooting - Pearl Handled Colt, aimed at Stun emitter
1d8+1 = 6: 5

WD Shooting
1d6+1 = 7: 6

Shooting - Hellfire Hand Cannon, aimed at Pummel air blaster
1d8 = 5: 5

WD Shooting
1d6 = 4: 4
Jack manages not only to avoid the stun, but also holds on to his hat and avoids the less than gentle push out the door. "Yer rig here's got all sorts a' skifters tucked in like teeth on a titmouse, fella. 'bout as shifty as you are. But ah reckon they ain't gonna stand up against some sharp shootin'." With that, both pistols flash simultaneously, striking both the stun emitter and the air blaster. The systems spark and grind, flashes of eldritch energy arcing between the now wrecked contraptions. "Now let's see 'bout doin' the same thing to you!"
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature

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Kim Black
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Location: Wheaton, IL

Re: Day 42: Going to the End of the Line

Post by Kim Black » Thu Nov 14, 2019 2:26 am

Vigor vs Greater Stun 10
-2 difficulty, -1 Wound
Vigor 1d12 = 10: 10
Wild 1d6 = 5: 5
Strength vs Greater Pummel -2
-4 difficulty, -1 Wound
Strength 1d6-5 = -3: 2
Wild 1d6-5 = -2: 3
Agility to avoid being thrown from the train 4
-1 Wound
Agility 1d10 = 5: 5
Wild 1d6 = 2: 2
Unshake 0; Critical Failure
-1 Wound
Spirit 1d6-1 = 0: 1
Wild 1d6-1 = 0: 1
New Mexico/Crystal Caverns
Afternoon
Day 41
Round 2

Kim blinked against the light and sound of the stunning defenses, but the blast of air slammed into her, shoving her out the side door of the train. She screamed and flailed, managing to catch onto the edge. But she dangled out the door, staring down at the speeding ground just inches below her feet.

***

Shaken
Vigor: d12+3 (Orrin)
Pace: 8
Agility: d10
Dispel Device (6/12 PPE)
-1 Wound

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: 35/25
Bennies: 1/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2
Combat Ace: Ignore MAP for Piloting and Shooting in the same turn.

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


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


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

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Orrin Truthseeker
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Posts: 266
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Re: Day 42: Going to the End of the Line

Post by Orrin Truthseeker » Tue Nov 19, 2019 10:28 am

Vigor vs GS - 10 - Success
Roll (+4 DT resulting in d12+1, -1 fatigue, -2 from greater)
Vigor 1d12-2 = 10: 12
Wild 1d6-2 = 4: 6
Strength vs Pummel - 6 - Success
Roll (-1 due to fatigue, -4 due to greater)
Strength 1d4-5 = -1: 4
Ace 1d4-1 = 3: 4
Ace! 1d4+3 = 6: 3
Wild 1d6-5 = -4: 1
Action Rolls

Turn 1

Activate Mega version of Armor Power (+1 staff, +1 armor, -1 fatigue)
Spellcasting 1d12+1 = 2: 1
Wild 1d6+1 = 7: 6
Didn't happen because of backlash shaken
Activate Chakra Deluge (Mega boost trait for Blurr's spirit) (+1 staff, +1 armor, -1 fatigue)
Spellcasting 1d12+1 = 5: 4
Wild 1d6+1 = 6: 5

Turn 2

Spirit to unshake (-1 fatigue)
Spirit 1d8-1 = 7: 8
Wild 1d6-1 = 5: 6
Ace! 1d6+7 = 9: 2

Activate Living Nightmare (Deadly Illusion) (+1 Staff, +1 armor, -1 Fatigue)
Spellcasting 1d12+1 = 4: 3
Wild 1d6+1 = 3: 2

Red Bennie to re-roll (With Elan)
Bonus 1d6 = 3: 3
Spellcasting 1d12+3 = 9: 6
Wild 1d6+3 = 4: 1

Have illusion attack Vance (+1 Staff, +1 armor, -1 Fatigue)
Spellcasting 1d12+1 = 6: 5
Wild 1d6+1 = 4: 3
Narration to come, but Orrin is the one in Melee with Vance, and duplicated himself as an illusion

Orrin gains +10 MDC Armor
Vance makes a spirit roll TN 13 to resist a deadly illusion
If failed, Vances makes a spirit roll vs TN 7, Wounded on a 1 or 2, shaken on 3-6
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 20/35; Staff PPE: 0/10; Armor PPE: 8/10

Parry: 4+1
Pace: 5+2
Toughness: 26 (16) +4 toughness from Vigor boost for 30 (16) total

Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

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

Bennies: 1/3 - 1 Red Bennie
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash

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

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

Power Surge: Immediately recover all spent Power Points.

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Seswarick
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Posts: 144
Joined: Fri Sep 07, 2018 12:23 pm

Re: Day 42: Going to the End of the Line

Post by Seswarick » Tue Nov 19, 2019 5:33 pm

resistance rolls, Passed 1, failed 1, -2 dt spirit
Lower trait 1 Spirit 1d10 = 1: 1
Wild 1d6 = 2: 2
Benny to reroll with Elan 1d10+2 = 11: 9
Wild 1d6+2 = 4: 2

Lower trait 2 Spirit 1d10 = 9: 9
Wild 1d6 = 1: 1
Action one, zap the fully powered guy. damage 28 AP4
Pay 2 ISP for 4 AP and 4 for +2 to roll
Modifiers: cover -2, Major psi +2
Psionics 1d12 = 4: 4
Wild 1d6 = 5: 5
Damage 6d6 = 23: 6, 4, 3, 2, 3, 5 Ace 1d6+23 = 28: 5
Mega TK on Kim
Psionics 1d12 = 7: 7 benny for EE 1d6+9 = 14: 5
Wild 1d6 = 1: 1
Seswarick sees one of Vances TW thugs standing over Tito and he reacts instinctively with maximum force to protect his friend. As lightning is coursing out of one hand another is "directing telekinetic forces to scoop up @Kim and place her in the front car. He looks at Jack, Orrin, and Blurre facing off with the traitor. "They can handle Vance and your grandfather is safe. You're our best bet to stop this this without crashing."
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 29/40
Bennies: 2/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Silverclaws
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Posts: 220
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 42: Going to the End of the Line

Post by Silverclaws » Wed Nov 20, 2019 7:34 pm

Seswarick wrote:
Tue Nov 19, 2019 5:33 pm
resistance rolls, Passed 1, failed 1, -2 dt spirit
Lower trait 1 Spirit Original post: 1d10 = 1: 1
Wild Original post: 1d6 = 2: 2
Benny to reroll with Elan Original post: 1d10+2 = 11: 9
Wild Original post: 1d6+2 = 4: 2

Lower trait 2 Spirit Original post: 1d10 = 9: 9
Wild Original post: 1d6 = 1: 1
Action one, zap the fully powered guy. damage 28 AP4
Pay 2 ISP for 4 AP and 4 for +2 to roll
Modifiers: cover -2, Major psi +2
Psionics Original post: 1d12 = 4: 4
Wild Original post: 1d6 = 5: 5
Damage Original post: 6d6 = 23: 6, 4, 3, 2, 3, 5 Ace Original post: 1d6+23 = 28: 5
Mega TK on Kim
Psionics Original post: 1d12 = 7: 7 benny for EE Original post: 1d6+9 = 14: 5
Wild Original post: 1d6 = 1: 1
Seswarick sees one of Vances TW thugs standing over Tito and he reacts instinctively with maximum force to protect his friend. As lightning is coursing out of one hand another is "directing telekinetic forces to scoop up Kim and place her in the front car. He looks at Jack, Orrin, and Blurre facing off with the traitor. "They can handle Vance and your grandfather is safe. You're our best bet to stop this this without crashing."
@Seswarick mentions @Kim Black's TW abilities and Silver taps his built in computer. "I got the cables and jacks, should you need them."
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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