Day 33: Keeping the Forge fires burning

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

Day 33: Keeping the Forge fires burning

Post by Tribe of One »

With a majority voting to ride east to save Stella, the COT packs up the rescued kids and other valuables salvaged from the Father's sanctum and heads north, leaving the ruins of Eb in the rear-view mirror.

As it turns out, one of the kids is terribly allergic to dogs, including the two-legged kind, so the plan to have Tito accompany Delta north to Greenvale is scrapped. Fortunately, there's an old trade road just north of the ruins, and the 18th comes across a small but well-armed group of scrap-haulers sharing a camp with a Justice Ranger and his apprentices.

In much the same vein as the Texas Rangers of old, or the cyber-knights of today, the Justice Rangers are a rare but welcome sight in the New West, wandering the wastes and bringing murderers and thieves to justice. This particular ranger, Eudal Hayes, is returning to the Baronies with the bounty on a notorious raider, Sly Kemm, but is willing to accompany Delta and the youngsters to Greenvale in your stead.
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"Aye, I know the place well," Hayes says, chewing on a wad of seasoned jerky that's tougher than shoe-leather. "Make a point of checking in on 'em every few months, as they're a gentle folk that live up there in the valley, taking in strays as they do. Apt to attract unwanted attention, you know, though they're plenty able to defend themselves."

"Ain't no problem for me and mine to detour out there, so's the kids have a bit of protection," he says. After learning that the rest of the group intends to head east, toward the Foundry, he offers to take a look at the pre-Rifts map Delta downloaded and share what he knows of those parts.

The Road East to the Foundry

"Been a few years since I got out that way, and you won't find any of these names mean anything to the folks living there now, but the geography's more or less accurate, I reckon," Hayes says, tracing a nicotine-stained finger along the green strip of the Arkansas River as it meanders east.

"You can follow the river east and get to where you're going, though I don't recommend it. Down here north of what's called Rocky Ford on your map, there's all sorts of foulness. Heard tell one of them radioactive bombs from the Golden Age went off, or maybe a Rift, but whatever it is produces some things that are about as far from human as you can get, and looks on our kind as lunch. Better off cutting north, toward this reservoir, and avoid any confrontations. There's people settled up thataway, too, to make the going a little easier. Little town here, by what's labeled 'Sugar City,' that does enough trade to warrant a saloon. Got a chop shop, too, that'll get your rig running or install a new leg if you get yours shot off."

"Anyway, you get that far you can follow this here 'Horse Creek' southeast to the Foundry. Never been there, myself, though I've run across some of them Red River Combine boys a time or two. They do some trading with the scrap-farmers and others near the reservoir ... Pretty well gunned-up, with that steam-driven armor they wear, and all them magic toys. Ain't prone to charity, if you catch my meaning, but I don't get the sense they're up to anything outright evil."

Rising early the next morning, you bid farewell to Delta, the kids and Eudal Hayes, watching as the converted Big Boss disappears north into the dusty hills. Turning your own vehicles east, you prepare to follow the green thread of the Arkansas River as it snakes toward the sunrise ... and Stella's rumored prison.

Interlude time!


Theme: Describe something/someone the COT encounters, sees or interacts with on the journey toward the Foundry; alternatively, have your character relay a story he or she has heard about the Foundry or its owners, the Red River Combine (a cabal of combat-minded techno-wizards known for its high-volume manufacturing of weapons and armor, much of it with a steam-punk aesthetic).

Reward: Once you've posted, you may immediately take 1 XP. If your interlude mentions something that might prove dangerous for the group, you can take a Benny, as well.
GM Bennies: 7/7
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Sir Blurre
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Re: Day 33: Keeping the Forge fires burning

Post by Sir Blurre »

Blurre is largely silent and contemplative during the journey--though he could still be prodded into conversation, it was usually fairly short and stunted on his end. It was just after they broke from the Arkansas River to bypass the 'foulness' they'd been warned about by the Ranger that they had a nasty surprise.

They'd made camp near a small bluff, desert brush all around, when all of a sudden, they heard the telltale sound of a rattler's tail. Shifting around quickly, they found it--and then, two more, nearby. The next morning, they found three more, casually hanging around their campsite. Of course, the creatures were unable to pierce advanced body armor with their fangs, so were no real threat, but it did mean they'd had to take precautions in order to sleep safely.

Throughout that day, they found the area increasingly full of snakes--far more of them than usual. Late afternoon, they spotted a small settlement off on the horizon, well out of their direct path--and a rock with a snake-like pattern etched in it. Blurre frowned. "Snake cultists. They try to draw out the Great Dream Snake, either to capture it or worship it. Some of them just hunt the snakes, others, though--they breed mice and other rodents and release them, then they hunt off most of the other predators--so you end up with the snakes having lots of food and no real competition. When I was being trained, my mentor told me about them. Generally, they're just fools seeking a fast road to power, and get disappointed. I don't think I ever heard of any of them actually getting a genuine Dream Snake to show up, though every once in awhile a clever creature manages to pose as one and get themselves a passel of followers for their efforts." He shakes his head, then shrugs.

"I was always taught that the best way to deal with the cults was to try and intervene when they were new to a community--get the good folks to realize it was a sham. But it looks like this group is well-established. So they probably are pretty insular, too, by now. If I thought there was a way to get them out of their folly in a timely fashion, I'd be all for it, but as it is, we'd likely just end up provoking a confrontation we lack the time for right now. I would suggest marking the spot on the map, and keeping an ear out, though, just in case they turn more problematic."
OOC Comments
+1 XP, and I think cultists are generally potentially dangerous enough to be Benny-worthy, if not right now, then at some future date. And who knows? Maybe this particular pack of idiots actually DOES have an authentic Dream-Snake ruling over them.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Orrin Truthseeker
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Re: Day 33: Keeping the Forge fires burning

Post by Orrin Truthseeker »

Every step east leaves Orrin in a slightly darker mood. Everything inside him is screaming to get to the ruin of NORAD and secure control of the Kill sats. But he gave his team a choice, and they agree unanimously that helping Stella was the right thing to do. He just hopes he doesn't live to regret making that an option...

They leave the company of the rangers under sky darkening almost enough to match Orrin's mood. Half a day into the journey they come to an area where there is only a small path just wide enough for the vehicles running along-side the river, with tall bluffs of either side, running that way for at least a couple miles. Unwilling to back track and find another way around, the legion pushes on into the narrow canyon, even as thunder cracks overhead and the first couple of rain drops start to fall.

The rainfall is slight at first, the occasional drop here or there. Then, without warning, the clouds overhead solidify into an impenetrable grey wall and let loose a torrential downpour. Orrin radio's to the front of their single line caravan.

"Kim, do you see any spots ahead where this canyon widens out at all?"

When he gets her negative response, Orrin curses under his breath. He switches over to general comms.

Orrin manages to keep the strain out of his voice as he says "We need to pick up the pace and get out of this canyon. If it keeps coming down like this, this narrow gully is going to flood and pick up the pace for us."

Orrin throttles up the speed on the Sky Siren as he looks out at the river. It is already starting to churn with white foam as the first bits off runoff from the surrounding desert trickle into it.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

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

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

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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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Kim Black
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Location: Wheaton, IL

Re: Day 33: Keeping the Forge fires burning

Post by Kim Black »

New Mexico/On way to Foundry
Afternoon
Day 33
Round 0

“Is it bad that I’m kind of excited to meet these Red River guys?” Kim asked as she took a break from driving to let Orrin drive. “I mean, they took Stella, sure. And we’ll kick their butt for that, but an entire city of techno-wizards! I haven’t been with other techno-wizards since Tolkeen. Well, and those at the Castle. You think the place is like Stormspire? I’ve never been, but I hear it’s a techno-wizard’s wet dream. I wonder what these Red River guys are like. And what they wanted with Black Mesa and Stella,” she mused. “You think they would like my backpack gun design?”

When they stop to make camp, Kim went out to dig the latrine, having drawn the short straw on camp duties this time. She had the hole dug and rigged up the post when she heard something in the bushes. Going to investigate, she spotted glowing eyes in the darkness. That wasn’t good. They disappeared quickly. She wondered if there was something dangerous out here.

Moving in further, Kim found a scene of carnage. A herd of deer lay dead in pools of blood, throats torn out, sides punctured by something. Kim spotted eyes again and spun her light around, catching sight of a creature.

A small jackrabbit bounded out from the bushes, looking at Kim. It had a set of antlers growing from its forehead between its ears. Kim smiled. “Aren’t you cute?” she said. “A jackalope, right?” She approached slowly, holding out her hand. The jackalope looked at her, hopping tentatively closer. It didn’t seem afraid of her though. Its beady eyes seemed to be sizing her up.

Then the jackalope hissed, revealing its bloody teeth. With a great bound it launched at her, slamming into Kim’s chest with its horns. Kim gasped as the air was driven out, even through her armor, and she was flattened onto her back. The jackalope leapt onto her chest and bit at her throat, teeth actually scoring her armor as it tried to rip out her throat.

“Holy crap!” Kim exclaimed. She grabbed the antlers and bashed the jackalope against a nearby tree until it stopped moving, then caught her breath.

Kim trudged back into camp, holding the jackalope by the antler. “I found supper,” she said, working the damaged seam of her helmet to get it off. Great. Now she was going to have to fix that before she went to bed. “We might want to keep a watch in case there are more of those nasty buggers around.”
OOC Comments
Vorpal jackalopes for +1 Benny!
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 33: Keeping the Forge fires burning

Post by Seswarick »

As the team sits eating dinner Seswarick recounts the little he knows of the Red River Combine. "I've heard little of this Combine and it is mostly from their competitors in the city of Arzno. Arzno and the city of New Durango have long been trading partners due to the great trade road that goes from the latter city to the ruins of Phoenix. Metal and other raw materials go to Arzno which get made into luxury goods and TW devices go back to New Durango. A few years ago the Combine tried to cut into the TW trade in New Durrango and neither the suppliers or the Baron of the city appreciated it much. Nothing violent but the Combine was frozen out of trade there. They retaliated, whether they sold gear to bandits on the cheap or did the raiding them selves no one been able to prove but ever since bandit attacks on anyone not Combine or from the eastern baronies who has a lot of TW equipment have gone up. And often by bandits well equipped in Red River gear." The Lyn-Srial shrugs, "I cannot personally confirm these groups exist, one of our far patrols did encounter a group who was so equipped but while less than friendly they were not hostile us."
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: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Day 36: Whistle-Stop in Safeway

Post by Tribe of One »

With any luck, the journey from the ruins of Eb to the place marked on Delta's map as Sugar City looks like it could be done in a day, or at most two.

It ends up taking three.

As if snake cults and razor-toothed, horned rabbits weren't enough, Mother Nature conspires to give the 18th a first-hand understanding of the phrase "Come hell or high water." While the previous threats are relatively easily avoided, the deluge that catches the COT on the first day out nearly ends the journey there and then. Unable to outrun the storm-surge, you all take cover in the -- thankfully water-tight -- Sky Siren, which gets tossed around and battered like a paper boat in a gutter.

When the water finally clears, leaving the Sky Siren dented and its occupants bruised, you've lost half a day of travel.

[The Sky Siren takes 3 Wounds from the beating -- whoever was behind the wheel can make a Driving check to reduce the number of Wounds by 1 for each success/raise. In addition, if anyone wants a Benny, you can voluntarily take 1 Wound and a temporary Injury (roll randomly on the Injury Table p. 69 SWD) that goes away when the Wound heals. No using magic, though.]

The wetness doesn't last long, the bone dry air and dusty ground soaking up the last of the water by the time you break camp the next morning. Cutting north from the river takes you into a place of rolling hills and scrub plains, criss-crossed by dark trenches -- the work of the scrap-miners mentioned by Eudal Hayes.

Most of the trenches are relatively small, wide enough to drive the Sky Siren through but not much more, and meander along at times for almost a mile. Where particularly rich discoveries have been made, the trenches widen into full-blown quarries that reveal the ruined, Golden Age construction below the surface.

The handful of scrap-miners you encounter are polite but wary, and you can't help thinking that the mismatched exo-suits and industrial lasers they use to scour the landscape could just as easily crack the hull of the Sky Siren ... Most seem interested in seeing you move on from their claims, and are quick to share directions to Safeway, a trading post that seems to correspond with the town Hayes described as being at the northeast end of what was once called Lake Meredith.
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The welcome is warmer once you reach the outskirts of Safeway. The trading post is a ramshackle affair, as one might expect from a place catering to scrappers, though there are carefully cultivated fields and a few fenced enclosures containing various livestock, as well. The townsfolk you encounter are a less suspicious bunch than the scrap-miners working claims to the west. Seeing the battered state of the Sky Siren, most point you to the south edge of town, nearest the lake, and a place called G's -- the repair shop Eudal Hayes mentioned.

The proprietor, Gee, is an operator from back east -- Chi-Town 'Burbs, if you don't mistake the accent. He's working on a beat-up, triple-turbine hovercycle when you arrive, but tells you he'll be right with you and invites you to have a seat inside and a cup of (something resembling) coffee while you wait.

The shop has the feeling of a bazaar in the 'Burbs, refurbished Golden Age relics stacked on top of each other, everything from salvaged hydrogen cells to rusted cans filled with bent bottle caps. A menu of services hangs on the wall behind the counter, the carefully printed text accompanied by cartoon pictures for customers whose education skipped over literacy. The Justice Ranger was right -- in addition to vehicle repairs, cybernetic tune-ups and simple installations both are available, though the hand-printed disclaimers give you pause ...
4ca5391e3fae2e2234dc2a920a45b2c6.jpg
"There now ... what can I do for you? Got some armored plating needs replacing?" Gee says when he comes inside. "I can do pretty or I can do quick, but probably not both."

If asked about the Foundry or the Red River Combine, he nods and scratches absently at his beard.

"Sure, the Red River boys come through here. Their manufacturing facility, if that's what you call it, is about a day's ride to the southeast, along the river. Got a depot there, too, though that train of theirs only runs to the south, along the ley line. They got to travel by more traditional means when they come this way -- a trading party comes through every 10 days or so, most of the time. They're choosy about what they'll buy but pay better than most, so the scrappers tend to save their best until they come. And their gear's good, for those that can use it and have the credits. Got one of their magma rifles, myself, and some laser-goggles I use for soldering."

He does some quick calculations in his head, then nods again.

"It's been at least a week since they were here last ... I expect we'll see them the day after tomorrow, give or take."

Gee is happy to chat or engage in a little trade, if anyone's interested. He also makes a point of showing off the large, cracked viewscreen mounted on the wall near the back. Touch-activated, monitor displays a collage of video- and text files.

"That's our 'lectric bulletin board. News, you know, about happenings to the east and in these parts, as well. Recorded by people passing through, some of it, plus I've got a couple of regular travelers from various places who bring me files and reports. Goes back a few years ... you're welcome to watch or download as much as you want, just leave a something in return, if you can. Don't know where you've been, but you look like you might have an interesting tale or two."

Feel free to ask questions, roleplay and make plans for your next step. Also feel free to incorporate the bulletin board if you want to get a couple of posts in about stories you find there or any reports you want to record and leave -- Jack and Tito can use that for an interlude, if they like.
GM Bennies: 7/7
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Jack 'Bullet' Jones
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Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 33: Keeping the Forge fires burning

Post by Jack 'Bullet' Jones »

Jack is uncharacteristically silent for much of the trip. The normally stone-faced gambler has a look of concern etched onto his face. The thought of Stella being mistreated by her captors turns his blood to boiling.
He weathers the storm as best he can astride Comet, occasionally lifting the robot horse from a washout with force of mental effort. Thankfully, his duster keeps out the worst of the weather, and deft riding keeps the horse and rider from being swept away.
Arriving at the garage, Jack marvels at the electronic bulletin board. He sees an entry left by a "Sam Nugent" 4 days prior. "Ah know that name. Fella's got a reputation. Card sharp, though ain't nobody bold enough ta call him that who ain't ready fer a permanent lodgin' on Boot Hill. What's worse, though, ah hear he's a trigger man fer the Combine. Does some other contract work usin' their gear when he ain't on the job fer them. Heard he's so fast, they can't even speed 'im up with magic." He taps at the screen and reads the text left by Nugent. "The 'lope missed. Doubling down on 6." Jack's hand moves to his hat, tipping it back as he scratches at his head. "Ain't nobody but a fool'd double down on..." He turns to the rest of his posse, pointing as he counts each present member of the 18th. "Six of us. Ah'll be. Pardner, yer board here's a post fer bounties." He leans in to Orrin. "If'n Sam Nugent's after us, we all better figure on growin' eyes in the back of our heads."
Jack's hand moves instinctively to check the disposition of the pistol at his right side as he moves to the door, peering outside for signs of a tail he isn't sure is there, or is even looking for them.
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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Orrin Truthseeker
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Posts: 220
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 33: Keeping the Forge fires burning

Post by Orrin Truthseeker »

Piloting 7, 2 Wounds to the Sky siren, Notice 5
Piloting for saving the sky siren (+4DT Major mods, +1 minor mod, +1 handling?)
Piloting [dice:3d89kzyz]49799:0[/dice:3d89kzyz]
Wild [dice:3d89kzyz]49799:1[/dice:3d89kzyz]

Almost crit failed. Bennie to re-roll:

Piloting [dice:3d89kzyz]49799:2[/dice:3d89kzyz]
Wild [dice:3d89kzyz]49799:3[/dice:3d89kzyz]

Notice [dice:3d89kzyz]49799:4[/dice:3d89kzyz]
Wild [dice:3d89kzyz]49799:5[/dice:3d89kzyz]

Orrin doesn't make his customary, if awkward, attempts to reach out to the members of the town when the Legion arrives. He hopes to make some quick trades, get a bit of intel, and then move on.

He politely takes some of the "coffee" as Gee makes his introduction and tells them what he knows about the Red River Combine. He sets it on the counter and leaves it untouched after he nearly spits out the first sip though.

"Have you by chance heard anything about the Combine that a little bit different lately? Changed their schedules of visits, been more or less aggressive, anything along those lines"

After the team is done talking with the shop owner, they settle in to talk about next steps.

"No point in waiting around here for the next Red River folks to show up. If they are coming here from their facilities, then we will pass them on the way. Though maybe we want to avoid them? Do we take the diplomatic approach here or do we treat this as a rescue operation, and try not to get noticed when we arrive? What does everyone think?

As Orrin listens to the group, he idly flips through the posting on the electronics billboard to see if there is anything related to Norad, or people falling from the sky, or even that might give a clue as to what the combine wants with Stella.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

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

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

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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: 156
Joined: Fri Sep 07, 2018 12:23 pm

Re: Day 33: Keeping the Forge fires burning

Post by Seswarick »

One of the "commercials' catchs Orrins eye as it contains footage of the battle of Marron. It cuts away to show a figure of some small underground fame "Action Stan". A crazy who documents his battles against the evil and predacious and releases them as action movies.

"This is the final footage shot by the shitheel imposter Action Dan. Many of you, my rabid fans, know I was fixin to come west and deal with him myself but I hear a fine group of heroes did him in as well as the Blue Hand bastards he'd taken up with. So I'd like to thank them brave folks and promise my aid to their fine organization should I ever encounter them. Also, I'm working on a sequel to Three Borgs and a Baby Dragon. Three Borgs, a Dogboy and a Baby Dragon, introducing my new pal Rocko. He's a wiz at machine, wait until you check out... <he stops mid sentence and wags his finger> Whoops, no spoilers... We should have the Big bad run down and the film edited by next month so watch for it kids!"
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: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 33: Keeping the Forge fires burning

Post by Kim Black »

New Mexico/On way to Foundry
Afternoon
Day 33
Round 0

Kim winced as the Sky Siren got banged around. Orrin did an okay job of keeping it together, but Kim couldn’t help but feel she could have done better. Looked like she had some work to do.

Kim eyed the scrap-miners with some interest as they passed through, but noted their avaricious glances and took the warning to clear out. The Safeway trading post with its garage sounded more interesting right now.

"There now. What can I do for you? Got some armored plating needs replacing?" Gee says when he comes inside. "I can do pretty or I can do quick, but probably not both."

“I can do the work on the Sky Siren myself if you don’t mind letting me use your garage,” Kim said. “But I wouldn’t say no to the help,” she offered to mollify him. They would have to probably pay him something anyway. “We are in kind of a hurry,” she admitted.

Kim listened to Gee while sitting and sipping on what could only generously be called coffee as he told them about the Red River Combine.

“Can I see some of their gear?” Kim asked, always excited about the work of another techno-wizard. Each was distinct, and she might be able to learn something new from it.

Jack noticed something on the digital board about a man named Sam Nugent. “How do you get a bounty out of that?” Kim asked Jack, staring at the screen. She’d grown a bit less...acerbic with him over the trip, but she was apparently still feeling a bit hurt at his rejection. “I think you might be paranoid.”

"No point in waiting around here for the next Red River folks to show up. If they are coming here from their facilities, then we will pass them on the way. Though maybe we want to avoid them? Do we take the diplomatic approach here or do we treat this as a rescue operation, and try not to get noticed when we arrive? What does everyone think?” Orrin asked.

“Well, we’re headed into the heart of their compound,” Kim said, “with no layout or plan or even idea where Stella is being held. We bust in their guns blazing, we’re going to face a well-equipped army and have to search building to building. I say we do our COT thing and make friendly. Find out where Stella is. Then we can make a plan.”

Kim pulled out some parts and cobbled a bit of something together. Then she held it up and pointed it at Orrin. “Hey, Orrin. Why don’t you make a recruitment video we can put up? Join the Tomorrow Legion! Hope for tomorrow...today!”
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: 220
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 33: Keeping the Forge fires burning

Post by Orrin Truthseeker »

Orrin is thrown off when Kim directs the makeshift camera his way.

