+2 Machine Maestro, Fast and Furious +2
Techno-Wizardry [dice:4y3ausep]59209:6[/dice:4y3ausep]
Wild [dice:4y3ausep]59209:7[/dice:4y3ausep]
Ace [dice:4y3ausep]59209:8[/dice:4y3ausep]
Spending PPE to avoid Fatigue 4
[dice:4y3ausep]59209:9[/dice:4y3ausep]
New Mexico/Crystal Caverns
Afternoon
Day 41
Round 0
Kim pulled out her batteries and such things, readying herself to tap the ley line, feeling the charge of magical energy as they flew through the field.
“Oh, that feels so good!” Kim said, her teeth sparking a little from the magic, her eyes glittering with power.
The train is moving fast already. Kim can’t believe the speed! As they approach, the defenses open up on them.
“Why is he shooting at us?” Kim exclaimed. She hiked her backpack up further and joined the others in jumping out, igniting the jets in her pack. On the way down, she pulls out several small cubes from one of the pouches at her belt, throwing them. The explode into a cloud of black smoke, foiling the targeting computers enough to let her land.
But then a trap springs, sending her launching into the air and off the train. She gave a scream of surprise and fear until she suddenly stopped and was pulled in by Jack, coming to rest against his chest, looking up at him.
“Thanks,” she said breathlessly. Gosh, he was so handsome! “I… Down!” She yanked Jack down as she fell backward, him atop her, performing a maneuver that would have made him proud as she yanked out her jammer pistol and fired at a turret, frying its electronics.
Kim Black Character Sheet Parry: 5; Toughness: 14 (7) PPE: 35/25 Bennies: 3/3 Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift. Ace: May make Soak rolls for vehicles at -2 Combat Ace: Ignore MAP for Piloting and Shooting in the same turn.
Backpack of Shooting Stars
42/42 shots
PPE 10/10
Hellfire Sword
PPE 10/10
Jammer Pistol
10/10 shots
UEMC
10/10 charges/e-clip
Adventure Cards
Equipment
This should be about at her load limit of 30 lb.
Backpack of Shooting Stars
Combat Mage Armor
TK Revolver
Hellfire Sword
Tool kit
First aid kit
Survival knife
Wooden cross
Canteen
Rations
Multitool: +1 Repair
UEMC
Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
Light Missile Launcher (turret)
Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
Range: 150/300/600
Shots: 8
1 reload of 8 shots (anti-vehicle)
Reload: 3000/missile/total=24k credits
Light Rail Gun (forward mounted)
Damage: 2d10+4, ROF 3, AP 10
Range: 100/200/400
Shots: 45
Reload: 10,000 credits
Size 5
Acc/TS 15/60
Toughness 25 (14)
Crew 1+5
Remaining Mods: 1
Handling 1
Hover
Environmental systems
MDC Armor
Sensor suite
TW Minor Mods: +2 Piloting
TW Major Mods: +4 die types to Piloting
Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
NG-E4 Plasma Ejector
Damage: 3d10
Range: 24/48/96
ROF 1
Size 2
Acc/TS 12/60
Toughness 11 (4)
Crew 1+1
Remaining Mods 1
Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
Mini Rail Gun
Damage: 2d8+4, ROF 4, AP6
Range: 75/150/300
Shots: 32
Toughness 17 (8)
ACC/TS: 15/80
Size 2
Crew: 1
Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
Toughness 23 (12)
Acc/TS 15/60
Size 4
Crew 1+3
Remaining Mods 2
Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet Parry: 5; Toughness: 14 (7) PPE: 14/20 Bennies: 2/3 Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift. Ace: May make Soak rolls for vehicles at -2
Backpack of Shooting Stars
42/42 shots
PPE 10/10
Device: Boost Trait (Shooting)
PPE 13/17
Hellfire Sword
PPE 10/10
Jammer Pistol
10/10 shots
UEMC (10 charges/e-clip) Adventure Cards
Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Equipment
This should be about at her load limit of 30 lb.
Backpack of Shooting Stars
Combat Mage Armor
TK Revolver
Hellfire Sword
Tool kit
First aid kit
Survival knife
Wooden cross
Canteen
Rations
Multitool: +1 Repair
UEMC
Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
Light Missile Launcher (turret)
Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
Range: 150/300/600
Shots: 8
1 reload of 8 shots (anti-vehicle)
Reload: 3000/missile/total=24k credits
Light Rail Gun (forward mounted)
Damage: 2d10+4, ROF 3, AP 10
Range: 100/200/400
Shots: 45
Reload: 10,000 credits
Size 5
Acc/TS 15/60
Toughness 25 (14)
Crew 1+5
Remaining Mods: 1
Handling 1
Hover
Environmental systems
MDC Armor
Sensor suite
TW Minor Mods: +2 Piloting
TW Major Mods: +4 die types to Piloting
Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
NG-E4 Plasma Ejector
Damage: 3d10
Range: 24/48/96
ROF 1
Size 2
Acc/TS 12/60
Toughness 11 (4)
Crew 1+1
Remaining Mods 1
Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
Mini Rail Gun
Damage: 2d8+4, ROF 4, AP6
Range: 75/150/300
Shots: 32
Toughness 17 (8)
ACC/TS: 15/80
Size 2
Crew: 1
Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
Toughness 23 (12)
Acc/TS 15/60
Size 4
Crew 1+3
Remaining Mods 2
Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades