03 Heading Out & Meeting New People

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Ndreare
Savage Siri
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Location: Skagit County, Washington
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03 Heading Out & Meeting New People

Post by Ndreare »

As the group finishes their preparations for heading out at maximum alertness they take a last look around from the vantage point to ensure no large Xiticic are heading their way. Noticing only a few stragglers collecting resources and food on their own they realise it is about as safe as can be expected and move out. The brief journey to the site of the earlier conflict is uneventful as the unit arrives to their target within a little over half an hour.



The scene before you is one many of you has seen before. In the clearing are two highly damaged vehicles, one of which looks to have been completely ripped apart, the second while also heavily damaged is filled with a collection of young men and women. They look terrified in general and are arguing and debating about where to go next or what to do, they do not notice the approach of your team until you are within 50’ of them. Once you are close enough for them to notice you they freeze up like rabbits looking at you guys trying to assess if you are going to kill them, talk to them or let them be. One look around from there the scene gives a much more gruesome context to their fear as it is obvious the gargoyles killed quite a few of them.
There are 6 gargoyle bodies strew about left as they fell. On the right of the clearing there are 16 civilians bodies and 14 Dead Boys whose bodies and parts have been gathered and laid to rest with as much dignity as can be managed in the brief time allowed. In stark contrast the gargoyle corpses look to have been deliberately desicrated as many have wounds obviously inflicted post mortem, and heads removed.
The transport the people are hiding in is very heavily damaged. Several locations showing the rending marks of gargoyle claws, the heavy rail gun appears to have been completely warped by the supernatural strength of one of the monsters, with almost every other system severely damaged. The most severe bit of damage, however is what looks like two explosions where deliberately detonated inside the crew quarters reducing its overall durability and preventing the rear drop door from being able to close all the way as it has been bent out of shape.
The anxiety of the people hiding is so thick it is like a cloud in the air even those without psionic senses can perceive. This is a group of obviously tired young men and women at the end of their ropes. Looking around a quick head count determines there are 18 survivors visible, but it is obvious there may be a couple out of site.

With a cursory examination from the edge of the clearing it can be seen that the SAMUS pilot must have been in a hurry as it is obvious he did not do the job as thoroughly as Coalition Doctrine would have prescribed. One of the vehicles looks like it can be repaired with time and effort. Between Billy and Erin you think within a day or two you will be able to get the thing running on a basic level. But in this environment there would be a lot of risk.

Notice Rolls Required, and more information open to read
This is a new Scene so a notice roll for each character is expected.

You guys will have to determine the nature of your approach and presentation. Does anyone stay on over watch away from the distractions in case of approaching enemies, and what do you do with the young child?

Once someone approaches to talk a 5' 9" kid (~20 ish) with light brown skin, deep brown eyes, and close cropped brown hair approaches as a representative he will introduce himself as "Steven Duarte", include him in your post if you want. He will be guarded, but once you identify you are willing to help both him and the four men and two women who came over with him will look relieved and be grateful and willing to enter into conversation.

To speed up PBP nature, you may post basic obvious responses or leave it to traditional interchange, your choice.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Nomed Dercas
Posts: 50
Joined: Fri Aug 11, 2017 5:37 am

Re: 03 Heading Out & Meeting New People

Post by Nomed Dercas »

Notice 6 Stealth 6
Notice: [dice]0[/dice] Ace [dice]2[/dice] Wild Die: [dice]1[/dice]
Stealth [dice]3[/dice] Wild Die: [dice]4[/dice]
The travel from the cave while stressful was thankfully uneventful. Taking point, Nomed is the first to arrive at the proposed scene of the conflict they heard earlier.

He pulls up short of the treeline on his hoverbike. Pulling out his binoculars Nomed assesses the scene down in the clearing below. "Nomed to The 99's, looks like we've got a situation up ahead. Two damage CS vehicles, multiple casualties as well as multiple survivors. I don't think they've spotted me yet, I'll remain in the treeline as overwatch if that's cool with you Sarge."

Without waiting for a reply Nomed parks his hoverbike, using a large tree as cover, and takes up position with his rifle. Looking though his scope to scan the carnage below Nomed says to the group, "I count 18 visible survivors, but there may be more inside the vehicles. They appear to be refugees that were being previously transported by Coalition forces. No hostile threats detected from my position, Nomed out."
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
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Hardin
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Posts: 324
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Re: 03 Heading Out & Meeting New People

Post by Hardin »

Notice, Hardin 10, Jane 9
Hardin: [dice]0[/dice], Wild: [dice]1[/dice], Wild Ace: [dice]3[/dice]
Jane: [dice]2[/dice] + 2 (sensor package)
Hardin listens to Nomed's transmisson and nods to himself. Looking down at Amber riding in front of him, he smiles and says "Sounds like Mr. Nomed found some more folks up ahead to keep us company."

Into his radio, he says "This is Hardin. I'll hang back with Amber until somebody gives me the all-clear."
Next Actions
Once Hardin gets the all clear, ideally Amber could be watched over by the refugees (who in turn would, of course, be watched over by the 99 as a whole). If he gets the chance, Hardin will take a look at whatever Coalition gear is left after the battle, with a particular interest in body armor and vibro blades, should there be any in decent shape. From his history, he is obviously not above taking useful items from those who can't use them anymore.

Once work begins in earnest, he won't be of much use for the repairs. He and Jane can be in the lookout rotation, and if an unskilled hand is needed he can certainly lend one. He can also use Mega Telekinesis to help move things around, should Billy need help with that.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
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Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 03 Heading Out & Meeting New People

Post by Miles RAD Radoslav »

Notice 8
[dice]0[/dice] Wild [dice]1[/dice] Ace on wild die [dice]2[/dice]
Sir William remains on watch behind the team. Hearing Nomed's transmission, he focuses his attention away from the battle site, taking cover as best as possible and scanning the area for potential hostiles. He is particularly concerned because of the hobgoblin - invisible enemies are a new threat for him.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Sephia
Posts: 45
Joined: Wed Aug 09, 2017 7:14 am

Re: 03 Heading Out & Meeting New People

Post by Sephia »

Notice 4
Notice [dice]0[/dice], Wild [dice]1[/dice]
"I will stand watch also." Sephia says softly into her helmet mic. "I do not want to risk 'spooking' them."
While they might not necessarily recognise her as an Altaran while she wore her visor, there was always a chance they might find the armour of a cyber-knight more intimidating than reassuring. She finds cover near Sir William, giving a respectful nod in his direction as she focuses her senses on the surrounding area.
Sephia
Character Name: Sephia
Parry:6, Toughness: 15(6), Tech suffers -2 to hit
ISP: 10/20 | Bennies: 3
Wounds: 0
  • Boost Trait (self only): Increase any trait by 1 die type. 2 on raise.
  • Deflection (self only): -2 to be hit by Ranged and Melee. -4 on raise.
  • Healing: Remove 1 wound. 2 on raise.
  • Smite: Give weapon +2 damage. +4 on raise. Active
Combat Edges:
  • Ambidextrous: Ignore off-hand penalty.
  • Champion: +2 damage and toughness vs supernatural evil.
  • Martial Artist: Never considered unarmed or subject to Unarmed Defender rule. Adds +d4 to Strength roll on successful unarmed attack.
  • Mighty Blow: If joker drawn, x2 total damage on successful melee attack.
  • Quick: Discard and redraw initiative until higher than 5.
  • Two-Fisted: Roll attacks for each hand separately, ignoring multi-action penalty.
Erin Sol
Diamond Patron
Diamond Patron
Posts: 76
Joined: Sun Aug 13, 2017 12:11 pm

Re: 03 Heading Out & Meeting New People

Post by Erin Sol »

Notice 5 Stealth 4
Notice: [dice]0[/dice] -2 if storm fouled senses applies
Notice Wild: [dice]1[/dice]

Activate WallWalker
Techno-Wizardry [dice]2[/dice] +4 Machine Maestro TW Non-Combat
TW Ace [dice]6[/dice]
TW Wild: [dice]3[/dice]

Stealth: [dice]4[/dice]
Stealth Wild: [dice]5[/dice]

Seeing that the Cyber-Knights are watching this front Erin decides to move forward while sharing Sephia’s reservations.

“Nomed I’m going to take a position off your flank and try not to scare the survivors.” Erin turns a knob on her armor and in the immediate area it is as if she is turning down a volume knob. She easily scales a tree and observes the group below from hiding.

Scanning the battlefield she takes note of the wreckage and starts a mental repair queue.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
User avatar
BILLY BORG
Posts: 58
Joined: Fri Aug 11, 2017 9:43 am

Re: 03 Heading Out & Meeting New People

Post by BILLY BORG »

Notice 3, 5 with sight or sound
Notice [dice]0[/dice]+2 sight/sound
Wild [dice]1[/dice]+2 sight/sound
Billy Borg continues his plodding approach towards the refugees. Once noticed he switches on his voice amplifier.

"GREETINGS FELLOW SENTIENTS. DO YOU REQUIRE ASSISTANCE."

Even not brandishing a weapon, the cyborgs booming request comes across as menacing more than anything else.
Persuasion
Persuasion [dice]2[/dice]
Wild [dice]3[/dice]
Last edited by BILLY BORG on Mon Sep 18, 2017 1:41 pm, edited 3 times in total.
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
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Kaja Earthblooded
Silver Patron
Silver Patron
Posts: 205
Joined: Mon Aug 14, 2017 8:33 am
Location: Korvosa

Re: 03 Heading Out & Meeting New People

Post by Kaja Earthblooded »

Notice 5
[dice]0[/dice],[dice]1[/dice]
"Two cyber-knights, and it's the gentleman of fortune we send in to talk to people. What is this world coming to. Sorry Mr. McVey, that's unfair to you and your unusually silver tongue." He chuckles, and his voice betrays that he has no intent of changing their self ascribed assignment. "Don't mind me guys, just cranky. Anyway, let's get in there and calm those folks, Mr. McVey. Billy, good effort! Can you help me out by looking into that transport? If we can get it working, we might have a chance here. Miss Sol, once you get done with your recon, can you join him? I'm going to do a low altitude fly over, see what I can see - change of perspective. Not trying to stir things up, but we need to know what's around us." L.C. didn't have a diplomatic bone in his body, as his offhanded critique of the group's cyber-knights showed. Never mind that both of them are perfectly founded that perhaps a less armored approach might be best. Of course Billy set that notion on its ear. He had a simple directness that made the grizzled vet smile, however. Not for the first time he wondered at perhaps getting him a less brutish appearing body to match his gentle soul.
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03 Heading Out & Meeting New People

Post by Ndreare »

Base Reaction
[dice]0[/dice]
Persuasion roll = Failure,
The group is uncooperative.
Quick Reference
As Billy enters the clearing and announces his willingness to help the refugees, looking towards the giant killing machine you can clearly their minds must be processing the situation in hand, all the CS have left, having destroyed the weapons and armor remaining leaving the refugees with no real options. Their panic begins to harden and you can see the moment clearly as the group with a sudden inertia begins shifting in a way not unlike an avalanche as they start to break from the clearing in mass.
In a chaotic fury each will be going their own way, out of nowhere your sensors tell you something/someone is attacking you. As your processors assess it is not a threat, you identify a lone student with a vibro knife trying to knock you down while yelling back to the other. "RUN, RUN, GET OUT OF HERE." All of his efforts are completely unable to harm you in any way and your internal threat assessments are ranking his efforts as slightly less than a 0.75% probability of causing damage to your systems.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
BILLY BORG
Posts: 58
Joined: Fri Aug 11, 2017 9:43 am