O uh... Yeah good idea... Um.. Orrin shifts in his seat, sitting up and taking a more formal posture.

"We are the tomorrow legion" he says, in a terrible false voice a feet tones deeper than his normal speaking. What's the tomorrow legion you ask? Well, we are a group... he pauses or more like a organization...dedicated to making rebuilding the better world tomorrow. Er... That is not putting it off until tomorrow, but trying make tomorrow better by what we do today. Not litterally 'tomorrow', that's a little short sighted, but building a better future... Orrin rambles on, completely losing the message as he continuously tries to clarify and explain every statement he makes.

Eventually he gets frustrated. "Bah... It's a good idea. Have Jack do it later. Back to the topic at hand. @Kim Black , how long will it take you to get the sky siren back into good condition. If it will take to long, we might have to postpone it and hope it holds together... Orrin's impatience to get moving and get back on the search for Norad is obvious to anyone who knows him.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

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

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

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Day 36: Whistle-Stop in Safeway

Post by Tribe of One »

Jack 'Bullet' Jones wrote: Thu Feb 28, 2019 11:23 pm"Ah'll be. Pardner, yer board here's a post fer bounties." He leans in to Orrin. "If'n Sam Nugent's after us, we all better figure on growin' eyes in the back of our heads."
Gee goes white underneath his tan when Jack mentions the bulletin board being used for bounties.

"Ah, hell. Anybody with eyes can tell that Sidewinder Nugent ain't the sort you want to invite for a drink. But I didn't know he was using my board to arrange for killing people. I'll have to take a look back through the old postings and take down anything suspicious -- any kinda lingo I should look out for?"
Orrin Truthseeker wrote: Sun Mar 03, 2019 12:29 pm"Have you by chance heard anything about the Combine that a little bit different lately? Changed their schedules of visits, been more or less aggressive, anything along those lines"
Gee thinks for a moment, taking the question seriously.

"Unusual? No more than usual, if that makes sense," he says. "What I mean is, those Combine boys ain't normal to begin with. Real quiet, most of 'em, and the ones that do talk are professional. All business. Don't stop at the saloon or look for a woman when they get in town like the prospectors do, don't come by hear to trade news like most travelers. It's a business arrangement, you know, so they come, do their business and then they leave. Been pretty well on schedule as of late -- I expect 'em to be through late tommorow or maybe the day after."

Orrin Truthseeker wrote: Sun Mar 03, 2019 12:29 pm"No point in waiting around here for the next Red River folks to show up. If they are coming here from their facilities, then we will pass them on the way. Though maybe we want to avoid them? Do we take the diplomatic approach here or do we treat this as a rescue operation, and try not to get noticed when we arrive? What does everyone think?” Orrin asked.
Kim Black wrote: Wed Mar 06, 2019 5:00 am“Well, we’re headed into the heart of their compound,” Kim said, “with no layout or plan or even idea where Stella is being held. We bust in their guns blazing, we’re going to face a well-equipped army and have to search building to building. I say we do our COT thing and make friendly. Find out where Stella is. Then we can make a plan.”
Gee nods as Kim responds to Orrin.

"I don't mean to be that guy that jumps in on strangers' conversations. But if you're thinking you're gonna drive on into Combine territory, you must be new to these parts. They don't let anybody in that ain't invited, and don't send many invitations, if you follow. Why do you think they send out these trading parties, instead of having the scrap-farmers haul it in themselves? You get within 15 miles of that Foundry of theirs, and they spot you, you might get lucky and get a warning shot telling you to turn around. Any closer than that, and you'll be picking pieces of yourselves out of the cactus before you can manage a hello."
Kim Black wrote: Wed Mar 06, 2019 5:00 am“Can I see some of their gear?” Kim asked, always excited about the work of another techno-wizard. Each was distinct, and she might be able to learn something new from it.
"Sure thing, darling," Gee says, happy to talk shop with a fellow gear-head. He heads into the back of the shop, then returns with a bulky black assault rifle and set of crystal goggles with cone-like projections extending from the lenses.

"Now, see, this is just a standard issue of the Magma Rifle, not the Founder's Edition, so it's lacking the fancy sight and recoil reduction, but still damn handy to have when critters wander into town, and the Solidifier rounds are good for when some drunk Grackle decides to be ornery. These goggles are a mite taxing to use -- I've got a little psionic talen, but nothing too special -- but boy do they speed things up in the garage."
TW devices
Trek47.png
TW Magma Blaster: Range 12/24/48; Damage 1-3d8+2; ROF 3; AP 2; Shots 50; Weight 7; SA, 3RB, +2 to hit; Trapping-Fire (magma) +2 AP; entangle (activated on attack); 10 PPE reservoir; costs 4 PPE to load.

TW Laser Goggles: Grant the Mr. Fix-It Edge, an additional +2 Repair and use of the healing power trapped to only work on machines.
The bulletin board:

Orrin finds no direct mention of NORAD or the radio transmissions that preceded Delta's arrival , but he does find a couple of accounts from people claiming to have seen falling stars at that time. One mentions a flaming arc to the south, that syncs up with Delta's crash, but another talks about a similar scene to the northwest, near Deadwood and the ruins of old Denver.

Repairing the Sky Siren:

Gee is happy to let you use his garage for a very modest fee in trade, and will even help out. Replacing the armored plating (and Repairing 2 Wounds) takes 4 hours and a Repair check of 8; the cost can be covered by miscellaneous loot you've picked up from Eb and elsewhere.
GM Bennies: 7/7
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Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 33: Keeping the Forge fires burning

Post by Kim Black »

Repair 26 +healing power from laser goggles, +Gee's help
+4 Machine Maestro, +2 Mr. Fixit, +2 laser goggles, +1 multi-tool, +2 UEMC
Repair [dice:28n9af8v]50075:0[/dice:28n9af8v]
Wild [dice:28n9af8v]50075:1[/dice:28n9af8v]
Ace [dice:28n9af8v]50075:2[/dice:28n9af8v]
Ace [dice:28n9af8v]50075:3[/dice:28n9af8v]
New Mexico/On way to Foundry
Afternoon
Day 33
Round 0

Kim could only wince as Orrin stumbled his way through an attempt at a recruitment speech. “Yeah, we should work on a script or something.” She glanced at Jack, unsure if she wanted to work with him on it or not, though he would be the best one for it.

“If Gee helps out, I can probably get the Sky Siren done in four hours,” Kim told Orrin. “But given what he said about the welcome we’re likely to expect, it might be best if we wait for them to come to us.”

When Gee brings out the Combine gear, Kim nearly salivates. “Thanks!” she said, taking the rifle and goggles over to a workbench. She looks them over and then starts cracking them open. Looking up and seeing Gee’s worried expression, she said, “Don’t worry. I can put it back together. Maybe I’ll even tweak them for you, make them better.” Then she returned her attention back to the weapons.

“Huh. Interesting,” Kim said. “I recognize some of this layout. My mom used this same arcanite cross-wiring technique. She taught it to me.” Looking up, she saw everyone staring at her with incomprehension.

“Every techn-wizard has their own...style, a kind of signature. Usually it’s passed on through an apprenticeship, like my mom to me. That is, unless you’re working in a techno-wizard factory like I did in Tolkeen, or like the Stormspire manufactories. Then the standardize everything.”

Kim put the devices back together again and returned them to Gee. “I guess I’ll get the Sky Siren into the garage and get to work,” she told the others, slipping Gee’s laser goggles on.

***

Less than two hours later, Kim emerged from the job smiling and wiping her hands clean on a rag. She pulled off the goggles and gladly accepted a bottle of small beer from Gee.
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

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


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


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
User avatar
Sir Blurre
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Posts: 201
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 33: Keeping the Forge fires burning

Post by Sir Blurre »

Sir Blurre has been quiet for much of the trip, since the storm, really--saying little unless someone speaks directly to him, and then his answers have been polite, but not particularly gregarious. He seems lost in thought most of the time, fingering the crucifix at his throat while in the Siren, or sitting/standing once they've made camp, staring in the direction of Foundry. He even seemed distracted when they encountered the video bank, something that normally would've piqued his interest.

As they begin discussing the possible approach to the Combine, and Gee inserts his warning, Blurre finally rouses himself from his truculence. "It sounds like unless we're preparing for a full assault on an armed encampment, we need to take the diplomatic route. In that case, we are probably best off waiting here--even if we meet them on the road, they sound like they keep to their schedule, so we'd just end up coming back here anyway. So the last question is, how do we play it? Do we be upfront about wanting to check on Stella's well-being? Or do we come up with a... ruse, I suppose, to explain our desire to visit the Foundry? I suspect it would be easy for Kim to pose as a potential applicant, but that would hardly explain such an unusual 'honor guard'."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
User avatar
Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 33: Keeping the Forge fires burning

Post by Kim Black »

New Mexico/On way to Foundry
Afternoon
Day 33
Round 0

“Not really that hard,” Kim answered Blurre. “We’re a Community Outreach Team. So let’s Outreach. The Tomorrow Legion is always interested in allies, and this Foundry is clearly a good source of techno-wizardry. So let’s ask to make our pitch and present the Legion. We can poke around for Stella while having an excuse to be inside.”
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

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


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


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
User avatar
Jack 'Bullet' Jones
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Posts: 206
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 33: Keeping the Forge fires burning

Post by Jack 'Bullet' Jones »

Jack doesn't hesitate much. "He's a gambler. Loves poker. Texas hold 'em, mostly, though he's been known ta play some Omaha stud. Any card sayin's bound ta mean somethin'. Like here, he strayed into a bit a' blackjack. Reckon he's crossed up an' havin' ta play a diff'ernt game'n he likes. It's gonna be real outta place though, like this'n. Like he's talkin' ta nobody." As he talks, he flips through a few of the announcements, landing on another and pointing Kim towards it. "Ah'll be...there he is again. Told a story 'bout pullin' a flush on the river. Job's done an' he's waitin' ta get paid. Heck fire. Might'a even dumped the carcass in a river. Who talks 'bout a winnin' hand on a bulletin board? He ain't." He smiles at the girl. "Reckon maybe ya gotta know of 'em, or least his reputation. It's his mark. His signature. He's braggin' on it without admittin' a crime."
He smiles as Orrin stumbles all over himself in the camera. You wouldn't be able to tell he's grimacing on the inside. "Orrin, that ain't half bad. Reckon we could work up a few lines an' coach ya on 'em, or if'n y'insist, ah could do it. But maybe now ain't the time what with the Combine comin' in." He adjusts his hat on his head, lowering the brim slightly. "Ah ain't gonna lie an' say ah ain't crossed up over them makin' off with Stella like she's cattle they can rustle. But ah think Kim's on the right track. Ah can talk us into a meetin', chew the rag a little. Couple of y'all see if'n ya can't go sneakin' 'round ta find Stella while we're in."
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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Seswarick
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Posts: 156
Joined: Fri Sep 07, 2018 12:23 pm

Re: Day 33: Keeping the Forge fires burning

Post by Seswarick »

"Kim makes an excellent point on the teams mission. Going there to introduce ourselves and the Legion to them is a solid rational for a visit. We can sound our their demeanor and then judge if diplomacy might accomplish freeing Stella. After a thoughtful pause, " Also it sounds as if this may be one of the first contacts between the Combine and Legion so beneficial relations may be established. The downside to this is any mishaps may impact encounters between other Legion teams and Combine representatives."
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: 11/40
Bennies: 0/3
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
User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 33: Keeping the Forge fires burning

Post by Kim Black »

New Mexico/On way to Foundry
Afternoon
Day 33
Round 0

“While Jack is talking up his sales pitch, I could likely get away for a tour or something. Since I’m a techno-wizard, they might want to show off a little. And, yeah, I wouldn’t mind seeing how they do things. My mom taught me a bunch, but a lot of what I learned was in the Tolkeen weapon factories. I’m sure there are tricks I could learn.”
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

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


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


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
User avatar
Orrin Truthseeker
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Bronze Patron
Posts: 220
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 33: Keeping the Forge fires burning

Post by Orrin Truthseeker »

"Well, I guess that's settled then." Orrin says, though he is clearly none-to-happy about yet another delay. Though his impatience is someway assuaged by the lack of mention of any unusual radio transmissions

"We'll try to get in as a COT team reaching out to the Foundry. Honestly, it's probably not a bad idea to do that anyway... If they refuse that, maybe Kim can work us up a couple of invisibility devices to get us close enough."
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

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

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

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Day 36: Whistle-Stop in Safeway

Post by Tribe of One »

Having decided on the diplomatic route, the COT is left to wait for the Red River Combine's acquisition team to arrive. Between lending a hand in the garage with Kim, Gee suggests taking a look around Safeway's market, which draws traders from miles around. He says the group is more than welcome to bunk in the Sky Siren in his garage if they wish, but notes that there are several motels and hostels with decent lodging (and some with not so decent lodging) if anybody is looking for more luxury accommodations. He can also point those interested towards some of the better eating establishments, but warns you all away from the "scrapper's dumplings" (irradiated terror bird testicles) and the "mineral water" (homemade hooch spiked with a variety of industrial chemicals).

[Interlude opportunity over here.]

While many of the scrappers arriving in town seem to have the same idea, some of the more motivated forego the partying to stake out a spot in the line forming on the east edge of town, near an empty lot that presumably is where the Combine boys set up their purchasing operation. The scrap-farmers that get into line early aren't as talkative as the ones you find carousing around town, but a determined effort might get one or two to share information about the RRC, if anyone is so inclined.

You have plenty of time to make preparations, but assuming you do nothing to intercept the RRC beforehand, the techno-wizards arrive about two hours after dawn, the sun behind them and obscuring your view initially.
WalkerDesign_TriPodScout_Nov2014Update_lorez.jpg
The first to appear from the heat shimmer are a pair of outriders on long-legged walkers. Despite the way they casually sling their rifles, neither seems to stop scanning for trouble as they amble forward on what appear to be essentially mobile weapons platforms.

Behind them, a much larger walker emerges from the haze, its vast bulk propelled nimbly along by multiple, crab-like legs. Clearly inspired by, and of a similar size as a Coalition Spider-Skull Walker, the vast machine gives you a little shiver as you note the arcane sigils carved into its armored hull, and the arsenal of techno-magical cannons mounted there. Behind the armed cab of the walker, looking like the bulbous rear abdomen of a spider, it carries a massive cargo container -- large enough to carry the Sky Siren and the rest of the contents of Gee's garage.
spider_the_new_toy_by_daroz_d7yf8zt-pre.jpg
Two more outriders on the smaller walkers follow behind, securing the perimeter of the empty lot before the larger walker sets down. With the hum of arcane energy, the legs of the spider walker seem to fold into the larger structure as the cargo container is shifted forward, opening up to reveal a combination storefront and weigh station, a toothed conveyor belt whirring as it extends from the belly of the container, ready for the first delivery of scrap.

All together, you count eight Red River Combine representatives -- the four outriders, as well as four that emerge from inside the walker. All are clad in heavy TW armor with a steam-driven aesthetic, and appear comfortable handling the menacing looking rifles and sidearms that match. Despite that war-like countenance, they get down to business in a brusque, but not unfriendly manner -- the one who appears to be the head trader even removes his helmet, revealing a stern but still handsome face dominated by a hawkish nose and piercing blue eyes.
steam-punk-iron-man-art-by-thomas-tan.jpg
GM Bennies: 7/7
User avatar
Kim Black
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Diamond Patron
Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 33: Keeping the Forge fires burning

Post by Kim Black »

New Mexico/On way to Foundry
Afternoon
Day 34
Round 0

Kim is more than happy to take accomodations at one of the more luxurious hotels. Ah, to have a real bed again! She luxuriated in a real bath, taking a long soak to get the sweat, dust, and grime from her body, and washed her brown hair. In anticipation of the Red River Combine’s arrival, she spent some time taking her armor and gear apart to clean out the dust and polish them up.

In the morning, Kim observed the Combine’s arrival standing on the hood of the Sky Siren with her magic optic system goggles. “Wow. That is so cool,” she murmured, studying the sigils on the crab walker, the way the walkers moved in an easy glide. Though they had a lot of scrap and extra gear themselves loaded in the back of the Sky Siren, she had no intention of selling such useful bits and bobs to the Combine, though she would keep it in her pocket if it got them into the Foundry.

Hopping down, Kim walked over to the head trader as he removed his helmet, revealing his handsome, if stern, features.

“Welcome to Safeway,” Kim greeted, holding out a delicious fizzy drink she had discovered and come to enjoy in her stay. It would be cool and refreshing after being locked up in armor with only your own stench. “How was your trip? Uneventful, I hope. I doubt anyone would mess with you, though, carrying that serious hardware. I’m Kim Black with the Tomorrow Legion, and a bit of a techno-wizard myself. I was foreman on a Tolkeen assembly line until a year and a half ago.”
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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Silverclaws
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Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 33: Keeping the Forge fires burning

Post by Silverclaws »

Silver stands behind @Kim Black aways. He does not need his Hellfire implant to tell that these Red River guys are packing magic. His impression is that the vehicles as well as the Red River folk are augmented by magic in some way.

Silver attempts to get the Red River to focus on him, hopefully giving the rest of the 18th a means to or an edge in discussions due to distraction.
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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Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 33: Keeping the Forge fires burning

Post by Sir Blurre »

Blurre stands far enough back that he doesn't look like a bodyguard for Kim--but close enough that he can easily reach her in a heartbeat if needed. His face wears his more typical (but lately often absent) generically amiable expression.
OOC Comments
To be precise, he'll be within 28" of her--close enough that if he kicks in Speed as a free action, he can be standing in front of her in a single round.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 33: Keeping the Forge fires burning

Post by Tribe of One »

The Combine foreman absently waves away the drink Kim offers, seemingly focused on the line of customers behind her. But something she says causes him to do a double-take, and suddenly he's all ears, looking her up and down.

"Learned a little bit of the craft, huh? Kim Black, with the Tomorrow Legion? I'm Rory Bailes, logistics supervisor for this collection corps. I guess you're familiar with the Red River Combine and our products?" he says, as two other armored men unload a crate full of menacing-looking weapons, their heavy iron armor venting steam as they work.

"Healthy demand for guns out here on the edge of civilization. And trading our own product for scrap benefits us, in terms of the margins. What kind of merchandise do you tend to craft? Or do you have a specialty? I know some other traditions tend to be more ... dilettantes, instead of learning to perfect their skills creating a standardized product."

Bailes continues to give Kim his attention as the rest of the Combine boys get their scales and inspection tables set up and begin processing the first of the scrap-farmers. Despite the line, the process moves quickly, and you have no doubt they'll be done by late afternoon, assuming the scrappers keep straggling in.
Smarts 8
Rory Bailes sure seems interested in Kim, and even looks like he's flirting a bit. But didn't Gee say that one of the weird things about the RRC was that they tended to act like professionals, and avoid the brothels and other "company" when coming to town?
Notice 8
Rory Bailes makes a point of checking Kim out, but you're sure it wasn't her looks that caused him to do that double-take. Seemed like maybe her name caused him to flinch first ...

Feel free to continue questioning or chatting with the Combine, and throw in a Persuasion roll or similar if you want something specific in terms of information or aid. Once you've decided on your next move, we'll advance the scene.
GM Bennies: 7/7
User avatar
Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 33: Keeping the Forge fires burning

Post by Kim Black »

Smarts 20
Smarts [dice:3f4x01fa]50896:0[/dice:3f4x01fa]
Ace [dice:3f4x01fa]50896:4[/dice:3f4x01fa]
Wild [dice:3f4x01fa]50896:1[/dice:3f4x01fa]
Notice 14
+2 sight based, +4 Machine Maestro
Notice [dice:3f4x01fa]50896:2[/dice:3f4x01fa]
Wild [dice:3f4x01fa]50896:3[/dice:3f4x01fa]
Ace [dice:3f4x01fa]50896:5[/dice:3f4x01fa]
Persuasion 9
+1 Communications Band, +4 Machine Maestro
Persuasion [dice:3f4x01fa]50896:6[/dice:3f4x01fa]
Ace [dice:3f4x01fa]50896:8[/dice:3f4x01fa]
Wild [dice:3f4x01fa]50896:7[/dice:3f4x01fa]
New Mexico/Safeway
Afternoon
Day 34
Round 0

“Nice to meet you, Rory,” Kim said with a genuine smile. She blushed a little. Was he checking her out? She hadn’t really had much time for boys under the brooding supervision of her father, and then Jack’s recent rebuff still stung. She glanced over at Jack, then back to Rory. He seemed cute.

“I’ve only just seen some of your things since I’ve been in Safeway,” Kim said. “Looked at some of what you’ve sold. The Tomorrow Legion is definitely interested. Sitting smack in the middle of a world of trouble, we’re always looking for those who can keep us supplied. That is actually why we are out here, to see how we can help folks.”

When Rory asked what Kim made, she pulled out a few of her gadgets. “I used to work the assembly lines in Tolkeen making weapons and armor,” she said. “Since then I haven’t really had a steady workshop, so I focus mostly on making what I need. I find it fun, creative, keeps me on my toes, and it never gets boring.”

After showing him her things, Kim said, “We have heard we can’t get into the Foundry without an invitation, and if we show up uninvited, it might be dangerous. We wouldn’t want to cause any unintended trouble, but we would like a chance to talk to your...council? Chief? I’m not sure what your political structure is. We would like to discuss if we could have some mutually beneficial relations with the Red River Combine. And I wouldn’t mind seeing some of your facilities.”
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

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


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


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Seswarick
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Posts: 156
Joined: Fri Sep 07, 2018 12:23 pm

Re: Day 33: Keeping the Forge fires burning

Post by Seswarick »

Smarts 2
Spend bennie to use Spirit for Smarts
"Smarts" [dice:2ffwlyg2]50963:0[/dice:2ffwlyg2]
Wild [dice:2ffwlyg2]50963:1[/dice:2ffwlyg2]
Notice 7
notice [dice:2ffwlyg2]50963:2[/dice:2ffwlyg2]
Wild [dice:2ffwlyg2]50963:3[/dice:2ffwlyg2] Ace [dice:2ffwlyg2]50963:4[/dice:2ffwlyg2]
Seswarick stays back with Blurre, mentally scanning the Combines radio transmissions and "looking" with his mastery of electricity for any mundane gear he could foul were combat to ensue. His concentration elsewhere, the Lyn-Srial misses any social cues in the exchange. So far Jack had let Kim do the talking, unusual but it must mean things were going well.
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: 11/40
Bennies: 0/3
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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Rill
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Joined: Mon Sep 11, 2017 8:53 am

Re: Day 33: Keeping the Forge fires burning

Post by Rill »

Notice 9, Smarts 18
Notice [dice:1519so9a]50971:2[/dice:1519so9a] (includes Alertness and Fennodi vision-based Notice bonuses)
Wild [dice:1519so9a]50971:0[/dice:1519so9a]

Smarts [dice:1519so9a]50971:3[/dice:1519so9a] + [dice:1519so9a]50971:4[/dice:1519so9a] (Ace!)
Wild [dice:1519so9a]50971:1[/dice:1519so9a]
Rory's advances on young @Kim Black are plain as day, and it takes an exercise of willpower for Rill to keep his brow from furrowing. Odd, considering the way these have been described, he thinks, and did that man seem more interested in Miss Kimberly's name than in her?

Psionics to Activate Telepathy 17
Psionics to activate Telepathy [dice:1519so9a]50971:5[/dice:1519so9a] + [dice:1519so9a]50971:7[/dice:1519so9a] Ace! (spending +2 ISP for a +1 to the roll, per Major Psionic)
Wild [dice:1519so9a]50971:6[/dice:1519so9a]
-5 ISP
Activating his psionic ability to touch the minds of others, he reaches out to Kim and sends her a thought message: Miss Kimberly, be on your guard. This man recognized your name, and his actions are not in keeping with this group's normal MO. Something is amiss, here. Do not be drawn in.
Character Sheet
User avatar
Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 33: Keeping the Forge fires burning

Post by Kim Black »

New Mexico/Safeway
Afternoon
Day 33
Round 0

Kim paused as she received Rill’s message. She wasn’t sure if she could reply back, but she thought to him, Recognized my name? I’m not anyone special. What’s there to recognize? But they’re being friendly, so we might as well work with that, right? If I can get us in, we can get Stella.
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: 220
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 33: Keeping the Forge fires burning

Post by Orrin Truthseeker »

Smarts 8
Smarts 8[dice:39sd24nq]51405:0[/dice:39sd24nq]
wild [dice:39sd24nq]51405:1[/dice:39sd24nq]
Ace [dice:39sd24nq]51405:4[/dice:39sd24nq]
Notice 4
Notice [dice:39sd24nq]51405:2[/dice:39sd24nq]
Wild [dice:39sd24nq]51405:3[/dice:39sd24nq]
Streetwise 12
Working the Junkers for info (-3 Charisma +2 from HJ, +2 from investigator (in armor)
Streetwise [dice:39sd24nq]51405:5[/dice:39sd24nq]
Ace [dice:39sd24nq]51405:7[/dice:39sd24nq]
Wild [dice:39sd24nq]51405:6[/dice:39sd24nq]
Orrin hangs back, letting Kim, a kindred soul, do the talking. He notices that she seems to be getting somewhere with what appears to be the leader of the caravan, so he leaves her to it, instead perusing the scrap the junkers have come to sell. After all, most of that stuff is salvaged from pre-rifts ruins.

He makes small talk with those who seem a little more talkative, slowly trying to weasel out information about the combine.

"Don't let them strong arm you into lowering your price" He says to a particularly talkative Fennodi. The fact that he sees on a different spectrum seems to mean Orrin's deep red eyes are a little less offsetting. "That there is a high efficiency generator from the golden age. And you've done a dang good job and getting it here. It's in great condition," he says, trying to flatter the junker.

Looking at Kim, he adds "That is, if you ever get a chance to sell. Those Combine folks sure are spending a lot of time talking to her. Isn't that a little unusual? I hear they are generally pretty professional. All business types, you know? Super secretive too. Nobody knows anything about them..." Orrin leaves the thought hanging, hoping the Fennodi jumps him to try to further 'impress' Orrin with his knowledge
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

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

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

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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

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

Power Surge: Immediately recover all spent Power Points.

Update Signature
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Silverclaws
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Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 33: Keeping the Forge fires burning

Post by Silverclaws »

Since he had rejoined the team, Silver had yet to see Tito. Looking around at the swap meet going on, he decides to risk a little discomfort to the market goers and merchants. Lifting his muzzle into the air, he lets out a howl and three short yips.

@Tito's head appears out of one of the stall roofs and he looks around. Spotting Silver, he quickly detaches himself from the stall, its owner, and its contents.

Silver laughs to himself, That boy is always hungry but does manage to find the best food around.

Tito leaves the stall with a large kabob. The sign on the stall he is leaving advertises Iguanas on a Stick.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 36: Whistle-Stop in Safeway

Post by Tribe of One »

Kim Black wrote: Fri Mar 29, 2019 4:40 amAfter showing him her things, Kim said, “We have heard we can’t get into the Foundry without an invitation, and if we show up uninvited, it might be dangerous. We wouldn’t want to cause any unintended trouble, but we would like a chance to talk to your...council? Chief? I’m not sure what your political structure is. We would like to discuss if we could have some mutually beneficial relations with the Red River Combine. And I wouldn’t mind seeing some of your facilities.”
"Yeah, well, security's pretty tight with the big announcement ... I mean, it's always tight. You gotta be careful, with the Black Market and everyone else trying to steal our designs or run off with an arsenal without paying up first. That's why we usually come to the customer, or scrap suppliers, like here. But there are exceptions ... and I bet the Director would want to meet you. I mean, to see if there's like a, uh, business arrangement, or partnership or the like."

"We should have a full cargo hold by day after tomorrow, if you'd like to come along. You can even ride with us in the walker," Rory says, gesturing toward massive techno-wizard vehicle.

At this point, Rory is willing to let Kim come along, but you'll need a successful Persuasion check to talk him into letting the others come along, and a raise for him to be okay with you bringing the Sky Siren. In the meantime, you've got two days to prepare, shop and make repairs or upgrades.


The fennodi scrapper laughs at Orrin's flattery, but isn't put off by it.

"You lie like the whisker-tickling joy-gals in the market, only you don't smell so nice," he says, good-naturedly. "But that is different, for one to be talking up a woman. The joy-gals say the Combine boys are like steers, all beef and no balls. But I think that's mostly figurative -- they have the parts, just get paid enough to keep their armor on when they're out here mingling with the rabble. Got an attitude, these boys do, but their money is the best most people are likely to see. We'll see how long it lasts. Heard they're just about done with some big project, may not need our scrap much longer."


Jack didn't like leaving Kim by her lonesome with that Combine huckster with the stuffed denim, but he'd seen something he didn't like even more peering at him from out an alley across the way.

Sorta polecat you don't want crawling up yore sassafras on a long trail ride, he thinks, shuddering a little at the memory of the last time he'd seen one of the shadowy lizard-things.

Samedi's lapdogs, them critters. With a mood to match their master's.

He's halfway into the alley when he feels a shadow across his back and realizes he's been snookered. The smell of cinnamon and frankincense reaches his nose as her voice seems to whisper in his ear, raising gooseflesh on his suddenly-clammy neck.

"Long time, Jack."

The voice seems to run fingers up into Jack's hair.

Marinette.

Last time he saw her, her face had been painted with the blood of a black pig. This time, she was done up like a porcelain statue, all turquoise and ivory. Looked a little less vicious, but Jack knew better. Looking like a doll or a butcher, this here was Baron Samedi's No. 1.

Sister, some said, mistress, according to others. But all agreed that when Samedi needed to be two places at once, Marinette's the one he sends.

"Don't let them fingers wander, Jack. Just want to talk. Think maybe you an' me shuffle our cards and play a hand together. Maybe settle things with Samedi, all goes well. Maybe help your friends ... and that other friend, with the sweet sparrow's voice and the golden hair. That one in a mess of trouble, both know it. Maybe I know the way 'round it. Maybe show the way to you, we get this thing done together.

Jack swallows slow, his mouth gone dry as a tomb. He don't like the look of the hand he's been dealt ... but he likes the idea of this one getting close to his friends even less.

"Well shore, Miss Marinette, I'd happy to discuss terms, and maybe ante up if this here pot's gonna get me straight with your boss. Been starting to rue these little unplanned reunions, way they sprout up like a hemorrhoid when you're already riding in the rain. Don't s'pose I've got time to collect my horse?"

Marinette only laughs, the sound rustling through the empty alley like dry leaves as she and Jack are swallowed by a glowing portal that shines with the peculiar twilight gleam of the Crossroads ...
47bf6b3370f60f87aab92cb7ac5545d8--tribal-face-paints-tribal-body-paint.jpg
GM Bennies: 7/7
User avatar
Kim Black
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Location: Wheaton, IL

Re: Day 33: Keeping the Forge fires burning

Post by Kim Black »

New Mexico/Safeway
Afternoon
Day 33
Round 0

Kim tilted her head. “Big announcement?” she asked. “But I can’t fault you about the Black Market,” she had to agree. “Bloodsuckers, they are! But if it’s salvage you’re after, we may know some sources we could discuss. We would love to meet your Director.”

Kim offered the sweetest smile. She wasn’t really playing it up much. She was really eager to see how they did things, get a look at their techno-wizardry.

“I’d love to ride in your walker. It looks cool. I converted our group vehicle.” She bit her lip and pouted though. “But I can’t just leave my team. I don’t have the authority to make decisions unilaterally. They could follow in our Sky Siren.”

Persuasion 13
+1 Communications Band, +4 Machine Maestro
Persuasion [dice:2m4u4bjx]51525:0[/dice:2m4u4bjx]
Wild [dice:2m4u4bjx]51525:1[/dice:2m4u4bjx]
Ace [dice:2m4u4bjx]51525:2[/dice:2m4u4bjx]
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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Re: Day 33: Keeping the Forge fires burning

Post by Orrin Truthseeker »

Unskilled Persuasion with terrible charisma, 0
Persuasion[dice:21pprnaq]51604:0[/dice:21pprnaq]
Wild [dice:21pprnaq]51604:1[/dice:21pprnaq]
Orrin leaves the scrapped and walks up to Kim and Rory just as Kim finishes her reply
Kim Black wrote: Fri Apr 05, 2019 4:55 am
“I’d love to ride in your walker. It looks cool. I converted our group vehicle.” She bit her lip and pouted though. “But I can’t just leave my team. I don’t have the authority to make decisions unilaterally. They could follow in our Sky Siren.”
"Kim's right, she doesn't have the authority" he says, smiling his team's technowizard. "Luckily I do. Well... at least some authority." Orrin thrust out a hand, maybe a little too zealously. "I'm Orrin Truthseeker, head of this contingent of the Tomorrow Legion. I'm guessing Kim's mentioned that we'd like to formally introduce the Tomorrow Legion to the Combine and see if we share any common goal or could maybe start up a business relationship? The Legion collects a lot of scrap by the nature of what we do. We've got some skilled hands that make good use of a lot of it, but we often have quite a bit we just don't have a use for. We are always in need of buyers, and it ah... definitely looks like you guys qualify." Orrin looks around, taking in tables where junkers are weighing scrap. "We'd love if we could reduce the business we unfortunately have to do with the Black Market". The frown that creases Orrin's metallic brow shows exactly what he thinks of that.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

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

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

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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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Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 33: Keeping the Forge fires burning

Post by Tito »

Tito's yellow reptilian eyes gleam contentedly as he shoves half an iguana-bob into his mouth and chomps it in two. He bustles over to Silverclaws as he chews.

"Mmf shmff anf," Tito greets the fearsome wolfen. @Sgt 86Delta

He swallows the lizzard and says, "Hey Silver! Man, you missed some super cool stuff. And you didn't get to see how badass I really am, either! You better not try to alpha me, man, because I'm really badass."

"Wooow!" he shouts, staring straight at the walkers, "Spiderleggers! Badass!"

Tito takes another, slightly smaller bite of igauna and asks Rory, "Mmff can I, mmf, take a look at your spiderleggers? They're so cool, man! It kinda smells like Kim too! But not as good. Kind of sweaty and..boring."

"I've been studying magic and stuff. I don't really understand how it works, but I can smell it. The more smells I know, the better I can protect my friends, man. So can I check out your badass spiderleggers? Pleeease?" he asks.
Persuasion 0 or 1 Success
Dropping my Epiphany to get a free d6 in persuasion for this quarter.
Persuasion: [dice:1eebp828]51614:0[/dice:1eebp828] (-2 if Dog Boy Outsider applies)
Wild: [dice:1eebp828]51614:1[/dice:1eebp828]

Not long after meeting the Combine @KahlessNestor

Tito shows Whomper to Kim and asks, "Hey, Kim! Can you take a look at Whomper for me or maybe help me find someone who can? It's been acting up ever since we fought the father. I still have one money stick too, so I can pay if I need to!"
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: 3/3; Fatigue: 0/2
Bennies: 0/3
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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Sir Blurre
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Posts: 201
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 33: Keeping the Forge fires burning

Post by Sir Blurre »

Persuasion 4, +1 to Kim
Persuasion [dice:3vmsf83b]51615:0[/dice:3vmsf83b]
Wild Persuasion [dice:3vmsf83b]51615:1[/dice:3vmsf83b]
Blurre also approaches. May as well try to make the best pitch I can....

"Yes, we would greatly appreciate it if you'd let us tag along." He sort-of motions the man to the side of the table, lowering his voice a bit. "You see, the young lady's father tasked me, very specifically, with her well-being. Now, I'm sure she'd be perfectly safe with you lot, but if he ever found out I let her traipse off completely without accompaniment, well, there'd be hell to pay, and I'm sure you can understand my position here. We shouldn't be any bother--just need to keep the team close together so that when we move on, there's no need to regroup."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Rill
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Posts: 169
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 33: Keeping the Forge fires burning

Post by Rill »

Rill chimes in, ”And I have found that most communities are at least willing to entertain a healer who pays them a visit. I’m sure your people have magic and skill to spare, but there are always lingering injuries and illnesses that require a bit more of a specialized touch. And I’d wager there might be one or even two who would welcome the Word when His servent comes knocking.”
Persuasion 4, +1 to Support Kim’s Roll
Persuasion [dice:9zawjgp6]51616:0[/dice:9zawjgp6] (Includes bonus for being a Mystic)
[dice:9zawjgp6]51616:1[/dice:9zawjgp6]
Character Sheet
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Seswarick
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Posts: 156
Joined: Fri Sep 07, 2018 12:23 pm

Re: Day 33: Keeping the Forge fires burning

Post by Seswarick »

Seeing the group move to full diplomatic press Seswarick moves up to try and aid the situation. "Although I serve in the Legion I also would like to see and meet with the Combine to educate the leadership of Tyrith-Sal as to who you all are." Jack always made this look so easy, where was the gambler off to? "My people are always glad to make new allies and learn more of our adopted home."
Persuasion +2 to kim
Persuasion [dice:3kd7vbok]51618:0[/dice:3kd7vbok] Ace [dice:3kd7vbok]51618:2[/dice:3kd7vbok]
Wild [dice:3kd7vbok]51618:1[/dice:3kd7vbok]
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: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: WIP Posts

Post by Tribe of One »

"Well, the, uh ... I mean, I can't ... um, okay, I guess?"

Overwhelmed by the COT's full court press, the Combine team leader gives in completely, agreeing to allow the Tomorrow Legion team to follow along in the Sky Siren, provided they follow RRC directions and stay in formation.

"The terrain between here and the Foundry is pretty open, but that doesn't mean it's empty. Psi-Stalkers, simvan, sandworms and other big uglies. You'll want to make sure that hovercraft of yours is fully fueled and weapons charged ... it's a rare run we come home without firing at something."

He makes time to talk to Kim more, expressing curiosity about her time in Tolkeen and her techo-wizard training, but is kept busy dealing with the lines of scrap-merchants eager to sell their wares while they can. You pick up more chatter about some big project the Combine is rumored to have near completion, but no one seems to have a clear idea of what it is. Some big weapon, maybe, but more likely some magic tech that will allow them to corner the market and take control of the New West economy even more than they already have.

The next two days pass with no word of Jack, who was last seen walking into an alley near the Combine sale yard and never came out. As you prepare to leave, though, his robot horse, Comet, briefly activates in its storage space in the Sky Siren, with a short text message scrolling across the status screen mounted on the saddle: <<Sorry fer pullin' a prairie dog, all, had to do a thing. Look after my horse and I'll catch up soon as I can - Jack>>

The rest of you have time to collect supplies, prep the Sky Siren and make plans for the journey ahead. Bailes and the rest of his Red River Combine crew seem rather particular about how the trip is to be managed -- they want everyone from the COT in the Sky Siren, which is to follow the big crab-walker at 7 o'clock, within 20 meters, while the four outriders handle the scouting. Talking them into some other plan might be possible, but not easy. But what else are you going to do as you head into the big empty plains and sand dunes ahead?
dune1.png

In your posts, be sure to describe where you're riding, and what you intend to do as the group makes the trip through dangerous territory to the Foundry.

Each person can make a Trait check (of your choice) to try to affect the journey. Notice for scouting, Arcane skill to set up arcane protections, Shooting to scare off scavengers, an appropriate Knowledge to know how to avoid threats, etc. Whatever makes sense. All checks are made at a -4, however, unless the RRC can be convinced to loosen up their protocols a bit and allow the COT to move with a little more freedom (convincing the Combine to do so requires a Persuasion check with the -4 penalty.)
GM Bennies: 7/7
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Sir Blurre
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Posts: 201
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 33: Keeping the Forge fires burning

Post by Sir Blurre »

OOC Comments
Persuasion [dice:zrgfhzur]52121:0[/dice:zrgfhzur]
Wild Persuasion [dice:zrgfhzur]52121:1[/dice:zrgfhzur]
Extra Effort w/Elan [dice:zrgfhzur]52121:2[/dice:zrgfhzur]
Blurre chats with one of the RCC fellows after the first encounter with something unpleasant--some Psi-Stalkers that they couldn't get a bead on because of the forced positioning.

"I understand the need for operational control, sir, but I'll be honest--we're reasonably good at what we do, and right now, it almost feels like we're slacking off. We'll happily follow instructions on this little trip, but you'll get a lot more use out of us if you designate the targets and let us move into position to address the situation."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Rill
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Re: Day 33: Keeping the Forge fires burning

Post by Rill »

Rill sees @Jack 'Bullet' Jones's horse in the bay of the Sky Siren, and he cannot help but feel a bit of melancholy at the brash gunfighter's absence. I rejoined the team just in time to miss Jack, it would seem.

To the team, he says, "I don't think Jack would've minded if I took her out for a ride, don't you think? Stretch her legs, so to speak."

With @Sir Blurre having cleared their way with the Combine, Rill focuses his efforts on scouting ahead, hoping to avoid any more violent encounters on their way. His time in the saddle of Jack's horse reminds him of his time helping his father as a ranch hand many, many years ago.

He inexpertly guides the horse, but fortunately robot horses are more forgiving than the real thing, and he does well enough.
Notice 13
Notice [dice:2sekenkp]52198:0[/dice:2sekenkp] +[dice:2sekenkp]52198:2[/dice:2sekenkp] (+2 for Alertness, +2 for vision-based checks)
Wild [dice:2sekenkp]52198:1[/dice:2sekenkp] +[dice:2sekenkp]52198:3[/dice:2sekenkp]
Character Sheet
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Seswarick
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Posts: 156
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Re: Day 33: Keeping the Forge fires burning

Post by Seswarick »

The first day on the road, stuck inside the Sky Siren is very, very uncomfortable for the lyn-srial. His recent near entombment isn't far from his mind as they ride with the combine traders. After the fracas with the psi-stalkers Blurre is able to talk the Red River boys into lightening up some, much to Seswaricks relief, and he spends the next few days scouting and keeping overwatch from the sky as he normally does.
Notice 4
Notice [dice:1b9hrysp]52250:0[/dice:1b9hrysp]
Wild [dice:1b9hrysp]52250:1[/dice:1b9hrysp]
He spends as much time watching their hosts and listening in to any radio chatter they may have, in particular paying heed to anything that might give a clue about their interest in both Kim and the Stella woman they are looking for.
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: 11/40
Bennies: 0/3
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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Silverclaws
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Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 33: Keeping the Forge fires burning

Post by Silverclaws »

Silver has learned that wastes and empty are just really words meaning "unseen things". Thanking @Sir Blurre for smoothing things over with the Combine crew he sets to work scouting and being on watch when the "caravan". Anytime the caravan stops, Silver is out searching.

Silver has continued to find a kinship with the beasts and the animals of not only the wastes but even the populated areas where he has traveled the last several months.
OOC Comments
Considering Beast Master Edge for next advance.
The mention of Sandworms and Big Uglies gets Silver to thinking about possibly going into Big Game Hunting, you know as a hobby.

The moment there is a stop, Silver is out of the Siren like a dog needing do his morning duty. Circling out and away from the parked vehicles then doubling back in on his own trail. Silver returns to speak with @Orrin Truthseeker and gives a status update, every chance he gets.

Survival of the Fittest _
  • Survival 9
    +2 from Woodsman
  • Survival [dice:2na286fa]52259:0[/dice:2na286fa]
  • Wild [dice:2na286fa]52259:1[/dice:2na286fa]
  • Aced! Wild [dice:2na286fa]52259:2[/dice:2na286fa]
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 33: Keeping the Forge fires burning

Post by Kim Black »

Techno-Wizardry 18
+4 Machine Maestro
Techno-Wizardry [dice:1pyinfhd]52275:0[/dice:1pyinfhd]
Ace [dice:1pyinfhd]52275:2[/dice:1pyinfhd]
Wild [dice:1pyinfhd]52275:1[/dice:1pyinfhd]
Ace [dice:1pyinfhd]52275:3[/dice:1pyinfhd]

New Mexico/Safeway
Afternoon
Day 33
Round 0

“Oh, the Siren can more than keep up, and the weapons are good,” Kim assured the Combine man. “Though we only have one loadout of missiles for the launcher. We could probably see if we can buy more in town,” she mused.

Kim was less happy to chat about Tolkeen. It was an oppressive time. Sure, she had learned a lot, but it was war, and they were under siege. She worked long, tiring shifts in the factories churning out weapons, ammunition, and armor, and then collapsed, exhausted, into a bed in a dingy bomb shelter with several. Even Blurre, who had found Kim at her worst, a refugee and hostage to the Apocalyptic Cavalry, hadn’t heard those stories. She was more than happy to talk about her training, however.

***

Despite still being miffed at Jack, Kim found herself worried when they couldn’t find him and the day for leaving town approached. She was relieved, then, to get his message.

“You better come back safe, you meathead,” Kim muttered.

“Meathead!” Georgia echoed.

Kim laughed and fed the spider monkey a piece of dried fruit.

On the trip, Kim spent most of her time driving, since she was best able to integrate with the new techno-wizardry systems, though she helped in other ways as she could. It was frustrating to get yelled at over comms by the Combiners because they drifted out of formation to avoid some obstacle that the walker just stepped right over.

“It’s like driving with my dad,” Kim muttered, clenching the controls.

But Blurre was able to convince the Combiners to loosen up a bit, and that let Kim breathe easier.
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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Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 33: Keeping the Forge fires burning

Post by Orrin Truthseeker »

Healing - 9, 2 successes
Spellcasting for healing (+1 staff, +1 armor)
Spellcasting [dice:16qu0j0v]52365:0[/dice:16qu0j0v]
Wild [dice:16qu0j0v]52365:1[/dice:16qu0j0v]

-1 bennie for EE, with Elan

EE: [dice:16qu0j0v]52365:2[/dice:16qu0j0v]
Glad that @Kim Black decided to ride with the rest of the Legionaries, Orrin rides shotgun with her for most of the trip.

"These combine people seem to be especially friendly to you" he says, making casual conversation. "I bet it's nice to have some fellow TechnoWizards to discuss the craft with huh?" It had been a long time since Orrin had had the opportunity to discuss the workings of the arcane with anyone - children of Marron aside. And far to long since he had spent any time with a fellow historian.

Concerned about how strict the combine is about their positioning, and what it means for when they arrive at the Foundry and need to investigate Stella, Orrin advises his team to down play their abilities.

"The more capable we appear, the more they will keep an eye on us - the more security we will get - when we arrive"

For his part, Orrin decides to stay out of any conflict, not wanting to tip his abilities. However, when a couple of combine soldier take some bad wounds when they stumble on some fury beetles hunting grounds, Orrin sees an opportunity.

Looking to the preacher @Rill Orrin says. "I've got this one. Since you left, I had to study up on some arcane healing. Though honestly it's a poor substitute for your ability. It''s good to have you back."

Orrin walks up to the wounded soldiers and, after receiving permission lays a hand on their forheads one by one an mutters "Esto Sana". After each spell, a bright white eminates around Orrin and his patient, accompanied by a short, high pitched ringing. When the light fades the soldiers wounds are healed.

Orrin then smiles weakly at the soldiers, and, feigning exhaustion from the effort, shambles back over to the sky siren.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

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

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

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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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Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 33: Keeping the Forge fires burning

Post by Tito »

Tito wags his tail happily when the 18th loads up to roll out. Instead of climbing in with everyone else, though, he scrambles up to the top of the Siren. It doesn't seem to be a popular choice.

"It's ok, man, I'm a total badass. You'll see. Anything tries to get us, I'll scare 'em off. And if I don't, Ill hit them with some Whoop-Ass and a give them a good Whomping! Trust me, man," he explains.
Intimidation 6
Intimidation: [dice:1a1tyv5h]52408:0[/dice:1a1tyv5h]
Wild: [dice:1a1tyv5h]52408:1[/dice:1a1tyv5h]

Wanted to see how well Tito handles teen wolf-ing. Feel free to use it against me if it's relevant
Agility: [dice:1a1tyv5h]52408:2[/dice:1a1tyv5h]
Wild: [dice:1a1tyv5h]52408:3[/dice:1a1tyv5h]
Tito stands at the front of the SkySiren with Whoop-Ass in hand. He positions his feet to give himself a stable stance and rides in place like some kind of living, ridiculous adornment as the Siren bumps and jumps along the path.

Occasionally critters would poke their heads out to get a look at the caravan, but Tito was having none of it. Anything that moved got a round of warning shots out of Whoop-Ass. That was enough to scare most things away. Just once, though, Tito felt something. He wasn't sure what it was, but it made his hair stand on end.

He let out a deep, menacing growl that escalated into a fit of crazed barking. The presence alarmed Tito to the point that it nearly caused him to go through an instinctual shift to his gargoyle form, but not quite. Tito grew quiet as he quickly checked his surroundings and took a deep sniff.

With a faint growling undertone, Tito whispered, "I don't know what you are, and I won't lie man, you're a little scary. But you know what? I'm a badass, and if you hurt my friends, I'll hurt you more. If I can't hurt you, I'll find someone who can and make them hurt you. Go away."

The feeling receded, but if Tito focused, he could always feel it just on the fringes of his perception.
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: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature
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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Day 38: Running the Gauntlet

Post by Tribe of One »

The wasteland between Safeway and the Foundry is nowhere near as empty as it looks, and the COT and its Red River Combine escort encounter hostiles within a few hours of leaving the trade town.

After the first dust-up -- a half-hearted attack by some Psi-Stalkers who lob a few grenades at one of the RRC outriders before speeding away on their hovercycles -- Blurre talks the Combine leader, Rory, into easing up a bit. Later, after two of the scouts run afoul of a fury beetle nest, Orrin's healing brings the caravan guards around, to the point that Rory seems willing to yield the tactical planning to the COT.

"Truth be told, this is only my second time supervising one of these trade runs. Normally I'm in the workshop, doing QA on the assembly line. Not a whole lot of bloodshed there," he says, apologizing for his earlier bossing.

Free to move about, the members of the COT quickly get a good scan of the surroundings ... and realize almost immediately the group is being shadowed. Simvan warriors mounted on fast-moving ostrosaurs are spotted from time to time, keeping their distance as they move from dune to dune, just outside the range of the crab-walker's gravonic cannons.

"Herding us, almost, except they're not trying to force us off course," Rory notes.

A couple of hours later, Silverclaws spots something more concerning -- a collapsed dune littered with acid-marked debris and the smell of citrus.

"Sandworm. Breeding one, so probably not alone," the big Wolfen notes.

It quickly becomes apparent that the simvan plan to use the worm -- or worms -- to soften up the caravan before they attack. With sandy dune all around, there's nowhere to run, except forward.

"If we keep on course, we'll be out of the dunes and onto firmer ground in another mile and half, maybe two. The sand-worms won't be able to follow then, and the lack of cover benefits us more than them, so they'll probably attack us before that," Rory says, chewing nervously on a fingernail already reduced to a sliver. "But if we keep running circles in the dunes they'll just attack anyway, so I'm not sure we've got a choice."

He looks to Blurre and Orrin for guidance, clearly willing to follow whatever plan the COT devises.
commie_sora_no_woto_-_05_6f5dc9d1-mkv_snapshot_20-34_2010-02-08_22-02-03.jpg

Running the Gauntlet

You all rolled well, so you have a good idea what you're facing and may dictate the placement of your own own crew as well as the Red River Combine forces when battle begins.

Based on what you've observed, the battlefield looks like this when combat starts:
  • Sandy wastes and dunes in the surrounding area, creating difficult ground for anyone on foot. It's possible to get behind a dune, granting total cover but blocking your own line of sight -- otherwise light cover is about the best you can get.
  • A ridge line and hard ground is about 200 inches away, to the southeast.
  • Two groups of simvan riders on ostrosaurs are flanking you. There are at least a dozen riders in each group, armed with rifles and what appear to be powered lances of some kind. Using the dunes for cover, they've managed to close within about 25 inches before charging.
  • The vibrating dunes suggest at least one giant sandworm is beneath your feet, about to surface.


Here's what you need to include in the next round of posts:
  • Player positioning: Tell me where your own character is when the attack starts -- in the Sky Siren, on foot, on the crab-walker?
  • NPC positioning: Tell me where you want the RRC in relation to the Sky Siren and your characters. There's the crab-walker (with a crew of 4, and a variety of TW artillery) and four scout-walkers, armed with magma rifles.
  • Perform any prep actions: You each have the equivalent of two actions (actions, not turns, without MAP) to cast spells, ready weapons, etc.
  • Thanks to Kim's crazy roll, the Sky Siren starts combat super-charged, with a +2 to all related trait rolls (Piloting, using weapon systems, soaking Wounds, etc.) during the first round of combat.


GM Rolls
Stealth [dice:gfe0mo2i]52481:0[/dice:gfe0mo2i] = Ace! [dice:gfe0mo2i]52481:4[/dice:gfe0mo2i]
Wild [dice:gfe0mo2i]52481:1[/dice:gfe0mo2i]
Kn: Battle [dice:gfe0mo2i]52481:2[/dice:gfe0mo2i]
Wild [dice:gfe0mo2i]52481:3[/dice:gfe0mo2i] = Ace! [dice:gfe0mo2i]52481:5[/dice:gfe0mo2i]
GM Bennies: 7/7
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Seswarick
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Re: Day 33: Keeping the Forge fires burning

Post by Seswarick »

Position: circling tightly above the Siren to discussing tactics.
Pre fight actions: activate aura as MD with Stormheart (5 ISP) and activate Time Twister belt.

It was looking like downplaying their full capabilities may no longer be the best idea. "Hmm, I think I could divert one set of flankers safely." Seswarick announces over the general frequency the two groups have shared over the last few days as his aura lights up.
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: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Sir Blurre
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Re: Day 33: Keeping the Forge fires burning

Post by Sir Blurre »

OOC Comments
Prep-work (Deflection and Speed are both free actions):
Invoke Deflection w/ 2 extra ISP to get +1 to roll
Deflection [dice:1pdzl1uh]52572:0[/dice:1pdzl1uh]
Wild Psionics [dice:1pdzl1uh]52572:1[/dice:1pdzl1uh]
Success

Invoke Quickness w/ 4 extra ISP to get +2 to roll
Quickness [dice:1pdzl1uh]52572:2[/dice:1pdzl1uh]
Wild Psionics [dice:1pdzl1uh]52572:3[/dice:1pdzl1uh]
Success

Invoke Speed [dice:1pdzl1uh]52572:4[/dice:1pdzl1uh]
Wild Psionics [dice:1pdzl1uh]52572:5[/dice:1pdzl1uh]
Extra Effort w/ Elan [dice:1pdzl1uh]52572:6[/dice:1pdzl1uh]
Net Pace 32" (16" on Difficult Ground)

Activate Psi-Sword w/ 2 ISP for Mega-Damage, ready Shield.

Position: Running alongside the Sly Siren, ready to move out to engage the worm if it comes up.

Current Combat Stats:
Shield: Parry: 11 (-2 to be hit, additional -2 to be hit by tech weapons)
Toughness: 14 (4) melee, 18 (8) range; +2T vs. Supernatural Evil
Using Sky Siren for cover as much as possible.
15 ISP remaining
As they get into position, and Kim and Orrin discuss the ethics of worm-killin', the Cyber-Knight focuses, running his hands over himself until he becomes his eponymous blur, then just sort of steps outside the Sky Siren like he was stepping off a moving walkway, psi-whip springing to life in his right hand, shield hoisted in the left. He waits for the first signs of the worm emerging, ready to rush the fell creature as soon as it appears.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Kim Black
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Re: Day 33: Keeping the Forge fires burning

Post by Kim Black »

Pre-Battle Actions
Action 1: Arcane Machinist: Boost Trait (Shooting)
Action 2: Use Greater Boost Trait (Shooting)
+4 Machine Maestro
Techno-Wizardry [dice:3aoebdd5]52585:0[/dice:3aoebdd5]
Wild [dice:3aoebdd5]52585:1[/dice:3aoebdd5]
New Mexico/Safeway
Afternoon
Day 33
Round 0

“It is nice to be able to talk shop again,” Kim told Orrin. She sighed as she stared at the road ahead. Or, rather, Tito’s butt. “I really wish he wouldn’t do that. I can barely see the road, and I really don’t like the view.”

When news of the simvan came, and they consulted with the Combiners about the sand worms, Kim grabbed Georgia and strapped her into the special monkey seat beside her. Then she strapped herself in as well.

“Let’s get ready.” Kim started pulling out bits and bobs of things. “Just something I’ve been working on that is complete enough to slap together.” Kim slid a pair of large white sunglasses rimmed with rhinestones on over her eyes. She tapped them and the stones began to blink and move in patterns around the dark lenses. “These will help me shoot better.”

***

Sky Siren: +2 for all actions in Round 1
  • Current speed: 0 (15/60)
  • Unstable Platform
Greater Boost Trait (Shooting)(3r): Shooting d12+2
Remember Georgia
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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Re: Day 33: Keeping the Forge fires burning

Post by Orrin Truthseeker »

Rolls
Spellcasting for GBT(Strength) on Tito (+1 armor, +1 staff)
Spellcasting [dice:2sc1n8vb]52594:0[/dice:2sc1n8vb]
Wild [dice:2sc1n8vb]52594:1[/dice:2sc1n8vb]

-5 PPE (5 Base - 0 per raise)

Spellcasting for Quickness on Orrin
Spellcasting [dice:2sc1n8vb]52594:2[/dice:2sc1n8vb]
Wild [dice:2sc1n8vb]52594:3[/dice:2sc1n8vb]

-4 PPE (4 Base - 0 per raise)
"Yeah, you are probably right" Orrin says, to Ses's comment about holding back.

Orrin starts discussing battle plans with the team, working out the details of who will be positioned where when the ground starts to faintly rumble.

Crap... Orrin thinks, staring for just a prolonged moment and the vibrating sand. Then he pulls himself together

"Looks like we've got company" he says, pointing out the rumbling sand, which is startng to vibrate faster. "Blurr, think you can run through this sand? We are going to need something to distract the sand worm while I try to charm it. Try not to kill it. It's not to blame that these Simvan are using it to attack us."


Hopefully it's only one.

Orrin sees the look in Tito's eye when he mentions the sand worm. Rather than try to use what time they have convincing the dog boy to deal with the raiders, Orrin takes a different approach.

"Tito, if there is more than one worm Blurr and I may need some help. But you have to do it without killing the creature." Orrin's voice takes on an exaggerated tone [/b] "I mean, anyone can just kill a sandworm. But keeping it busy for an extended period of time, or subduing it without killing it...Now THAT'S Badass..."[/b] If it looks like Tito is taking the bait Orrin adds, "I can even help you be even more BA"

With than, Orrin raises a hand in Tito's direction and whispers "Augit potentiam".

"Everyone else focus on the incoming Simvan. We probably just need to get them to break once, to give us enough time to get off the dunes. Jack..." Orrin, pauses, realizing that Jack isn't with them. He hopes the gambler is alright...wherever he is... "Kim, you take command of the defense against the Simvan. And don't forget about your eyes in the sky."

Tito gets +2DT of strength (sorry, no raise) and +2 pace, while Orrin benefits from quickness.

Positioning : Out of the Siren on the ground, a few paces (say 6") behind Blurr and Tito, assuming the sandworms appear (or that we think they will appear) from the opposite direction of the Simvan.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

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

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

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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

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

Power Surge: Immediately recover all spent Power Points.

Update Signature
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Silverclaws
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Re: Day 33: Keeping the Forge fires burning

Post by Silverclaws »

Silver takes a position in the Siren, kneeling and using the side of the Siren to stabilize his JA-11. Looking over towards the RCC crew, he envies their Magma Rifles. Not really wishing anything untoward to happen to them, but still if one should fall, he is claiming that rifle.

Focusing back on the Simvan he scopes in and calls out distances, ranges, and any other coorelating and cooresponding data to help the defense. Then he takes aim with his JA-11 and readies himself.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Rill
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Re: Day 33: Keeping the Forge fires burning

Post by Rill »

Psionics
Psionics [dice:j9yez52e]52711:0[/dice:j9yez52e] (Spent +2 ISP at activation, per Major Psionic)
Wild [dice:j9yez52e]52711:1[/dice:j9yez52e]
Success with a raise! +4 armor.
Rill sees the incoming danger, and decides to try and head it off as best he can. Giving Jack's horse a pat first, he activates his jetpack and tells the robot animal, "Back to the cargo bay with you. It won't do for you to get eaten by a sand worm just as Jack entrusts us to keep you safe."

He flies over toward the Simvan, holding his Nymbu staff unthreateningly and hailing them, "Ho, warriors, and well-met. I am Brother Rill Lightwalker, and I can assure you that, though none here doubt your prowess in battle, we have no want to test you today."

While flying over, he activates his psionic body shield, just in case. He loves peace, but he has learned through hard experience that he cannot always rely on peace to win the day.

Current Toughness 20(13)
Armor power: round 1/3
Character Sheet
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Tito
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Joined: Mon Oct 08, 2018 10:52 am

Re: Day 33: Keeping the Forge fires burning

Post by Tito »

Tito howls from the top of the Sky Siren. As the sand worm shoots towards the 18th and the SImvan parties flank the caravan, he decides that he no longer cares about hiding his nature from the techno-wizards. He undergoes his transformation to chihuagoyle form as danger closes in from all sides.
Orrin Truthseeker wrote: Wed Apr 24, 2019 9:52 am "Tito, if there is more than one worm Blurr and I may need some help. But you have to do it without killing the creature." Orrin's voice takes on an exaggerated tone [/b] "I mean, anyone can just kill a sandworm. But keeping it busy for an extended period of time, or subduing it without killing it...Now THAT'S Badass..."[/b] If it looks like Tito is taking the bait Orrin adds, "I can even help you be even more BA"

With than, Orrin raises a hand in Tito's direction and whispers "Augit potentiam".

"Everyone else focus on the incoming Simvan. We probably just need to get them to break once, to give us enough time to get off the dunes. Jack..." Orrin, pauses, realizing that Jack isn't with them. He hopes the gambler is alright...wherever he is... "Kim, you take command of the defense against the Simvan. And don't forget about your eyes in the sky."
Tito smiles, although it appears more as a snarl on his reptilian face, and says, "Thanks for the help, man. I feel fifty times more badass than ever! How cool would it be to ride a sandworm, man? Is it bigger than Fishbrain, Orrin? I'll give it a good shake and make him be nice! "

The not-so-diminutive chihuagoyle crouches down, ready to spring towards the sandworm when it errupts. He flicks out his vibro claws and waits for his chance.

+2 die types to Strength (d12+6). 3/3 Rounds
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
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
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Joined: Wed Aug 30, 2017 9:28 am

Day 38: Running the Gauntlet

Post by Tribe of One »

The ostrosaurs and their simvan riders converge on the caravan from either side, charging across the dunes in a loose formation meant to reduce the impact of explosions or other area-of-effect bombardment. As they near, about half ready heavy laser carbines and plasma ejectors, while the rest level long lances fitted with explosive charges near the head.

The members of the COT take up positions in and around the Sky Siren. Seswarick flies overhead, coordinating with Blurre and Orrin, who set out on foot, keeping near the hovercraft. Inside, Kim mans the controls while Silverclaws lines up his shot; Tito stands on the bow like some mutated hood ornament, while Rill flies toward the south flank, intent on giving the simvan one more chance to turn away.

Lacking explicit orders, the Red River Combine soldiers attempt to dig in. The legs of the smaller scouts fold up, hinging at the halfway point, so the command pods hang from a lower, less precarious position as their operators set their rifles into socketed stabilizers and begin firing bursts of capsulized magma at the oncoming horde. The short-range carbines lose power and accuracy at range, but the scouts still manage to down a pair of simvan, the rest rushing on despite the scattered casualties.

The crab-walker, meanwhile, digs its legs into the dune for stabilization. The crew inside let loose with the techno-wizard artillery mounted on its chassis, obliterating several more riders with streams of virulent acid and super-heated sand.