Re: 03 Heading Out & Meeting New People

Post by BILLY BORG »

Billy fears that any proactive defense could wound the student. Instead he gives ground, backing up a few inches with each slash of the vibro knife. The cyborg buys time this way until either the student is exhausted or listens to reason.
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
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Baron McVey
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Diamond Patron
Posts: 50
Joined: Wed Aug 09, 2017 8:04 pm

Re: 03 Heading Out & Meeting New People

Post by Baron McVey »

Rolls
Notice: [dice]0[/dice]
Notice Wild Die:[dice]1[/dice]
Notice: 3
Persuasion: [dice]2[/dice]
Extra Effort Persuasion: [dice]3[/dice]
Persuasion Wild Die: [dice]4[/dice]
Persuasion: 10
Note: Spent 1 Benny.
Baron is slow to react to the situation, for reasons unknown. But soon he see's the damage Billy has done with even a simple greeting. Need to talk to that boy about lowering the volume. Baron moves out into the clearing in a hurried pace, hoping to take control of the situation and salvage the first contact.

"Greetings I am Baron McVey of the Tomorrow Legion. We were hoping to offer you our assistance. Billy here is just excitable, but means no harm. My team has been tasked with helping the refugees in the area such as yourselves, so do please allow us to help you, we only want you all to be safe and sound in the end." Baron says hoping at least their impromptu leader would be willing to listen to reason, Gonna need to talk with L.C. about a new procedure for first contact.
Baron McVey
Character Name: Baron McVey
Parry: 9, Toughness: 6 (14)
Bennies 4/4 1 Golden Benny
Bennies Spent On: Benny Gained from Joker
Benny spent on Damage Reroll
Combat Edges:
  • Danger Sense (Notice Check -2 to perceive danger)
  • Quick (Re-draw cards under 5)
  • Ambidextrous (No off hand penalties.)
  • Two-Fisted (Make two attack rolls w/o multi-attack penalties.)
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
Contact:

Re: 03 Heading Out & Meeting New People

Post by Ndreare »

The Baron's smooth confident voice moves through the clearing like a wave of calm as those beginning the first few steps of their flight suddenly come to reason. Looking around a bit as if they are unsure that they were about to flee. The man who attempted to tackle the cyborg and attack him with his vibroblade starts slowing and looking around. Upon realizing he is still alive, but with a shoulder that feels perhaps broken he comes to a complete stop and look over to the man with the relaxed voice.
“The Tomorrow Legion?” His face showing the embarrassed and sheepish look of a man who knows he was overreacting. “You are the guys who help refugees get out of old CS Territory?”
Baron McVey responds just as relaxed as if the world had not been about to go crazy moments ago. “Indeed, we are” stopping as the excited man gets going before he can finish.
By now the man has gone from excited to relieved looking. Thrusting the hand towards Baron McVey he offers a shake before realizing the knife is still charged and in his hand. “I am Steven. We had been so scared ever since the gargoyles attacked I am afraid we were all a little on edge.” Seeing McVey eyeing the knife Steven gives a start and drops it the hum immediately going quiet. “Oh, sorry about that, I just, well you know, I guess I did not think it through all the way.”
Catching his breath a bit Steven’s voice seems to pick up pace as he starts relaying what the refugees have been going through. “We were students at Tolkeen University, when the bombing of the university started one of the professors used out PPE and tried to timeslip us far enough forward that the Coalition threat was gone. But well, the spell ended and there were Coalition everywhere, it looks like it has been years, but timeslip can't do years. We did our best to get out of town, but we have been getting torn apart out here. We left Tolkeen a couple weeks ago and nearly half of us are dead now. When the CS patrol found us they talked in front of us like we were not even human with someone on the radio. They were taking us to a place called Command for integration and reconditioning. The funny thing is, once they had us, they were treating us pretty good. Even Ignacio and he’s an Elf. But then gargoyles came and they started destroying everything and everyone. I thought we would all die.”
“When is was all said and done Timmy Harrison and Colin Remil, two of the SAMUS pilots, came back they said they had orders to destroy everything so they took most of the medical supplies, some black control boxes from the vehicle computers and then just blew them up. They left some knives and guns with us, but I don’t think they were supposed to because when Harrison left them he looked at Ramil and said ‘They must have dropped.’. That was an hour or so ago and since then we have been trying to figure out how to get to safety and which way to go.” His voice almost breaking as he finishes his rambling speech. “There are demons and xiticic everywhere.”
Suddenly as if realizing how long he has been going on and seeing, most of his comrades, the giant Cyborg and McVey staring at him he apologizes. “I am so sorry I just kept going. Um.. Uh, hello and welcome. Will you be able to help us?”


As the response time of PBP can be slow, please feel free to respond and interact with the refugees.
List of Refugees
Steven Duarte - Most Outspoken/Leader of the first Refugee collection: He is 5 foot 9 inches tall, with light brown skin, deep brown eyes, and close cropped brown hair.
Álvaro Cano: He is 6 foot 2 inches tall, with light brown skin, soft brown eyes, and wavy dark hair.
Andrew O'Really: He is 5 foot 11 inches tall, with dark brown skin, soft brown eyes, and curly brown hair.
Adrián Pizarro: He is 5 foot 9 inches tall, with olive skin, dark brown eyes, and close cropped brown hair
Antonella Zarco: She is 5 foot 6 inches tall, with olive skin, light brown eyes, and long black hair.
Camilo Echevarria: He is 5 foot 10 inches tall, with light brown skin, dark brown eyes, and close cropped black hair.
Chad Steel: He is 6 feet tall, with olive skin, deep brown eyes, and curly black hair.
Clare Wedgwood: She is 5 foot 5 inches tall, with light brown skin, dark brown eyes, and long black hair.
Craig Newman: He is 6 foot 5 inches tall, with lightly tanned skin, light blue eyes, and short blond hair.
Elizabeth Pace: She is 5 foot 2 inches tall, with light brown skin, soft brown eyes, and curly brown hair.
Harriot Etherton: She is 5 foot 5 inches tall, with light brown skin, dark brown eyes, and long brown hair.
Ignacio Maddry: He is elven 6 foot 9 inch tall, with golden tanned skin, grey blue eyes, and close cropped blonde hair.
Jorge Arencibia: He is 5 foot 9 inches tall, with darkly tanned skin, deep brown eyes, and close cropped dark hair.
Lisa Dunbar: She is 5 foot 5 inches tall, with dark brown skin, deep brown eyes, and long brown hair.
Morris Painter: He is 5 foot 11 inches tall, with darkly tanned skin, dark brown eyes, and wavy blond hair.
Peter Jochnowitz: He is 5 foot 9 inches tall, with light brown skin, dark brown eyes, and curly black hair.
Rebecca Jackson: She is 5 foot 4 inches tall, with olive skin, soft brown eyes, and long dark hair.
Samantha Brinkley: She is 5 foot 3 inches tall, with light brown skin, deep brown eyes, and wavy dark hair.
Samantha Doodson: She is 5 foot 6 inches tall, with olive skin, deep brown eyes, and wavy dark hair.
Seth Ryder: He is 6 foot 8 inches tall, with olive skin, deep brown eyes, and wavy brown hair.
Shelley Carroll: She is 5 foot 2 inches tall, with lightly tanned skin, dark green eyes, and long black hair.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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BILLY BORG
Posts: 58
Joined: Fri Aug 11, 2017 9:43 am

Re: 03 Heading Out & Meeting New People

Post by BILLY BORG »

After waiting for Steven to finish speaking, Billy turns away and walks towards Erin Sol.