Signs of the true foe quickly become apparent, however, as the dune beneath it collapses as a giant sandworm starts to surface! Shifting sands between it and the Sky Siren indicate at least one more is on the way!
shai_hulud_by_urikedi-db7iwap.jpg

PCs Win Initiative
Blurre [dice:dgk00a1d]52823:0[/dice:dgk00a1d] = Jack of Hearts
Kim [dice:dgk00a1d]52823:1[/dice:dgk00a1d] = Queen of Hearts
Orrin [dice:dgk00a1d]52823:2[/dice:dgk00a1d] = 9 Hearts
Rill [dice:dgk00a1d]52823:3[/dice:dgk00a1d] = 3 Clubs
Seswarick [dice:dgk00a1d]52823:4[/dice:dgk00a1d] = Ace of Spades
Silverclaws (Level-Headed) [dice:dgk00a1d]52823:5[/dice:dgk00a1d] [dice:dgk00a1d]52823:6[/dice:dgk00a1d] = 2 Diamonds, 5 Clubs
Tito (Quick, Level-Headed) [dice:dgk00a1d]52823:7[/dice:dgk00a1d] [dice:dgk00a1d]52823:8[/dice:dgk00a1d] = 5 Hearts, Ace of Hearts

Bad Guys (Quick) [dice:dgk00a1d]52823:9[/dice:dgk00a1d] = 10 Diamonds

4 of 7 PCs beat the bad guys, so PCs go first.

Agility rolls in case anyone goes on hold:
Sandworms [dice:dgk00a1d]52823:10[/dice:dgk00a1d]

Simvan [dice:dgk00a1d]52823:11[/dice:dgk00a1d]

Death on the Dunes

The COT wins initiative, so you can go first.

The battlefield looks like this when combat starts:
  • The Sky Siren is idling on the crest of a dune. Seswarick is flying above it; Kim + Silverclaws are inside, with Tito on the hood; Orrin and Blurre are on foot about 6 squares east of the Sky Siren; Rill is to the south, about 10 inches.
  • The crab-walker is on top of a dune about 12 inches to the north; the scout walkers are arrayed around it, each 10 inches from the walker at the four corners -- NE, SE, SW, NW.
  • The sandy terrain is difficult ground for anyone on foot, but can be used to gain light cover, or total cover if you give up line of sight.
  • There are two groups of simvan riders [Parry 6, Toughness 12(5)] on ostrosaur mounts [Parry 6, Toughness 22(10)] converging. Coming from the north, 9 remain, and they are about 20 inches away; Another 10 advance from the same distance to the south. They are spread out, so a SBT affects only a single rider + mount; and MBT can catch two riders and their mounts; an LBT can catch 1d3+1 riders and their mounts.
  • A giant sandworm [Parry 6, Toughness 35(18), doesn't take a Wound when Shaken twice] is surfacing directly below the crab-walker, and another is about to appear between the walker and the Sky Siren. You can target either by going on hold and then attacking when they surface -- no need to make an Agility roll, as they rolled very poorly. Attacks against the one targeting the crab-walker are at -2 due to cover.
  • Remember, the Sky Siren starts combat super-charged, with a +2 to all related trait rolls (Piloting, using weapon systems, soaking Wounds, etc.) during the first round of combat.

GM Bennies: 7/7
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Sir Blurre
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Re: Day 33: Keeping the Forge fires burning

Post by Sir Blurre »

OOC Comments
Starting Combat Stats:
Active Effects: Speed, Quickness, Deflection (all Round 2)
Shield: Parry: 11 (-2 to be hit, additional -2 to be hit by tech weapons)
Toughness: 14 (4) melee, 18 (8) range; +2T vs. Supernatural Evil
Using Walker and sand as cover against the Simvan.
Pace 32", Run Die d12+1
15 ISP remaining

Quickness Turn 1
Free Action: Boost Trait on Spirit:
Boost Spirit [dice:2w8zdxz0]52903:0[/dice:2w8zdxz0]
Wild Psionics [dice:2w8zdxz0]52903:1[/dice:2w8zdxz0] ACE [dice:2w8zdxz0]52903:4[/dice:2w8zdxz0]
Raise = +2 DT Spirit = d12+3, Spend a Benny to counter Brain-Burn Shaken
Charge/Overrun against the far Sandworm. Assuming a little extra distance for going the long way round, that should be within the 34" of movement he can get with a free action Run (it would only be 24" of movement in a straight run, after all.)
Spending 3 ISP to add 12 damage to the attack, Wild Attack (+2 hit/damage, -2 Parry), Large Size (+2 hit):
Fighting [dice:2w8zdxz0]52903:2[/dice:2w8zdxz0]
Wild Fighting [dice:2w8zdxz0]52903:3[/dice:2w8zdxz0]
Hit, Damage: [dice:2w8zdxz0]52903:5[/dice:2w8zdxz0] + [dice:2w8zdxz0]52903:6[/dice:2w8zdxz0] ACE Running Total [dice:2w8zdxz0]52903:7[/dice:2w8zdxz0]
Total: 52 AP 8 vs. Toughness 35 (18) = 25 Damage = 6 Wounds

Quickness Turn 2:
Spending 3 ISP to add 12 damage to the attack, Wild Attack (+2 hit/damage, -2 Parry), Large Size (+2 hit):
Fighting [dice:2w8zdxz0]52903:8[/dice:2w8zdxz0]
Wild Fighting [dice:2w8zdxz0]52903:9[/dice:2w8zdxz0]
Hit: [dice:2w8zdxz0]52903:10[/dice:2w8zdxz0] + [dice:2w8zdxz0]52903:11[/dice:2w8zdxz0]
42 AP 8 vs. Toughness 35 (18) = 15 Damage = 3 Wounds

Final Stats:
Active Effects: Speed, Quickness, Deflection (all Round 2), Boost Spirit (Round 1, Spirit = 1d12+3 for damage, 1d12+5 for other rolls)
Shield: Parry: 9 (-2 to be hit, additional -2 to be hit by tech weapons)
Toughness: 14 (4) melee, 18 (8) range; +2T vs. Supernatural Evil
Using Walker and sand as cover against the Simvan.
Pace 32", Run Die d12+1
7 ISP remaining

Blurre scowls at seeing not one, but two bulges, and as the one by the crabwalker emerges, he calls out over the radio. "Sorry, Orrin, but I don't think we can afford to gently dissuade these creatures--they don't seem likely to turn aside for anything less than a full belly, and they probably won't go for the Simvan. Tito! Protect the Sky Siren!" With that, he dashes forward, making a long arc around the bulge of the still-submerged Sandworm as he runs down the dune he started on and up the far one--sure, he's technically moving more slowly than he should, but at his pace, this distance is still nothing to him. As he moves, small arcs of lightning dance in the sand-cloud he leaves as a trail.

As the Sandworm emerges, he launches a desperate attack against the monstrosity's gut, hoping to use the worm's own momentum to split it open.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Tribe of One
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Re: Day 33: Keeping the Forge fires burning

Post by Tribe of One »

Vs. Blurre: All Wounds Soaked on first hit; takes 2 Wounds on second hit
[dice:3bm58872]52907:0[/dice:3bm58872] = Ace! [dice:3bm58872]52907:2[/dice:3bm58872] = Ace! [dice:3bm58872]52907:4[/dice:3bm58872] = 33
[dice:3bm58872]52907:1[/dice:3bm58872] = Ace! [dice:3bm58872]52907:3[/dice:3bm58872]

Second Benny to soak second hit:
Vigor [dice:3bm58872]52907:5[/dice:3bm58872]
Wild [dice:3bm58872]52907:6[/dice:3bm58872]

Blurre's psi-sword shears into the sandworm's thick hide, but fails to pierce anything vital in the great worm's redundant internal organs. It doesn't even pause to shake the cyber-knight off as it continues on its upward trajectory.

The cyber-knight's second strike is more effective, cutting through chitin, muscle and blubber to elicit a shrieking roar from the creature.

Vs. Tito's Grapple, worm grappled
Fighting [dice:3bm58872]52907:7[/dice:3bm58872]
Wild [dice:3bm58872]52907:8[/dice:3bm58872]
vs. Orrin's Beast Friend. a 1 and a 10
Psionics [dice:3bm58872]52907:9[/dice:3bm58872]

Psionics [dice:3bm58872]52907:10[/dice:3bm58872] = Ace! [dice:3bm58872]52907:11[/dice:3bm58872]
Vs. Ses lightning stuff; kills 3, entangles 2
Vs. blast
Simvan 1 [dice:3bm58872]52907:12[/dice:3bm58872]
Ostrosaur 1 [dice:3bm58872]52907:13[/dice:3bm58872]

Simvan 2 [dice:3bm58872]52907:14[/dice:3bm58872]
Ostrosaur 2 [dice:3bm58872]52907:15[/dice:3bm58872]

Simvan 3 [dice:3bm58872]52907:16[/dice:3bm58872]
Ostrosaur 3 [dice:3bm58872]52907:17[/dice:3bm58872]

Vs. Entangle
Simvan 4 [dice:3bm58872]52907:18[/dice:3bm58872]
Ostrosaur 4 [dice:3bm58872]52907:19[/dice:3bm58872]

Simvan 5 [dice:3bm58872]52907:20[/dice:3bm58872]
Ostrosaur 5 [dice:3bm58872]52907:21[/dice:3bm58872]

Vigor vs. Fatigue
Simvan 4 [dice:3bm58872]52907:22[/dice:3bm58872]
Ostrosaur 4 [dice:3bm58872]52907:23[/dice:3bm58872]

Simvan 5 [dice:3bm58872]52907:24[/dice:3bm58872]
Ostrosaur 5 [dice:3bm58872]52907:25[/dice:3bm58872]
GM Bennies: 7/7
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Tito
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Re: Day 33: Keeping the Forge fires burning

Post by Tito »

Grappling (Fighting) 8; -1 Benny
Note: If it becomes relevant, Tito has his claws out and not Whomper, so +1 extra parry
Fighting: [dice:1zw32c4z]52908:0[/dice:1zw32c4z] (+2 Normal Size [1] vs Large Size [6])
Wild: [dice:1zw32c4z]52908:1[/dice:1zw32c4z]
Reroll
Fighting: [dice:1zw32c4z]52908:2[/dice:1zw32c4z]
Wild: [dice:1zw32c4z]52908:3[/dice:1zw32c4z]
WIP
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: 3/3; Fatigue: 0/2
Bennies: 0/3
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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Kim Black
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Re: Day 33: Keeping the Forge fires burning

Post by Kim Black »

Shooting 9, 12, 7; 2 Raises
-2 Cover, +2 Supercharge
Shooting [dice:iaypppro]52912:0[/dice:iaypppro]
Shooting [dice:iaypppro]52912:1[/dice:iaypppro]
Shooting [dice:iaypppro]52912:2[/dice:iaypppro]
Wild [dice:iaypppro]52912:3[/dice:iaypppro]
Light Rail Gun Damage 18 AP10 MD
[dice:iaypppro]52912:4[/dice:iaypppro] + [dice:iaypppro]52912:5[/dice:iaypppro]
Light Rail Gun Damage 8 AP10 MD
[dice:iaypppro]52912:6[/dice:iaypppro] + [dice:iaypppro]52912:7[/dice:iaypppro]
Light Rail Gun Damage 14 AP10 MD
[dice:iaypppro]52912:8[/dice:iaypppro]
OOC Comments
I don't usually use these big guns, so I don't remember if each rail gun round is distinct or if they're added together. So it's either useless or it's 3 Wounds.
New Mexico/Safeway
Afternoon
Day 33
Round 0

“Protect the Combine!” Kim called over the radio as she started to line up her sights. She couldn’t use the missiles for fear of hitting the crab walker, so she put her fingers on the light rail gun controls and opened fire. Georgia cackled in her seat, pounding on it, not liking to be strapped in.

“Shush! I’m concentrating!” Kim told the spider monkey.

***

Sky Siren: +2 for all actions in Round 1
  • Current speed: 0 (15/60)
  • Unstable Platform
Greater Boost Trait (Shooting)(2r): Shooting d12+2
Remember Georgia
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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Re: Day 33: Keeping the Forge fires burning

Post by Orrin Truthseeker »

Quickness turn 1 - 8 to Beast Friend Sandworm
Beast friend on Sand Worm 1 (+1 staff, +1 armor)
Spellcasting [dice:2sfpr7lg]52914:0[/dice:2sfpr7lg]
Wild [dice:2sfpr7lg]52914:1[/dice:2sfpr7lg]
EE (with Elan)
Wild [dice:2sfpr7lg]52914:5[/dice:2sfpr7lg]
-2 for worms being stabbed

-14 PPE (15 Base, -1 Raises)
Quickness Turn 2 - 19 to beast friend other sandworm
Beast friend on Sand worm 2 (+1 staff, +1 armor)
Spellcasting [dice:2sfpr7lg]52914:2[/dice:2sfpr7lg]
Wild [dice:2sfpr7lg]52914:3[/dice:2sfpr7lg]

Killer Instinct to re-roll natural 1
Spellcasting [dice:2sfpr7lg]52914:4[/dice:2sfpr7lg]
Ace [dice:2sfpr7lg]52914:6[/dice:2sfpr7lg]
-2 for stabbed creatures

-13 PPE (15 base - 2 raises)
"Blurr wai..." Orrin starts, but the quickflex acts so quickly that Orrin barely finishes his name before the first strike lands. Orrin winces as the second blade cuts into the sandworm and the creature shrieks in pain. The horrific sounds doesnt mask the rapid pounding of rail gun fire as Kim tries to pierce the second worm's thick hide.

Frustration from the quickly deteriorating scene boils over as Orrin raises his staff and slams it down on the dunes.

"CEASE THIS INSTANT!" Orrin shouts, as much to his own team as to the sandworms. Standing fully erect, larger than his stature would seem to allow, with his staff glowing and arcane energies swirling around him, he is a commanding sight. Smaller creatures responded to sweetness, but larger creatures of power always required an authoritative tone.

The two Sand worms freeze in place, though their lithe bodies fidget and squirm, clearly wanting to be moving again.

"Good..." Orrin says, slumping as his body suddenly tires from the massive expenditure of energy. Not needing the worms to hear him, but needing to organize his thoughts, he says softly to himself, "We are not your enemies. Nor will we make a very good meal." Orrin turns toward the larger remaining group of attackers. "Those riders on the hand... Go, seek your meal among them..."

Nearly out of energy, Orrin takes what little cover he can amongst the dunes, and turns on his radio.

"Hold fire on the worms. They won't attack us for now.". Anger mostly under control he adds with just a bit of humor "Would you like a ride over to the action Tito?".

The sand worms leave their previous targets and start to burrow again, ready to make their way toward the field of charging Simvan. The one with Tito wont submerge completely, allowing the dogboy to hang on.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

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

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

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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

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

Power Surge: Immediately recover all spent Power Points.

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Seswarick
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Re: Day 33: Keeping the Forge fires burning

Post by Seswarick »

"I'll tie up the group to the north." Adjusting his course Seswarick drops to ground level and hits top speed leaving a roostertail of dust with static sparks in his wake. Weighing the situation as he closes the Skyborn sadly concludes that his lightning is the best option both from it's larger coverage and the emotional effect it tends to have. Sighting the one who appears to be a leader of sorts he unleashes with his full force. He then focuse his will into something a bit less lethal, A second strike instead of blooming into a blast of electric death instead entangles the targets in "electric vines".
LBT Lightning Blast 11 opposed by agil, hits 3 riders/mounts, 19 AP4 MD (24 AP4 with raise
Costs: 2 isp for LBT, 4 ISP for +2 to the roll, 2 isp for +4 AP, 6 total
Targets caught in blast [dice:f76btwvy]52923:0[/dice:f76btwvy]
Psionics [dice:f76btwvy]52923:1[/dice:f76btwvy]
Wild [dice:f76btwvy]52923:2[/dice:f76btwvy]
Damage [dice:f76btwvy]52923:3[/dice:f76btwvy] Ace [dice:f76btwvy]52923:5[/dice:f76btwvy] +[dice:f76btwvy]52923:4[/dice:f76btwvy] on a raise
Entangle MBT 21 opposed by Agil
Costs; 4 isp for MBT entangle, 4 ISP for +2 to the roll, 8 total
Psionics [dice:f76btwvy]52923:6[/dice:f76btwvy] Bennie for EE [dice:f76btwvy]52923:8[/dice:f76btwvy] Ace [dice:f76btwvy]52923:9[/dice:f76btwvy]
Wild [dice:f76btwvy]52923:7[/dice:f76btwvy]
Having gotten their attention Ses then makes sure to stay in their faces but out of melee reach hoping to draw their fire.
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: 11/40
Bennies: 0/3
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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Re: Day 33: Keeping the Forge fires burning

Post by Silverclaws »

Silverclaws radios back to @Seswarick "That slowed a few down."

Silver sights in and begins laying down shots on the Simvan in the Northern group, avoiding those held by Seswarick.

JA-11, 2 Targets _
Aim +2
[*] Shooting [dice:13pbx97z]52926:0[/dice:13pbx97z]
[*] Wild [dice:13pbx97z]52926:1[/dice:13pbx97z]


MAP -2
[*] Shooting [dice:13pbx97z]52926:2[/dice:13pbx97z]
[*] Wild [dice:13pbx97z]52926:3[/dice:13pbx97z]
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Rill
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Re: Day 33: Keeping the Forge fires burning

Post by Rill »

Mysticism 9
Mysticism [dice:43san5ix]52943:0[/dice:43san5ix]
Wild [dice:43san5ix]52943:1[/dice:43san5ix]
Activating slumber power in his enchanted armor
mega version
-4 PPE
2 riders and mounts must roll Spirit at -4 or be caught in a stupor for 1 minute
Seeing things begin to crumble around him, Rill sighs and draws upon the power of his new armor. The blessing practically shimmers across the surface of the armor and gathers in his palm, a calm, comforting glow. Rill gathers the power into his hand, channels it through his blessed Nymbu staff, and points at the closest of the two riders and their mounts.

"Peace," he commands.

The light beams out and lands upon the Simvan and their mounts, speaking peace to their souls and calming the bloodlust in their hearts. For a few moments, they are literally touched by the divine, and they will struggle to carry out any violent thought or action.

Mega Slumber, Spirit rolls at -4 to Resist
Rill got the raise, so the targets are at -4 to their Spirit rolls.
Having called down what light he can, Rill moves upward, higher up and (hopefully) harder to hit, activating his energy shield as he does so.

Father, please let there be fewer bodies today than it now appears.

Current Toughness: 20 (13) or 26(19) vs. Ranged w/shield, Current Parry: 9; Current Position: approximately 25 inches in the air
Armor round 2/3
TW shield activated, provides +1 Parry, +6 Armor vs. Ranged
Character Sheet
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Tribe of One
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Re: Day 38: Running the Gauntlet

Post by Tribe of One »

Rolls
Two Simvan and Mounts resisting vs. Rill's spell:
Simvan 1 Spirit [dice:ffdfvnne]53167:0[/dice:ffdfvnne]
Simvan 2 Spirit [dice:ffdfvnne]53167:1[/dice:ffdfvnne]
Mount 1 [dice:ffdfvnne]53167:2[/dice:ffdfvnne]
Mount 2 [dice:ffdfvnne]53167:3[/dice:ffdfvnne]

Four Simvan try to Beast Friend the sandworms again:
Psionics vs. worm #1 [dice:ffdfvnne]53167:4[/dice:ffdfvnne]
Psionics vs. worm #1 [dice:ffdfvnne]53167:5[/dice:ffdfvnne]
Psionics vs. worm #2 [dice:ffdfvnne]53167:6[/dice:ffdfvnne]
Psionics vs. worm #2 [dice:ffdfvnne]53167:7[/dice:ffdfvnne] = Ace! [dice:ffdfvnne]53167:8[/dice:ffdfvnne] + GM Benny for Extra Effort = [dice:ffdfvnne]53167:9[/dice:ffdfvnne]

Simvan laser vs. Rill [dice:ffdfvnne]53167:10[/dice:ffdfvnne] = Hit
Damage: [dice:ffdfvnne]53167:14[/dice:ffdfvnne] = Aces! [dice:ffdfvnne]53167:16[/dice:ffdfvnne] = 28, AP 2 = 1 Wound
Simvan laser vs. Rill [dice:ffdfvnne]53167:11[/dice:ffdfvnne] = Miss
Simvan GL vs. Sky Siren [dice:ffdfvnne]53167:12[/dice:ffdfvnne] = Miss
Simvan lance vs. Scout [dice:ffdfvnne]53167:13[/dice:ffdfvnne] = Hit
Damage [dice:ffdfvnne]53167:15[/dice:ffdfvnne] = 13, AP 8 = 1 Wound to the walker
Driving to not go Out of Control = [dice:ffdfvnne]53167:17[/dice:ffdfvnne]
Critical Hit [dice:ffdfvnne]53167:18[/dice:ffdfvnne] = Chassis

Simvan laser vs. Ses [dice:ffdfvnne]53167:19[/dice:ffdfvnne] = 4 (after -3) is a Hit.
Damage [dice:ffdfvnne]53167:23[/dice:ffdfvnne] = Ace! [dice:ffdfvnne]53167:24[/dice:ffdfvnne] = 24 damage, AP 2; 1/2 damage = 12, AP 2, so nothing
Simvan plasma vs. Ses [dice:ffdfvnne]53167:20[/dice:ffdfvnne] = Miss after -3
Simvan GL vs. crab walker [dice:ffdfvnne]53167:21[/dice:ffdfvnne] = Hit
Damage [dice:ffdfvnne]53167:25[/dice:ffdfvnne] = 18, AP 8 = No damage
Simvan lance vs. scout [dice:ffdfvnne]53167:22[/dice:ffdfvnne] = Hit
Damage [dice:ffdfvnne]53167:26[/dice:ffdfvnne] = 12, AP 8 = Shaken

Mystery Sniper's 3RB Vs. Blurre
Shooting [dice:ffdfvnne]53167:27[/dice:ffdfvnne] + WC Benny for Extra Effort [dice:ffdfvnne]53167:31[/dice:ffdfvnne] = Hit with a Raise
Wild [dice:ffdfvnne]53167:28[/dice:ffdfvnne]
Damage [dice:ffdfvnne]53167:32[/dice:ffdfvnne] = 20 damage, AP 4 = 1 Wound and Spirit check: 12+ no effect, 8-11 lose 1d Vigor, 7 or less lose 2d Vigor

Mystery Sniper's 3RB Vs. Orrin
Shooting [dice:ffdfvnne]53167:29[/dice:ffdfvnne] = Hit with a Raise
Wild [dice:ffdfvnne]53167:30[/dice:ffdfvnne]
Damage [dice:ffdfvnne]53167:33[/dice:ffdfvnne] = Yikes! Ace [dice:ffdfvnne]53167:34[/dice:ffdfvnne] = Yikes again [dice:ffdfvnne]53167:35[/dice:ffdfvnne] = 32 damage, AP 4 = 5 Wounds and Spirit check: 16+ no effect, 12-15 lose 1d Vigor, 11 or less lose 2d Vigor
Combat is joined at lightning speed, with Blurre striking the first blow, and the second, which draws a shrill roar of pain from the northernmost sandworm. As Tito leaps on the second worm, Kim peppers its segmented hide with railgun rounds, the rounds failing to penetrate deeply enough to be noticed.