Forgetting to shut off his PA, Billy Booms

"I WILL BEGIN A FULL DIAGNOS... Err Sorry." Billy switches off his PA. " I will begin a full diagnostic, starting with the reactor core"

The Cyborg enters the hulk and jacks directly into the vehicles computer, beginning the diagnostic.
Billy Borg
Billy Borg
Parry:7, Toughness: 20(8),
Combat Edges:Rock and Roll
Skills: Drive d8, Fighting d10, Knowledge (Computers) d4, Knowledge (Engineering) d4, Knowledge (Cybernetics) d4, Notice d6 +2(Audio)+2(Visual), Repair d10 +4(Core Electronics Package) +2 (Universal tool Kit), Shooting d10+2 (Targeting Eye)
Bennie: 4
  • +1 GM Reward
User avatar
Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 03 Heading Out & Meeting New People

Post by Miles RAD Radoslav »

Sir William taps the comm unit in his armor. "Sergeant - request permission to close up on the vehicle site and check the refugees for injuries."
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
User avatar
Sephia
Posts: 45
Joined: Wed Aug 09, 2017 7:14 am

Re: 03 Heading Out & Meeting New People

Post by Sephia »

Frustrated with herself for her earlier reticence about approaching the refugees, and further shamed by L.C.'s comments, Sephia sighs and rises from cover.
"I have some basic medical training, I shall tend to the injured." She speaks through her comms softly yet firmly, making it clear that she is not asking permission, and she turns to address Sir William, about to chastise him for requiring such. Her expression softens though, and she thinks better of it.
No. He must choose his own path in following the Code, as I have.
Instead, she shrugs in the direction of the refugee group and says lightly, "Well, shall we, Sir William?"
With that, she steps out and approaches the refugees, raising a hand in a non-threatening gesture and offering them a small smile, "Greetings, my name is Sephia. If any of you has suffered any injuries, I can offer aid."
Sephia
Character Name: Sephia
Parry:6, Toughness: 15(6), Tech suffers -2 to hit
ISP: 10/20 | Bennies: 3
Wounds: 0
  • Boost Trait (self only): Increase any trait by 1 die type. 2 on raise.
  • Deflection (self only): -2 to be hit by Ranged and Melee. -4 on raise.
  • Healing: Remove 1 wound. 2 on raise.
  • Smite: Give weapon +2 damage. +4 on raise. Active
Combat Edges:
  • Ambidextrous: Ignore off-hand penalty.
  • Champion: +2 damage and toughness vs supernatural evil.
  • Martial Artist: Never considered unarmed or subject to Unarmed Defender rule. Adds +d4 to Strength roll on successful unarmed attack.
  • Mighty Blow: If joker drawn, x2 total damage on successful melee attack.
  • Quick: Discard and redraw initiative until higher than 5.
  • Two-Fisted: Roll attacks for each hand separately, ignoring multi-action penalty.
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Kaja Earthblooded
Silver Patron
Silver Patron
Posts: 205
Joined: Mon Aug 14, 2017 8:33 am
Location: Korvosa

Re: 03 Heading Out & Meeting New People

Post by Kaja Earthblooded »

(rolls held; Notice 5)

L.C. can't help but chuckle that his comment got one of the cyber-knights moving. He keeps any amusement or recrimination out of his voice as he answers, though. "Sure, you and Lady Sephia work on that, but be prepared to defend them. I'll keep on perimeter watch. Miss Sol, if you could help out Billy with the truck, I'd appreciate it. Everyone else, keep an eye out for Xiticix and more brodkil and gargoyles, but see if you can help calm folks down. Mr. McVey, can you get them organized and help them get their worst injured to our two healers. Get the rest busy doing something to take their minds off their situation. Let's be about it 99s."