Almost as quickly, Orrin seeks to prevent any further violence against, or by, the sandworms, wresting control of them with arcane force and redirecting them south, where Rill's prayer causes a pair of savage riders to stop in their tracks, both staring in awe -- or horror -- at the preacher.

The rest continue their charge, however, galloping forward on screeching ostrosaur mounts. Half focus their attention on the sandworms, seeking to regain control through psionic force of will.

[Orrin needs to make 4 rolls to oppose in order to maintain control of the sandworms. Simvan results were 3, 3 (for the first, wounded sandworm) and 4, 12 (for the second, that Tito is riding).]

The other four attack. Two fire rifles at Rill. One is way off, but the other is a lucky shot, piercing the preacher's energy shield and armor. [Rill takes 1 Wound.] Another fires a grenade launcher at the Sky Siren but succeeds only in blowing up a sand dune, while the fourth charges the southernmost Combine scout with a grenade-tipped lance, which blasts away some of the walker's armor but isn't enough to knock it entirely off balance.

To the north, Seswarick's attacks disrupt an identical charge, killing three and entangling another pair of riders and their mounts. While those struggle to break free, the others split their attacks between the lyn-srial, the crab-walker and another nearby scout. A laser strikes Seswarick, doing no harm to the zapper, and the grenade that explodes against the crab-walker is likewise harmless. The explosive lance used against the smaller scout-walker fails to penetrate its armor, though it is knocked momentarily off-balance.

With all eyes on the sandworms and the approaching simvan, no one notices the flash of light from the ridge 400 yards [200 inches] to the southeast -- until a burst of fire slams into Blurre, slashing through the cyber-knight's shield. A split second later, a second burst of shots hits Orrin square in the chest and knocks him off his feet. The rounds that slice into the wizard's metallic skin look like bone needles -- or fangs -- and weep acid. For anyone to get a shot off at that distance, magic (or the blessing of some dark power) would have to be involved ...

[The three-round burst that hit Blurre (magical, not tech, and I've given him his Champion bonus) causes 1 Wound. He also needs to make a Spirit check ( against lower trait): 12+ no effect, 8-11 Vigor is reduced 1 die-type, 7 or less Vigor drops 2 die-types]

[Orrin, meanwhile, is the victim of some unfortunate acing ... The burst that hits him causes 5 Wounds (sorry). He also needs to make a Spirit check: 16+ no effect, 12-15 Vigor is reduced 1 die-type, 11 or less Vigor drops 2 die-types. Now's a good time to use those Bennies and Adventure Cards ...]
Initiative
Blurre [dice:ffdfvnne]53167:36[/dice:ffdfvnne]
Kim [dice:ffdfvnne]53167:37[/dice:ffdfvnne]
Orrin [dice:ffdfvnne]53167:38[/dice:ffdfvnne]
Rill [dice:ffdfvnne]53167:39[/dice:ffdfvnne]
Seswarick [dice:ffdfvnne]53167:40[/dice:ffdfvnne]
Silverclaws (Level-Headed) [dice:ffdfvnne]53167:41[/dice:ffdfvnne] [dice:ffdfvnne]53167:42[/dice:ffdfvnne]
Tito (Quick, Level-Headed) [dice:ffdfvnne]53167:43[/dice:ffdfvnne] [dice:ffdfvnne]53167:44[/dice:ffdfvnne]

Bad Guys (Quick) [dice:ffdfvnne]53167:45[/dice:ffdfvnne]
The COT wins initiative, and Rill pulled a Joker, so +1 Benny for everyone and Rill gets a +2 to all trait rolls and damage for the round.

Death on the Dunes

The battlefield looks like this:
  • The Sky Siren is idling on the crest of a dune. Kim + Silverclaws are inside; Orrin is on foot (or on the ground) about 6 squares east of the Sky Siren; Seswarick is flying above and to the north; Blurre is by the crab-walker; Rill is to the south, about 25 inches in the air, and Tito is holding onto the uninjured sandworm.
  • The crab-walker is on top of a dune about 12 inches to the north; the scout walkers are arrayed around it, each 10 inches from the walker at the four corners -- NE, SE, SW, NW.
  • The sandy terrain is difficult ground for anyone on foot, but can be used to gain light cover, or total cover if you give up line of sight.
  • There are two groups of simvan riders [Parry 6, Toughness 12(5)] on ostrosaur mounts [Parry 6, Toughness 22(10)] converging. Coming from the north, 4 remain, and they are about 10 inches away; Another 8 are still advancing from the same distance to the south. They are spread out, so a SBT affects only a single rider + mount; and MBT can catch two riders and their mounts; an LBT can catch 1d3+1 riders and their mounts.
  • 2 giant sandworms [Parry 6, Toughness 35(18), doesn't take a Wound when Shaken twice] are a few inches south of the Sky Siren, between it and the southern group of simvan. One has suffered 2 Wounds, the other is suffering from a Tito infestation and is entangled.
  • Some asshole with a magic needle gun is on the ridgeline 200 inches to the southeast. He can be spotted and targeted with a Notice check at -6 (-4 for distance, -2 for cover, optics or farsight can offset the penalties).

GM Bennies: 7/7
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Sir Blurre
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Re: Day 33: Keeping the Forge fires burning

Post by Sir Blurre »

OOC Comments
Spend Benny to Soak w/ Elan [dice:vqpde6ag]53169:0[/dice:vqpde6ag]
Wild Vigor [dice:vqpde6ag]53169:1[/dice:vqpde6ag]
Soaked Wound, not Shaken

Resist Lower Vigor [dice:vqpde6ag]53169:2[/dice:vqpde6ag]
Wild Spirit [dice:vqpde6ag]53169:3[/dice:vqpde6ag]
Resisted (especially since it should've been 2 higher)

Starting Stats:
Active Effects: Speed, Quickness, Deflection (all Round 2), Boost Spirit (Round 1, Spirit = 1d12+3 for damage, 1d12+5 for other rolls)
Shield: Parry: 9 (-2 to be hit, additional -2 to be hit by tech weapons)
Toughness: 14 (4) melee, 18 (8) range; +2T vs. Supernatural Evil
Using Walker and sand as cover against the Simvan.
Pace 32", Run Die d12+1
7 ISP remaining

Quickness Turn 1:
Move south-bound arc around the worms to get to the southern Simvan cluster, attacking the one on the western edge of the cluster.
Rapid Attack, Wild Attack, Charge/Overrun if it matters. Net roll: d12-1 for three attacks plus wild die. First two attacks against the rider, third against the mount.
Attack 1 (Rider) [dice:vqpde6ag]53169:4[/dice:vqpde6ag] Hit
Attack 2 (Rider) [dice:vqpde6ag]53169:5[/dice:vqpde6ag] Miss
Attack 3 (Ostrosaurus) [dice:vqpde6ag]53169:6[/dice:vqpde6ag] Hit
Wild Fighting [dice:vqpde6ag]53169:7[/dice:vqpde6ag]
Damage Simvan: [dice:vqpde6ag]53169:8[/dice:vqpde6ag] + [dice:vqpde6ag]53169:9[/dice:vqpde6ag] 27 AP 8, down
Damage Osty: [dice:vqpde6ag]53169:10[/dice:vqpde6ag] + [dice:vqpde6ag]53169:11[/dice:vqpde6ag] ACE [dice:vqpde6ag]53169:12[/dice:vqpde6ag] 34 AP 8, down

Assuming they aren't Wild Cards (if they are, the following attacks occur against the same Simvan, instead):

Moving again, this time circling the group to attack the southern Simvan furthest to the east
Rapid Attack, Wild Attack, Charge/Overrun if it matters. Net roll: d12-1 for three attacks plus wild die. First two attacks against the rider, third against the mount.
Attack 1 (Rider) [dice:vqpde6ag]53169:13[/dice:vqpde6ag] Miss
Attack 2 (Rider) [dice:vqpde6ag]53169:14[/dice:vqpde6ag] Hit
Attack 3 (Ostrosaurus) [dice:vqpde6ag]53169:15[/dice:vqpde6ag] Miss
Wild Fighting [dice:vqpde6ag]53169:16[/dice:vqpde6ag] No Help
Damage Simvan: [dice:vqpde6ag]53169:17[/dice:vqpde6ag] + [dice:vqpde6ag]53169:18[/dice:vqpde6ag] 28 AP 8, down

Attempting to use the standing Osty as cover against the sniper, but NOT going for Full Cover.

Final Stats:
Active Effects: Speed, Quickness, Deflection (all Round 3), Boost Spirit (Round 2, Spirit = 1d12+3 for damage, 1d12+5 for other rolls)
Shield: Parry: 9 (-2 to be hit, additional -2 to be hit by tech weapons)
Toughness: 14 (4) melee, 18 (8) range; +2T vs. Supernatural Evil
Using Walker and sand as cover against the Simvan.
Pace 32", Run Die d12+1
7 ISP remaining
Blurre looks in frustration as the shot strikes, but realizes that the sniper, if he's even spottable, must be too far away to the southeast to be charged. Shrugging it off, and seeing that Orrin seems to have the worms in hand for the time being, he decides to put throw the Simvan off their stride. Dashing around the confused worms, he comes up to the first rider, downing both him and his beast; then, continuing in a long arc, he circles the entire pack to strike at the furthest one on the far side--his flailing whip fails to catch the second rider's mount, but does strike true against the raider himself.

Momentarily, he considers crouching, but realizes that that would force the sniper to target someone else. Can't have that.... So instead, he stays standing tall and proud on the dune as he faces off against the riderless mount, he waves his whip to make sure the unseen gunman knows where he is. He does try to use the beast for some cover, though.
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 33: Keeping the Forge fires burning

Post by Silverclaws »

Orrin was close to the Sky Siren and when the shots came in Silverclaws did his best to sight in on the figure 200 inces away.

Notice 5, _
Distance -4
Cover -2
Optics Array +2
Expanded Detection & Security Array +2
JA-9 Scope +2
[*] Notice [dice:2ctoda03]53175:0[/dice:2ctoda03]
[*] Wild [dice:2ctoda03]53175:1[/dice:2ctoda03]
Benny for Reroll [Rill Joker]
[*] Notice [dice:2ctoda03]53175:2[/dice:2ctoda03]
[*] Wild [dice:2ctoda03]53175:3[/dice:2ctoda03]
Having the targeting data he passes that information first through the Siren electronically to @Kim Black, then to the 18th, and then to the RCC chaps.

Moving back to the NORTHERN simvan cluster, Silver doesn't hesitate with sending off two more shots. This time at the same target. I need to get a skill soft to improve my shooting.

OOC Comments
Shot 1
Little Cricket
  • Shooting 4
  • Shooting [dice:2ctoda03]53175:4[/dice:2ctoda03]
  • Wild Shooting [dice:2ctoda03]53175:5[/dice:2ctoda03]
    Benny to Reroll (3 of 4)
  • Shooting [dice:2ctoda03]53175:8[/dice:2ctoda03]
  • Wild [dice:2ctoda03]53175:9[/dice:2ctoda03]
Shot 2
Little Cricket
  • Shooting 7
    MAP -2
  • Shooting [dice:2ctoda03]53175:6[/dice:2ctoda03]
  • Wild Shooting [dice:2ctoda03]53175:7[/dice:2ctoda03]
    Benny for Extra Effort (2 of 4)
  • Extra Effort [dice:2ctoda03]53175:10[/dice:2ctoda03]
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Orrin Truthseeker
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Re: Day 33: Keeping the Forge fires burning

Post by Orrin Truthseeker »

Resisting Rolls for Worm Control - 10, 6, 20, 8

VS 3
Spellcasting [dice:25xxi6g8]53180:0[/dice:25xxi6g8]
Wild [dice:25xxi6g8]53180:1[/dice:25xxi6g8]

VS 3
Spellcasting [dice:25xxi6g8]53180:2[/dice:25xxi6g8]
Wild [dice:25xxi6g8]53180:3[/dice:25xxi6g8]

VS 4
Spellcasting [dice:25xxi6g8]53180:4[/dice:25xxi6g8]
Ace! [dice:25xxi6g8]53180:8[/dice:25xxi6g8]
Wild [dice:25xxi6g8]53180:5[/dice:25xxi6g8]

VS 12
Spellcasting [dice:25xxi6g8]53180:6[/dice:25xxi6g8]
Wild [dice:25xxi6g8]53180:7[/dice:25xxi6g8]
Spirit to resit - 5 -2 DT vigor
Spirit [dice:25xxi6g8]53180:9[/dice:25xxi6g8]
Wild [dice:25xxi6g8]53180:10[/dice:25xxi6g8]
Last edited by Orrin Truthseeker on Thu May 23, 2019 5:40 pm, edited 4 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

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

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

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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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Orrin Truthseeker
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Re: Day 33: Keeping the Forge fires burning

Post by Orrin Truthseeker »

Ignore this. I accidentally made 2 posts instead of editing the first
Resisting Rolls for Worm Control

VS 3
Spellcasting [dice:1l6cfuo3]53181:0[/dice:1l6cfuo3]
Wild [dice:1l6cfuo3]53181:1[/dice:1l6cfuo3]

VS 3
Spellcasting [dice:1l6cfuo3]53181:2[/dice:1l6cfuo3]
Wild [dice:1l6cfuo3]53181:3[/dice:1l6cfuo3]

VS 4
Spellcasting [dice:1l6cfuo3]53181:4[/dice:1l6cfuo3]
Wild [dice:1l6cfuo3]53181:5[/dice:1l6cfuo3]

VS 12
Spellcasting [dice:1l6cfuo3]53181:6[/dice:1l6cfuo3]
Wild [dice:1l6cfuo3]53181:7[/dice:1l6cfuo3]
Soaking 17, soak 4 wounds
Soaking (+2 Elan)
Vigor [dice:1l6cfuo3]53181:8[/dice:1l6cfuo3]
Wild [dice:1l6cfuo3]53181:9[/dice:1l6cfuo3]
Ace! [dice:1l6cfuo3]53181:10[/dice:1l6cfuo3]
Ace! [dice:1l6cfuo3]53181:11[/dice:1l6cfuo3]
Which sandworm? - The one with Tito
1-2: Wounded
3-4: Tito
[dice:1l6cfuo3]53181:12[/dice:1l6cfuo3]
Shooting Simvan - 4 - Damage 16 AP 4, electricity
Shootding [dice:1l6cfuo3]53181:13[/dice:1l6cfuo3]
Wild [dice:1l6cfuo3]53181:14[/dice:1l6cfuo3]

Damage [dice:1l6cfuo3]53181:15[/dice:1l6cfuo3] AP4
Exhausted from the energy to subdue the sandworms, Orrin is unable to fully resist the attempts of the Simvan to urge the sandworms to attack.

Ugh... I lost control of one of the worms. Tito, great job subduing that worm. Thanks to you I was able to get it under control. But you can let go now!

To the sandworm he says, pointing to the other hulking beast "Defend your teritory from that intruder!"

Not able to do much else to distract the beasts, Orrin turns his attention to the oncoming Simvan. Not wanting to spend much more energy, he limps over to the Sky siren, using it for cover as he first the pistol he picked up at Marron at the oncoming Simvan. He pulls the trigger and lightning arcs into the chest of ride, knocking him off his mount and onto the ground. He spasms for a moment as the electricity arcs across his body, and then lies still.


Lost control of -1- worm, and took -1- wound. Narration and actions to come.
Last edited by Orrin Truthseeker on Thu May 23, 2019 5:56 pm, edited 7 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

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

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

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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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Kim Black
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Location: Wheaton, IL

Re: Day 33: Keeping the Forge fires burning

Post by Kim Black »

Notice 4
-6 difficulty, +2 targeting, +4 combat Machine Maestro
Notice [dice:2ftzyjkw]53284:0[/dice:2ftzyjkw]
Wild [dice:2ftzyjkw]53284:1[/dice:2ftzyjkw]
EE [dice:2ftzyjkw]53284:2[/dice:2ftzyjkw]
Greater Farsight 7
+4 Machine Maestro
Techno-Wizardry [dice:2ftzyjkw]53284:3[/dice:2ftzyjkw]
Wild [dice:2ftzyjkw]53284:4[/dice:2ftzyjkw]
Shooting 20
+1 Machine Maestro, -2 cover
Shooting [dice:2ftzyjkw]53284:5[/dice:2ftzyjkw]
Wild [dice:2ftzyjkw]53284:6[/dice:2ftzyjkw]
Benny to reroll
Shooting [dice:2ftzyjkw]53284:7[/dice:2ftzyjkw]
Wild [dice:2ftzyjkw]53284:8[/dice:2ftzyjkw]
Ace [dice:2ftzyjkw]53284:9[/dice:2ftzyjkw]
Ace [dice:2ftzyjkw]53284:10[/dice:2ftzyjkw]
Ace [dice:2ftzyjkw]53284:11[/dice:2ftzyjkw]
Light Rail Gun Raise Damage 28 AP10 MD
[dice:2ftzyjkw]53284:12[/dice:2ftzyjkw] + [dice:2ftzyjkw]53284:13[/dice:2ftzyjkw]
Ace [dice:2ftzyjkw]53284:14[/dice:2ftzyjkw] + [dice:2ftzyjkw]53284:15[/dice:2ftzyjkw]

New Mexico/Desert
Afternoon
Day 33
Round 2

“Oh, shit! I got the sniper!” Kim called out, noticing the movement on the far distant sand dune and receiving the data from Silverclaws, as well. She wheeled the Sky Siren around and ran her fingers over the targeting system, sighting in on the man with the needle gun before opening up with the light rail gun, Georgia cackling merrily beside her from her seat. This would hopefully make her a harder target for the simvan, as well.
Actions
Accelerating 15” to Speed 15 (free action) and making a normal turn toward the sniper (free action). Play Arcane Inspiration card to activate Greater Farsight (Free Action). Fire Light Rail Gun (1 Action).
***

Sky Siren
  • Current speed: 15 (15/60)
  • +15” from everyone else’s previously stated positions; 185” from sniper
  • Unstable Platform
Greater Boost Trait (Shooting)(1r): Shooting d12+2
Greater Farsight (3r): No range penalties
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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Silverclaws
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Re: Day 33: Keeping the Forge fires burning

Post by Silverclaws »

Silverclaws holds on as the Siren flips around and he can feel the energy rolling through as @Kim Black sighted in on the coordinates.

"You know that if I still had access to those SAMAS's rail guns from Black Mesa, I could have done that shot as well. Nice shooting by the way."

Just wish we could get some of these mooks in close. At the thought of going hand to hand with Simvan and their mounts, the silver vibroblades flick out, catch the sun, and gleam brightly. Realizing that his blades are hanging in the wind, Silver retracts them and continues to survey the battle before 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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Rill
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Re: Day 33: Keeping the Forge fires burning

Post by Rill »

Successfully Soak Wound; Mysticism 19 for Another Round of Greater Slumber
Vigor to Soak: [dice:cmk76c3w]53306:0[/dice:cmk76c3w] (+2 from Joker, +2 from Elan)
Wild [dice:cmk76c3w]53306:1[/dice:cmk76c3w]

Mysticism [dice:cmk76c3w]53306:2[/dice:cmk76c3w] + [dice:cmk76c3w]53306:4[/dice:cmk76c3w]
Wild [dice:cmk76c3w]53306:3[/dice:cmk76c3w]
Another casting of greater slumber at the two remaining Simvan and their mounts on Rill's side of the battle.
Seeing his spell have an effect on the two raiders and their mounts, Rill says a silent prayer... and the distraction almost costs him. At the last possible second, he manages to get his shield up between himself and an attack, barely avoiding harm.

Stay focused, he reminds himself.

Making full use of his jetpack, he swoops back down toward the remaining two simvan and their mounts on his side of the field and once again calls upon the power of his faith. As before, light seems to shine down from heaven upon the raiders and their mounts, hopefully calming their violent urges just as it had been done to their companions.
Spirit Rolls at -4 to Resist Greater Slumber Trapped as a Stupor of Thought
As before, Rill got the raise.
Current Toughness: 20 (13) or 26(19) vs. Ranged w/shield, Current Parry: 9; Current Position: approximately 15 inches in the air
Armor round 3/3
TW shield activated, provides +1 Parry, +6 Armor vs. Ranged
Character Sheet
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Seswarick
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Re: Day 33: Keeping the Forge fires burning

Post by Seswarick »

While not at all happy things could not have been solved with less killing Seswarick knows it can be near impossible to stave off a simvan attack peacefully once it has been started. With a heavy heart he circles back around, readying himself to will more entangling wisps of electricity.
Entangle 8 to resist
Costs; 4 isp for MBT entangle, 4 ISP for +2 to the roll, 8 total
Psionics [dice:296kt3nf]54017:0[/dice:296kt3nf]
Wild [dice:296kt3nf]54017:1[/dice:296kt3nf]
With two more hopefully locked down the lyn-srial regretfully lashes out at the mount of a third one with a bolt of pure destructive force.
Lightning bolt! 8, 33 damage
Psionics [dice:296kt3nf]54017:2[/dice:296kt3nf]
Wild [dice:296kt3nf]54017:3[/dice:296kt3nf]
Damage [dice:296kt3nf]54017:4[/dice:296kt3nf] Ace [dice:296kt3nf]54017:5[/dice:296kt3nf]
He then swoops low over the remaining attacker on his flank, aura sparking madly in the dust of the battle he circles the simvan and it's mount tightly, leaving no question as to his next target.

"Only one left to the north but I'm out of energy so it's all lightning bolts from here out."
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: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Tribe of One
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Re: WIP Posts

Post by Tribe of One »

Rolls
Attempting to soak 4 wounds from railgun
Vigor [dice:10p35mhl]54075:0[/dice:10p35mhl] = Ace! [dice:10p35mhl]54075:2[/dice:10p35mhl] = 3 Wounds soaked
Wild [dice:10p35mhl]54075:1[/dice:10p35mhl]
The tide of the battle shifts quickly as Orrin and the simvan raiders invisibly vie for control of the massive sandworms. The iron-skinned wizard's will appears the stronger, until the sniper's poisoned needles bite into his metallic flesh, distracting him long enough for one of the worms to break free. Goaded by the simvan, it dives through the dunes and kicks up a cloud of sand as it heads for the RRC' crab-walker.

The haze of sand does little to hinder Kim, however, who with Silver acting as a spotter zeroes in on the rifleman on the ridge. With enchanted accuracy, she fires the Sky Siren's railgun, obliterating the rocks shielding the assassin and splattering red blood on the stones behind. With her enhanced sight, she can tell the shot was not fatal -- the wounded sniper rolls to the side before triggering some device that flashes bright green before enveloping the shooter in an emerald cocoon and disappearing from sight.

Meanwhile, Seswarick and Sir Blurre wreck havoc on the simvan charging from the north, cutting down or entangling most with crackling psionic might. To the south, Rill employs less lethal means of subduing the attackers, filling several more with such guilt and remorse that they turn tail and flee, sparking a general rout. Unless killed or stopped, the remaining simvan drop their weapons and retreat across the dunes.

Free of outside control, one of the two mistreated sandworms lashes out in feral rage, obliterating the dune upon which the crab-walker stands. Without quick action, the TW cargo carrier is likely to be damaged or destroyed!
peter-konig-wormfinal01small.jpg
peter-konig-wormfinal01small.jpg (66.34 KiB) Viewed 44358 times

We are out of combat, but there are a couple of quick dramatic tasks if you are so inclined!
  • First, there's the berserk sandworm. Stopping it and preventing the destruction of the RRC crab-walker requires a total of 5 successes. Any appropriate skill can be used, but any attempt to subdue the creature through non-violent means suffers a -4 penalty.
  • Alternatively, characters can try to act quickly to gather information about their attackers. Notice, arcane skills, etc. can be used, but other options are valid that would let you move quickly to analyze the appearance of the simvan or get to the ridge, where lingering magical auras or physical evidence could give a clue about the mysterious sniper. The total number of successes will determine the quality of the information you receive, as well as the value of the discarded weaponry/loot you are able to recover.

GM Bennies: 7/7
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Silverclaws
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Re: Day 33: Keeping the Forge fires burning

Post by Silverclaws »

" @Kim Black get to that dune quick. We need to keep the RRC walker from getting wrecked."

" @Orrin Truthseeker and @Rill we need some help with this Sandworm and quick. If we need to kill it, I need to know now. Apparently, @Tito is stuck in transformation. "

" @Sir Blurre we lost the sniper on the dune. Can you and @Seswarick use your special abilities and get us some intel. If you can get me something to track him by we can get a head of them."

Intimidation 9 _
[*] Intimidation [dice:b5nzx9v9]54086:0[/dice:b5nzx9v9]
[*] Wild [dice:b5nzx9v9]54086:1[/dice:b5nzx9v9]
Trying to make himself a bigger viable target, Silver bellows out at the top of his lungs in an effort to become the Sandworm's primary target.

To the RCC crews, @Tribe of One "Get moving and spread out. Get off that dune."
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Kim Black
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Re: Day 33: Keeping the Forge fires burning

Post by Kim Black »

Piloting 7; crit fail
Sky Siren: d12+2, +4 Machine Maestro
Notice [dice:1d65u0f2]54106:0[/dice:1d65u0f2]
Wild [dice:1d65u0f2]54106:1[/dice:1d65u0f2]
Technical Difficulties
[dice:1d65u0f2]54106:2[/dice:1d65u0f2]
Severe Failure: The device or gear applies a −4 to all Trait rolls where it’s used, or its applicable bonus (such as with Armor) is reduced by 4.
Given the narrative, I'll take -4 Armor.
New Mexico/Desert
Afternoon
Day 33
Round 0

Kim spun the Sky Siren around. “On it, Silver. I got it.” She raced back toward the crab walker, judging the lean. Already she was considering maybe installing a grappling line. But for now, she might have to make due with just propping it up.

Kim raced under the leaning walker, kicking up sand with the repulsors as she made a sideways skid into and under it, revving the repulsors for more altitude to take the weight of the walker.

Unfortunately, still being a teenage driver with no real experience, Kim found herself rather crashing into the walker instead.

“Oops…”

Georgia shrieked in protest at being knocked around.

***

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Greater Farsight (2r): No range penalties
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

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


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


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
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Rill
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Re: Day 33: Keeping the Forge fires burning

Post by Rill »

As soon as he hears @Silverclaws transmission, Rill starts looking around for the objective his friend gave him. Seeing the crash, and the impending danger, Rill rockets toward the raging sandworm and the careening out of control @Kim Black. "I'm coming, Miss Kimberly!

As soon as he gets close enough, he begins channeling through his enchanted Nymbu staff, calling again on Heaven's protection to put a wall of silvery light between the angry beast and the people in its path.
Mysticism 14 (3 successes to non-violently stop the sandworm)
Mysticism [dice:252nscc1]54210:0[/dice:252nscc1](+1 for staff, -4 for being non-violent)
Wild [dice:252nscc1]54210:1[/dice:252nscc1] + [dice:252nscc1]54210:2[/dice:252nscc1] = 11-3 = 8
Extra Effort with Elan: [dice:252nscc1]54210:3[/dice:252nscc1]
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Seswarick
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Re: Day 33: Keeping the Forge fires burning

Post by Seswarick »

Silverclaws wrote: Wed May 29, 2019 10:00 pm " @Sir Blurre we lost the sniper on the dune. Can you and @Seswarick use your special abilities and get us some intel. If you can get me something to track him by we can get a head of them."
Seswarick releases the simvan he'd entangled piecemeal to discourage them rallying and then turns to follow Silvers suggestion. "On it Silver." When he arrives at the snipers former nest he uses the last of his psychic reserves to power up his goggles to enhance his sight and allow him to detect mystic energies.
Notice with detect arcana 12, 3 success'
Modifiers; goggles +2
Notice [dice:3oyt5c4c]54213:0[/dice:3oyt5c4c] bennie for EE (with Elan) [dice:3oyt5c4c]54213:2[/dice:3oyt5c4c]
Wild [dice:3oyt5c4c]54213:1[/dice:3oyt5c4c]
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: 11/40
Bennies: 0/3
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 33: Keeping the Forge fires burning

Post by Orrin Truthseeker »

Survival for Sandworm weakness
Survival [dice:m5ymd9pe]54237:0[/dice:m5ymd9pe] (-4 for scene, +2 for HJ roll on survival in NA)
wild [dice:m5ymd9pe]54237:1[/dice:m5ymd9pe]
Ace! [dice:m5ymd9pe]54237:2[/dice:m5ymd9pe]
EE (with Elan) [dice:m5ymd9pe]54237:3[/dice:m5ymd9pe]
Ace! [dice:m5ymd9pe]54237:4[/dice:m5ymd9pe]
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

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

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

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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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Sir Blurre
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Re: Day 33: Keeping the Forge fires burning

Post by Sir Blurre »

Lots of Run rolls, followed by a Notice 16 to give Seswarick a +4 to his roll, making THAT a 16, so four successes total
Running All-out towards the Sniper Nest (200" away)
Maintaining Quickness & Speed as far as he can there over difficult terrain (Current Pace is 32", Run die d12+1", Difficult terrain = 1/2 Speed).
1A [dice:3v4ga4vv]54248:0[/dice:3v4ga4vv] 22"
1B [dice:3v4ga4vv]54248:1[/dice:3v4ga4vv] 22"
-3 ISP

2A [dice:3v4ga4vv]54248:2[/dice:3v4ga4vv] 18"
2B [dice:3v4ga4vv]54248:3[/dice:3v4ga4vv] 18"
-3 ISP

Maintain Speed, drop Quickness (Pace unchanged, but only one roll per round)
3 [dice:3v4ga4vv]54248:4[/dice:3v4ga4vv] 19"
-1 ISP
99", 101" more to go.

Drop Speed (Pace is now 16", Run die d12+1, Still difficult terrain)
[dice:3v4ga4vv]54248:5[/dice:3v4ga4vv] 15"
[dice:3v4ga4vv]54248:6[/dice:3v4ga4vv] 13"
[dice:3v4ga4vv]54248:7[/dice:3v4ga4vv] 9"
[dice:3v4ga4vv]54248:8[/dice:3v4ga4vv] 11"
[dice:3v4ga4vv]54248:9[/dice:3v4ga4vv] 13"
[dice:3v4ga4vv]54248:10[/dice:3v4ga4vv] 12"
[dice:3v4ga4vv]54248:11[/dice:3v4ga4vv] 12"
[dice:3v4ga4vv]54248:12[/dice:3v4ga4vv] 12"
[dice:3v4ga4vv]54248:13[/dice:3v4ga4vv] 15"

So 12 rounds (just a bit over a minute, I believe) to get from where he was to where the sniper's nest is, running over desert dunes.

Notice Roll (Supporting Seswarick's roll): [dice:3v4ga4vv]54248:14[/dice:3v4ga4vv] ACE [dice:3v4ga4vv]54248:15[/dice:3v4ga4vv] ACE [dice:3v4ga4vv]54248:16[/dice:3v4ga4vv] ACE [dice:3v4ga4vv]54248:17[/dice:3v4ga4vv]
Blurre hears Silver's instructions over the radio, and briefly considers demurring, but then realizes it would take longer to explain why than it would take him to get there, even once his reserves run out. And if I stick around this end of the field, I'll probably give into the temptation to attack the other worm and upset Rill.

And so, he starts dashing over the sand-dunes. He keeps up his astounding pace for a brief period, but after a bit his body seems to be moving more slowly, and a bit after that, his feet stop sending up arcs of electricity. Still, he covers a vast distance at a respectable speed, his ground-pace matching Seswarick's airborne speed the entire way there.

Once he arrives at the nest, thoroughly drained in a way he hasn't felt in awhile, he begins helping Ses search the sniper's roost, trying to find any clues about who he might've been.
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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Re: Day 40: Running the Gauntlet

Post by Tribe of One »

With the simvan in retreat and the sniper apparently fled, as well, the COT focuses its attention on the last remaining threat -- the raging sandworm.

Silver tries to draw the rogue worm's attention, at the same time issuing orders to the Red River Combine crew to get the crab-walker out of the way. Thinking to steady the walker, Kim tries to pilot the Sky Siren into a bracing position, but gets a little too close with too much speed. The siren's side paneling snags on one of the walker's legs, tearing away a section of the Siren's armor and wedging the walker in place.

Rill, however, intervenes in time to save the day, using shining barriers to hem the worm in and prevent it from taking out its aggression on either of the stuck vehicles. Eventually, it grows tired of being penned in and retreats along the only avenue left to it -- straight down and then away to the west, where it rejoins its mate and leaves the battlefield behind to search for easier prey elsewhere.

Seswarick and Blurre, meanwhile, race for the ridge where the sniper was spotted, hoping to find some clue that will identify him, or better yet, help track his movements.

Ses is the first to reach the rocks. Focusing his psionic energies, he gazes out with his third eye, analyzing the arcane signatures left behind by the sniper. Auras are plentiful: The sniper's signature is strange, loaded with PPE but not of a common tradition, undeniably powerful, swift and somehow ... serpentine; he was using a weapon enhanced by techno-wizardry, with powers of enhanced sight and deadly, acid-based ammunition; he appears to have used a second techno-wizard device to escape, via some sort of long-ranged, anchored teleportation effect.

Running up the rocks just behind Seswarick, Sir Blurre makes note of the physical evidence -- a spray of blood on the rocks, proving the sniper was at least wounded by Kim's railgun burst, along with a neat pile of cigarette butts, which appear to have been hand-rolled from Bible pages. Next to them sits a cowboy hat with a snakeskin headband and serpent fangs set along the along the brim.

Back at the battle site, the Combine crew members exit their walkers and drop to the sand in relief.

"I thought we were worm-food there for a minute," Rory, the group leader, says as he climbs down from the crab-walker. "That was a whole lot of quick thinking, all around."

He rests a hand on the Sky Siren's crumpled frame and smiles at Kim. "Don't worry about this. Things get crazy in the middle of a battle, and a few scrapes are to be expected. Nothing they can't buff out at the Foundry, I'm sure. I'll make sure to let them know how you all fought on our behalf -- I'm sure they'll do the repairs at no charge. And if you ever need anything from me, all you have to do is ask."

Nice job all around! Since you managed to keep both worms alive and generally play up your hindrances and quirks, everyone can take a Benny, as well as make a roll on a Hero's Journey table of your choice.

In addition to that, you're able to recover a number of discarded weapons the simvan left behind on the battlefield. Worth a total of 400,000 credits worth of personal ranged weapons, including newer models from Northern Gun, Wilk's and even Coalition weaponry. There are a few TW guns mixed in, as well, but nothing from the Red River Combine -- curious, considering their prevalence in the local area.

celistic_concept_art_by_zellim-d6vt2oh.jpg
When everyone has caught their breath after the battle, Rory signals the RRC crew to mount up and continue the last few miles to the Foundry. Gradually, the dunes give way to jacked cliff, then flat, dusty plains. Rising out of the haze, you catch your first glimpse of the Foundry's towering walls. Soon after, your small procession passes through the perimeter defenses -- a mix of TW drones, arcane barriers and weapon implacements -- and it met by a group of a dozen RRC guards outside one of the towering, rune-inscribed gates of the massive fortress-factory.

The squad leader salutes when Rory crawls out of the walker's cab.

"Journeyman Bailes - you're to accompany your men to offload your cargo, then see Commander Crockett for a debrief regarding the hostiles you encountered," he says, his voice echoing from the confines of his techno-magic armor.

"We will escort your ... companions, inside. Director Turner has requested an audience with them as soon as they've been shown to quarters."

He gestures to the Sky Siren. "Our men will move your transport to the repair bay. You can bring any personal belongings you need with you, but weapons will have to stay with your vehicle or be checked at the security office."

He and his men wait, quiet and still, for the group to respond.
steampunk_iron_man_by_artozi-d89hox6.jpg
GM Bennies: 7/7
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Silverclaws
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Re: Day 33: Keeping the Forge fires burning

Post by Silverclaws »

Once the battle clears, Silver points to the ridge where @Sir Blurre and @Seswarick are studying evidence. Once @Kim Black gets them to the ridge, he hops out and walks slowly up the ridge to where the others are standing.

Invetigator Edge _
Silver took the HJ Table Education with Roll/Result 15-16.
He acquires Investigation at a d6 and get the Investigator Edge.
@Tribe of One let me know if you need rolls for additional details.
Using his keen senses of sight and smell, we works over the entire Viper's Sniper Nest location. He checks the smell of the blood, the paper, and the tobacco. He checks the footprints and for signs of a regular camp, like someone was waiting for either the 18th or the RCC folks.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Tribe of One
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Re: Day 33: Keeping the Forge fires burning

Post by Tribe of One »

Silver determines that the sniper must have set up within a few hours of the COT's arrival, picking his spot carefully and avoiding leaving too much sign -- the cigarette butts were piled neatly, as if the shooter planned to take them with him when he left. Footprints are few and carefully placed -- he wasn't wandering around unnecessarily, and picked his route to the ridge with care -- you can tell he came generally from the east, but picked his way along a spine of rock scoured clean of tracks by the desert winds. All signs of a professional who knew what he was hunting and when and where he would find his prey.

Silver picks up some of the same "snakey" smell Seswarick described in his aura-reading. And there's a faint smell of oil and gunpowder that the wolfen associates with the TW devices manufactured by the Combine -- if he had to bet, Silver would wager the sniper's shooter and other magic gear was RRC make.
GM Bennies: 7/7
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Silverclaws
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Re: Day 33: Keeping the Forge fires burning

Post by Silverclaws »

"Someone has been targeting the RCC salvage crews. We may have found our bargaining chip."

"I suggest that we say nothing until we see the status of our objectives."
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 33: Keeping the Forge fires burning

Post by Sir Blurre »

OOC Comments
+1 Bennie
Psionics Table [dice:pou1geq6]54363:0[/dice:pou1geq6] Some psionic characters become expert at breaking the influence others have on
people. As an action, your character can give an ally an immediate attempt to break
out of illusion (and deadly illusion) or puppet (and mind control) at +2, and he can
do this once per round until they break free. This benefit also aids anyone under
the mind walk Mega Power.

Taking a Lightning Rod (40K) from the TLPG as his cut of the Simvan salvage. Oh, and the hat.
Blurre looks it all over, reporting his findings to Ses and Silver, then smirks a bit, plopping the snakeskin-banded hat on his head. Once he's satisfied he's found all he can, he makes the long trek back to the rest of the group, briefly pausing near one of the fallen Simvan to pick up a techno-wizardry gadget one of them was using in place of a rifle. He'd seen them before, and the lightning rod would be useful the next time he has to charge a laser-using sniper.

He nods in concurrence with Silver's assessment, but then he adds, "The Simvan weren't using RRC gear, so it's likely that, if the sniper was, he wasn't with them, so much as using them to draw us out. We should be careful--teleporting snipers are not exactly the easiest foes to catch. Kim, is there anything you could whip up that would be able to shut down the rig he's using to teleport away? That way, we can catch him the next time we encounter him, maybe find out who he's working for."

*******

When they get to the RRC, Blurre follows the instructions, leaving all his guns (including the lightning rod) in the Sky Siren, then waiting for them to be led inside.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Rill
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Re: Day 33: Keeping the Forge fires burning

Post by Rill »

OOC Comments
Education: [dice:14as1uji]54366:0[/dice:14as1uji] Understanding the ebb and flow of power in the habitable lands of North America may very well mean the difference between life and death, making your hero's grasp of such matters extremely valuable. She gains Knowledge (Politics) at d8. She also gains +2 to Persuasion.
Rill listens to the reports of his teammates who found the sniper's nest and does his best to keep a frown off his face.

A snakelike presence? What could that be from, I wonder?
Knowledge Occult 14
Knowledge Occult [dice:14as1uji]54366:1[/dice:14as1uji]
Wild [dice:14as1uji]54366:2[/dice:14as1uji]
EE [dice:14as1uji]54366:3[/dice:14as1uji]

He tries to ignore the word that the sniper had used bible pages to roll his cigarettes, but it gets under his skin anyway. Curious that I should feel any malice over the defamation of a book when our quarry is literally murdering people. Priorities.
Loot
Rill takes a communications band from thr Simvan.


Upon arrival at the Foundry, he watches the interactions between the techno-wizards carefully, seeking any clues that might help them in the task to come. Any group, no matter how large or small, shares some similarities. Whether it's a congregation or a congress, cliques will form, negotiations will take place, and people will politic for what is most important to them. Perhaps we can use that, somehow, to get Stella free?

When asked to leave their weapons behind, Rill is only too glad to leave his pistol behind. He holds on to his staff, though, in what is becoming a habit. ”My Nymbu walking staff,” he says by way of explanation.
Character Sheet
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Orrin Truthseeker
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Re: Day 33: Keeping the Forge fires burning

Post by Orrin Truthseeker »

HJ roll
Education:
[dice:1lxp96u2]54369:2[/dice:1lxp96u2]
Orrin helps the RRC and his team clean up after the the battle. In particular, he searches the battle field for the ostrasaurs who may have been injured but are still alive. He is exuberant that the legionaries drove off the sandworms without doing them any lasting harm, but he still mourns the fate of the mounts who, driven into the battle by the beastmasters they trusted, lost their lives. He uses what magic he can to heal the mounts who have a chance at survival, and unburdens them of their gear before setting them loose into the desert.
OOC Comments
-5 PPE for small healing spells due to his pacifist hindrance for animals.
Nearly dry of arcane energies from his efforts to control the sandworms, Orrin fishes the elixer they bought off the merchant on the way to Marron and downs a serving. He feels the regeneration of his magics enhanced, but also can tell that those magics are unstable.
OOC Comments
Drinking the elixer causes x3 ppe regeneration, but causes backlash on a 1 or 2 for 8 hours.
Sir Blurre wrote: Sat Jun 08, 2019 12:15 am He nods in concurrence with Silver's assessment, but then he adds, "The Simvan weren't using RRC gear, so it's likely that, if the sniper was, he wasn't with them, so much as using them to draw us out. We should be careful--teleporting snipers are not exactly the easiest foes to catch. Kim, is there anything you could whip up that would be able to shut down the rig he's using to teleport away? That way, we can catch him the next time we encounter him, maybe find out who he's working for."
"I could probably keep him from teleporting," orrin says, but then frowns "Though getting close enough to do so may be a problem. Kim may have better luck with it anyway, being a fellow technowizard."

As they all unload from the sky siren, Orrin unloads his all of his weapons as instructed. That is, all but his staff. That he doesn't mention, acting as though he has completely complied with the request. He does, however, makes a point of consistently leaning for support as he exits the sky siren and walks around inspect the high bay area while the others unload. It doesn't take much showmanship honestly, between the massive blow he took on the battlefield and the hardening of his metal skin around the joints. Utilizing the staff of support actually DOES provide some relief. If asked to leave the staff, Orrin simply acts surprised, as though he hadn't even thought of it as a weapon and returns to to the sky siren or hands it over to the security desk.

Keeping the staff?
So from a skill standpoint the best thing I can think of that this would be is stealth? Trying to minimize how much people "notice" the staff?

Stealth [dice:1lxp96u2]54369:0[/dice:1lxp96u2]
Wild [dice:1lxp96u2]54369:1[/dice:1lxp96u2]
Tribe of One wrote: Wed Jun 05, 2019 7:53 pm "We will escort your ... companions, inside. Director Turner has requested an audience with them as soon as they've been shown to quarters."
Orrin intensely feels Jack's absences as he responds with a simple, "Thank you, we look forward to meeting...him? her?"
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

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

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

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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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Kim Black
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Re: Day 33: Keeping the Forge fires burning

Post by Kim Black »

HJ roll
Magic and Mysticism [dice:2ex7wqkp]54485:0[/dice:2ex7wqkp]
Choose Any: Choosing the Auto-Raise on her Entangle and Greater Entangle power.
New Mexico/Desert
Afternoon
Day 33
Round 0

Kim blushed at Rory’s words. “I’m so sorry. I could have made things totally worse,” she apologized to the handsome man. Georgia chittered and ran up Kim’s shoulder, scanning the sand and picking through her hair. “But thank you,” Kim told him with a shy, friendly smile.

“Kim, is there anything you could whip up that would be able to shut down the rig he's using to teleport away? That way, we can catch him the next time we encounter him, maybe find out who he's working for."

Kim paused and considered. “I could maybe whip up some sort of dimensional anchor,” she said. “Shut down all teleportation in an area. It wouldn’t prevent him from moving out of the area to initiate the teleport though.”



After a few more hours they arrived at the Foundry. Kim gazed in awe at the high walls and arcane defenses. “This is amazing!” she said as they disembarked inside and were met by the city’s guards, who wished to bring them to some Director Turner. “No weapons?” Kim asked. That might make getting Stella out difficult. But then they didn’t even know where she was yet, and, frankly, Kim was having a hard time keeping in mind that was why they were here. There was just so much amazing stuff! And a town full of techno-wizards like her! She could learn a lot!

Kim took off her backpack and her gizmos and locked them into the Sky Siren’s cargo area. Then she gave the repair crew a few pointers and tips about the vehicle’s quirks and how she liked to be treated.

“So what can you tell us about this Director Turner?” Kim asked the guard leading them.


***

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 15/20
Bennies: 3/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 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
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 33: Keeping the Forge fires burning

Post by Seswarick »

<<On the ridge with Blurre and Silver>>
"I think perhaps the sniper was that assassin Jack warned us about, Sam Nugent I think the name was. Has a lot of strange magic and combine gear." The lyn-srial shrugs with his upper shoulders, looks like the gamblers worries may have been well founded.

Among the simvan's discarded gear Seswarick finds a TW converted Wilk’s 457 Pulse rifle. This may come in handy if we keep finding trouble Picking the rifle up he puzzles over the sling, unsure how to make it work with his wings. Hopeing Kim may have a solution for his weapon stowage dilemma but in to hurry he sight the gun and squeezes a few bursts into a nearby rock so get a feel for the weapon before rejoining the team as they prep to get back on the road.

A they approach the Foundry Seswarick is both impressed and dismayed. The group was even more formidable and organized than they had suspected and obviously not very friendly. Hopefully they were so for defensive reasons.

Seeing no reason not to disarm Seswarick leaves his gear in the Siren and joins the team with the guard. Not knowing just how touchy these people were nor their feelings on non-humans the skyborn stays quiet and observes his surroundings instead. Listening to Kim's attempt to converse with the guard and watching the mans reaction.
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: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless
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Tribe of One
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: day 40: The Combine's Core

Post by Tribe of One »

Rill Knows About Serpents
Rill's heard plenty about serpents while wandering the West. Like humans have since they first woke in Eden, the men and women of the frontier tend to treat the slithering things with a measure of respect, fear, and at times, fascination.

Most associate the devil rattlers and their slithering kin with the Adversary, though a few have revived the ways of the old snake-handlers, who like to test their faith (and constitution) through up-close encounters. More worrying are the snake cults who worship the things.

Although some of the myths and practices get tangled up with old Native traditions that regarded the serpent as a font of wisdom, the modern snake cults put their faith in the Great Dream Snakes, otherworldly beings said to grant great power to those they favor. From what Rill's seen and studied, the great snakes are most likely some sort of absurdly powerful demon, bent on mankind's corruption or more ineffable ends.

It's likely no coincidence that both Blurre and Jack recently mentioned snake cults, as well as a certain notorious bounty hunter, name of Sidewinder, known for his incredible speed and cunning ...
The RRC security officer looks pleased as the COT complies promptly with the request to leave their weapons behind. He takes notice as both Rill and Orrin hold on to their staves, but after a short radio conversation you can't make out, he sighs and waves them on.

"Alright then, let's get moving. Stay in line, if you please, and DON'T TOUCH ANYTHING. There are arcane energies at work in this building that could level the Baronies, some of which only the most experienced techno-wizards in this compound are qualified to manipulate," he says.

The group gets hardly a glance at such power during it's trip into the Foundry -- the corridor they enter after passing through the gates is narrow, walls and floor plated in a heavy gray allow laced with arcane runes that glow faintly in the light cast from the ceiling, which appears to be a sort of smoky, opaque glass. Still, the thrum of arcane energy through the walls is unmistakable, and the party occasionally catches brief glimpses of workshops and large construction bays as they pass armored gates leading off into other parts of the compound.

The security officer's gruff attitude shifts into something closer to awe when Kim asks about the Director.

"Director Turner is one of the greatest men to live in our age. Without him, the Red River Combine wouldn't be half the organization it has become, and everything you see around you would still be irradiated wastes and rust farms. Under his guidance, we're bringing civilization and new heights of technology and arcana to a land of chaos and ignorance."

Further adulation is cut short as the group arrives at their quarters -- which look closer to barracks or a brig than accommodations for visiting dignitaries. Still, the security officer doesn't lock you in ... though he does station a pair of guards in the hallway outside.

"You can drop your bags inside and freshen up -- I will return in 15 minutes to escort you ..." he says, but is cut off as a thin man in a black leather overcoat walks up behind him.

"That won't be necessary, Sergeant," the thin man says, placing a hand on the security officer's shoulder. "I can take them to the Director when they're ready."

The security officer seems about to speak, then salutes smartly. "Of course, sir!"

The thin man looks you over for a moment -- giving you a chance to do the same. He wears a cowboy-style hat that shades his eyes from the overhead lights, causing them to glitter from the shadows, and his worn leather coat looks like something between a duster and a work apron. He's wearing an articulated glove on his left hand, and on the same side, a mechanical leg brace of some kind extends below the edge of his duster.
uncle.jpg
uncle.jpg (27.36 KiB) Viewed 43828 times
His gaze seems to linger for a moment on Kim, before he shifts it away and it catches on Blurre -- and the hat with the snakeskin band the cyber-knight appropriated after the sniper's attack.

"That is a rather singular hat -- I expect you'll draw lots of attention wearing it here," he says, before extending his hand toward the group.

"But where are my manners. I'm Enoch Turner, chief of security here at the Foundry. Director Turner is my brother, and I'm sure he can't wait to meet you."

He smiles, the expression not quite reaching his glittering eyes.

"I'm happy to answer what questions I can, and we can go when you're ready. Though as I'm sure your security detail mentioned, you would do well to watch your step here -- many of the dangers in this place are not so obvious."
GM Bennies: 7/7
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Silverclaws
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Re: Day 33: Keeping the Forge fires burning

Post by Silverclaws »

Silver left his obvious weapons behind in the Siren. The Hellfire Implant and his Vembraces, well there was not much he could do about those. He just hoped that the environment did not trigger his hellfire eye.

Silver says little just stands in back of the group, stone-like and alert.

Stella Search, Notice 5, 7 _
+2 Expanded Detection Array
+2 Sight, Smell, Sound
[*] Notice (1d8) [dice:jr1ajd61]54559:0[/dice:jr1ajd61]
[*] Wild (1d6) [dice:jr1ajd61]54559:3[/dice:jr1ajd61]
Tracking Stella 7 _
+2 Wilderness Scout Cyber Package
[*] Tracking (1d6) [dice:jr1ajd61]54559:1[/dice:jr1ajd61]
[*] Wild (1d6) [dice:jr1ajd61]54559:2[/dice:jr1ajd61]
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 33: Keeping the Forge fires burning

Post by Sir Blurre »

During the brief 'tour', Blurre looks around with a suitable expression of impressed curiosity--he may have no knack for machinery or magic, himself, but the place is impressive even to a completely ignorant outsider such as himself. He asks a few questions of the sort that would immediately mark him as a know-nothing--how does the glowing ceiling work, for instance, and what are the runes for?

He also listens respectfully as the man waxes rhapsodic about the Director. "He sounds like a unique individual. I can't wait to meet him."

And then, when Enoch arrives and introduces himself, he smiles and returns the handshake energetically. "Well, Enoch, pleased to meet you. The Sergeant here has only spoken in the most glowing terms about your brother, so I'm looking forward to meeting the man. I'm Sir Blurre, but most folks drop the Sir. As for the hat, well, technically, it's not mine. I'm just holding onto it until I have the chance to return it to its rightful owner."

ISP Tracker
Current ISP: 4
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]
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Rill
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Re: day 40: The Combine's Core

Post by Rill »

Tribe of One wrote: Sat Jun 15, 2019 11:15 am
Rill Knows About Serpents
Rill's heard plenty about serpents while wandering the West. Like humans have since they first woke in Eden, the men and women of the frontier tend to treat the slithering things with a measure of respect, fear, and at times, fascination.

Most associate the devil rattlers and their slithering kin with the Adversary, though a few have revived the ways of the old snake-handlers, who like to test their faith (and constitution) through up-close encounters. More worrying are the snake cults who worship the things.

Although some of the myths and practices get tangled up with old Native traditions that regarded the serpent as a font of wisdom, the modern snake cults put their faith in the Great Dream Snakes, otherworldly beings said to grant great power to those they favor. From what Rill's seen and studied, the great snakes are most likely some sort of absurdly powerful demon, bent on mankind's corruption or more ineffable ends.

It's likely no coincidence that both Blurre and Jack recently mentioned snake cults, as well as a certain notorious bounty hunter, name of Sidewinder, known for his incredible speed and cunning ...
Rill conveys what he knows about the serpents to the rest of the team.

”If there are demons afoot, we need to take extra care in whatever we do here. There may be some kind of connection we are not yet seeing.”

—————————————————————————

When Enoch introduces himself, Rill offers his hand. ”Chief of security, you say? Being secluded and well-guarded as you are, your job must certainly be interesting. How long have you been out here, at the Combine?”

Rill tries to put Enoch at ease.
Persuasion 16
Persuasion [dice:2i2sfodg]54691:0[/dice:2i2sfodg] + [dice:2i2sfodg]54691:2[/dice:2i2sfodg](including HJ and Mystic bonus)
Wild [dice:2i2sfodg]54691:1[/dice:2i2sfodg]
EE [dice:2i2sfodg]54691:3[/dice:2i2sfodg]
”I cannot imagine you have too many enemies in these parts? Certainly not given the strength of the equipment we’ve already seen.”
Hoping for a Brag
He’s hoping Enoch will brag a little and tell him something useful about Stella.
Character Sheet
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Kim Black
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Location: Wheaton, IL

Re: Day 33: Keeping the Forge fires burning

Post by Kim Black »

K. Arcana 7
K. Arcana [dice:92ajs1il]54781:0[/dice:92ajs1il]
Wild [dice:92ajs1il]54781:1[/dice:92ajs1il]
Exalted Detect Arcana 5
Techno-Wizardry [dice:92ajs1il]54781:2[/dice:92ajs1il]
Wild [dice:92ajs1il]54781:3[/dice:92ajs1il]
New Mexico/Desert
Afternoon
Day 33
Round 0

Kim followed the security officer through the corridor. She studied the runes as she walked, heeding his warning not to touch anything, but she did reach up to activate her magic goggles to see what kind of magic was around them and what she knew about the runes, mostly just curious, but also aware they may need to know if they have to break out Stella.

They were led to a barracks kind of place, or maybe a brig, but they weren’t locked in, just had a guard stationed. Kim guessed she could understand that. After all, sometimes techno-wizardry could be dangerous if handled incorrectly, especially when it was still in development and not refined for general use yet. That’s why here gizmos didn’t work for others. They were finicky, and only she really knew how to use them just right.

“Director Turner sounds like a great guy,” Kim said cheerily after listening to the security officer’s paean of praise to the man.

Then a new man in a black hat came to relieve the security guard. He wore a leg brace and something on his hand, as well. Kim gave him a pleasant smile when his gaze settled on her as he introduced himself.

“Pleasure to meet you, Mr. Turner,” Kim said, holding out her hand. “I’m really excited to see what you’ve all built here,” she told him, trying not to bounce with excitement.

***

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 17/25
Bennies: 3/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 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
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 33: Keeping the Forge fires burning

Post by Seswarick »

Not knowing much about techno-wizardry Ses is less concerned with sightseeing and more focused on radio chatter as the COT moves through the facility. In particular any encrypted transmissions.
Psionics to listen tap encrypted transmissions, success
Psionics [dice:379xxpph]54825:0[/dice:379xxpph]
Wild [dice:379xxpph]54825:1[/dice:379xxpph]
Obviously any mention of Stella or the COT is listened to intently.

At the security chiefs arrival the Lyn-Srial introduces himself. "I am Seswarick sir. A pleasure to meet you. You are familiar with the owner of said hat? Is there anything you could tell us that might help us return it to him?"
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
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 33: Keeping the Forge fires burning

Post by Orrin Truthseeker »

Orrin follows the security officer through the hallways. He keeps his head on a swivel, supposedly admiring all of the TW gear in the facility but real keeping an eye out for any sign of Stella or where they might keep a prisoner, or any indication of the combines supposed project.

When Mr Turner arrives, Orrin gives him a once over, b activating his arcane sight particularly to inspect the devices on his leg and arm.
OOC Comments
Spellcasting [dice:1d4kt3h8]54839:0[/dice:1d4kt3h8]
Wild [dice:1d4kt3h8]54839:1[/dice:1d4kt3h8]
"Well met, Mr Turner." Orrin says, extending his hand to shake. "my name is Orrin Truthseeker. This is..." Orrin goes on to make formal introductions of the of the team. Once completed he continues "We are the 18th community outreach team of the tomorrow legion. Perhaps you've heard of our organization? We're based out of Black Mesa, but left 31 days ago on a mission that has lead us in quite a journey that has now let us to you. Quite an impressive operation you've got here. I had heard there was an organization of texhnowizards in the area but had no idea of the scope!"

OOC Comments
Orrin is dropping a reference to Black Mesa here but changing the date they left to indicate that they weren't there when the attack came. He's interested in seeing what information about black Mesa the combine folk share.
When Enoch mentions the hat Orrins disposition turn dark. "anything you can share about the previous owner would be helpful. We had an unfortunate run in with him, and suspect it may not be our last"

Discussion of the hat gives Orrin an idea he should have thought of, and he turns his music sight on the hat to see if it has any special properties.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

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

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

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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
Posts: 1208
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 40: The Combine's Core

Post by Tribe of One »

Enoch leans casually against the wall, seeming almost to invite the magical and mundane scrutiny of the COT.

Orrin's magesight shows that, in addition to the man's own techno-magic talents, his gauntlet has been enchanted to provide augmented strength as well as access to several offensive and defensive powers. The leg brace, meanwhile, appears to be merely prosthetic, although techno-wizardry has been woven into its construction, as well.

Silverclaws' attempts to detect Stella's smell among all the other arcane auras -- not to mention the multiple layers of magical shielding -- is a lost cause. Still, if he should come into contact with someone who'd been in close proximity to her, he thinks he might be able to pick up something ... but Enoch is clean, as far as the wolfen can tell.

Likewise, Seswarick's attempts to pick up on radio chatter turn up little of use. Actual radio transmissions, as opposed to magical communication, is relatively rare. There are back-and-forth transmissions between the security team announcing the COT's arrival, asking for doors to be opened, etc. Farther out, he picks up a couple of radio calls between engineers that make mention of "The Project" ongoing "down below" in "Section 7." The director's scrutiny of the project seems to have many of the engineers on edge and working to the best of their ability.

Enoch seems unsurprised that the COT's question seem to center on the Director, as well.

"My brother is a ... singular force," Enoch says, responding to Blurre. "As for the owner of that hat ... I would not be looking forward to a second encounter. I've found over the years that attempts to crush a snake often just give it another chance to bite you."

Kim's excitement, meanwhile, brings a sad cast to his smile.

"I hope your exuberance is rewarded here, girl ..." he says. "Please don't hold it against us if we fail to live up to expectations."

He gives Orrin a knowing look when the wizard attempts to lie about their departure from Black Mesa.

"Yes, we heard quite a bit about your team when we liberated Black Mesa from the Coalition," Enoch says. "All quite positive."

His amusement bubbles over when Rill attempts to butter him up.

"I am sure your sermons are quite popular, preacher, with such a golden tongue. Your words will fall on fertile ground with my brother, who likes nothing more than to talk of the work it took to build the Combine from a itinerant clan of tinkerers into the stabilizing force it is today."

"Of course, such success tends to breed enemies ... both without and within. Security becomes a necessity -- and an ever-present one."

As he talks, Enoch taps softly on the wall with his TW gauntlet. A tracery of softly glowing runes lights up along the wall, climbing swiftly toward a glowing, arcane eye mounted at eye level. As he continues to talk, Enoch's eyes glance to other corners of the room, before returning to yours.

"Of course, those with pure intentions have nothing to hide -- that's the common wisdom, anyway," he adds, holding your gaze. At the same time, he lets a small, multicolored box drop from his hand to the floor, where it unfolds into a vaguely spider-like form that scuttles quickly up the wall, where it slaps itself on the lowest of the glowing runes. The runic tracery blinks out immediately, the arcane eye it was connected to and others around the room going dark.

Enoch gestures, and the device folds back into a box before falling onto a nearby bunk. The runes, and the arcane eye, return a moment later.

"Now, if you are properly refreshed, shall I take you to meet the Director?"
Enoch's device, should anyone grab it
The TW gizmo contains a variant of the obscure power that shuts down magical surveillance in the vicinity (ranges and cost per obscure/greater obscure. It has 23/25 PPE remaining.
GM Bennies: 7/7
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Silverclaws
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Re: Day 33: Keeping the Forge fires burning

Post by Silverclaws »

Silver clears his throat from the back of the room, before anyone actually heads out.

"Excuse me. Might I speak with you a brief moment?"

Silver motions for Enoch to join him near the bunk with the fancy gizmo. When Enoch arrives, Silver positions himself in front of the eye on the wall and flips open his personal computer.

@Tribe of One <Sir. Was it your intention to discard this?>

Silver points to the bed where the device is and motions for Enoch to type his response.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Tribe of One
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Re: Day 33: Keeping the Forge fires burning

Post by Tribe of One »

Enoch reads what's on the screen, then laughs and slaps the wolfen on the shoulder.

"That's a good one, my hairy friend. But I don't make mistakes like that, I'm happy to say."
GM Bennies: 7/7
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Silverclaws
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Re: Day 33: Keeping the Forge fires burning

Post by Silverclaws »

Tribe of One wrote: Tue Jun 25, 2019 7:03 pm Enoch reads what's on the screen, then laughs and slaps the wolfen on the shoulder.

"That's a good one, my hairy friend. But I don't make mistakes like that, I'm happy to say."
Silver bends down. Picks up the box. Places it into Enoch's hands.

Whispering, "Good. We would not want to be accused of theft."

Still whispering, "Is there any thing else we should be aware of?"
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).
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Tribe of One
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Re: Day 33: Keeping the Forge fires burning

Post by Tribe of One »

Enoch looks at Silverclaws like the wolfen is crazy, then just laughs.

"Bless your heart, son," he says, before leading the group out of the room. On the way, he passes the device to Sir Blurre as surreptitiously as possible.
GM Bennies: 7/7
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Silverclaws
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Re: Day 33: Keeping the Forge fires burning

Post by Silverclaws »

In regards to Snakebite.

"Enoch. Not really certain what the Snake was after. You RCC boys or us or both. But his tech was RCC grade or better."

"The Needler Snakebite hit @Orrin Truthseeker with was point on and precise as hell. And @Kim Black here was deadly accurate with the railguns and Ol'Snakebite left only a few blood drops. Well armed and armored."

"Last bit of intel. Where would someone find old books to use for rolling smokes. Would you have a lab I could use to study these or someone I could assist in analyzing them." Silver pulls out a small metal box that holds Snakebite's discarded smokes.
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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