Still in the power armor, and unable to use his abilities, he instead focuses on the sensors, poor as he is with them.
Knowledge Electronics 3
[dice]0[/dice], [dice]1[/dice]
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
Benny/Conviction/Wound/Fatigue/PP Tracking
Ludwig, Guard Boar
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Miles RAD Radoslav
Posts: 244
Joined: Tue Aug 08, 2017 5:36 pm

Re: 03 Heading Out & Meeting New People

Post by Miles RAD Radoslav »

Sir William moves in, removing his helmet to seem less threatening. He starts to look over the refugees for any serious injuries, triaging them in his head to see which might benefit from his healing abilities.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
ISP:
10 /10
Wounds: 0
Fatigue: 0

Bennies: 3
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Hardin
Bronze Patron
Bronze Patron
Posts: 324
Joined: Thu Aug 10, 2017 6:21 pm

Re: 03 Heading Out & Meeting New People

Post by Hardin »

(rolls held, Notice 10)

Hardin hears the chatter over his radio and figures it's safe to come on out. To Amber, he says, "Whelp, little lady. Seems like everyone else is runnin' to join the new folks. What do you think?" Amber, still overwhelmed, offers him a noncommittal look and moves herself a bit closer to him on the horse.

"Let's go have us a looksee," he says.

Riding Jane over, he takes in the ragged look of the refugees. A couple of them are wide-eyed and dazed, and he thinks to himself Battle burnt. They'll break easy if it comes to it; not much use in a fight. We'll want them in the back when comes time.

Not all of the refugees are dazed, though. Hardin keeps an eye out for a likely candidate, and spots a short, dark-skinned girl with curly hair. She has two of the other refugees nearby, huddled in conversation with her. To Hardin, the shorter girl seems to be giving orders, talking her spooked comrades down.

Hardin glances around to see if the Queen is nearby, but she hasn't shown since the cave. He's not worried, though; she'll appear whenever she's needed. That's how it usually worked. Not always, but most of the time.

He rides up to the three refugees, and the curly haired girl looks up. "'Scuse me, y'all," he says, nodding his head toward the group. Looking at the girl, he says "Sorry to interrupt. I have an urgent question, if I might. What is your name, miss?"

"Elizabeth," she stammers, but only slightly.

"Well, Miss Elizabeth, I have a very important task for you. While my companions are fixin' up that ve-hicle, I need you to take care of someone for me." Hardin pats Amber on the head, a bit awkwardly.

To Elizabeth, he says, "Do you have any bothers or sisters, Miss Elizabeth? Do you happen to be good with children? 'Cuz this one here is quite special to all of us in the 99, and I will expect her to be well looked after."

He honestly cannot tell if Amber has taken a liking to him or not, but Hardin has always had a soft spot for kids; most kids hadn't figured out yet that they were supposed to treat him different from everyone else.

Elizabeth sees the bedraggled little girl on the horse, clinging to the armored gunfighter, and her spine stiffens a bit. She says "The poor thing. Yes, I have siblings. And yes, I am just fine with children, sir. Without waiting for a reply, she walks up to Jane, reaches up and smiles to the girl. "It's okay, little one. You can come on down."

It takes some coaxing, but eventually they manage to get Amber off the horse and into Elizabeth's arms. "I'll be by to make sure she's not wantin'" Hardin says to Elizabeth. "'An you let me know if she's needin' anything, or if you are. She is your priority, y'understand? Anything happens, you keep that girl safe. Get to cover, or get to the nearest one of us," by which he clearly means the members of the 99. After a few more minutes of talking, Hardin takes his leave and goes to see where he can make himself useful, waving goodbye to the little girl.

She’ll be ok, he tells himself. And to be sure, I’ll keep an eye on her, just in case. As if reading his thoughts, Jane nickers in agreement.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
Signature
Erin Sol
Diamond Patron
Diamond Patron
Posts: 76
Joined: Sun Aug 13, 2017 12:11 pm

Re: 03 Heading Out & Meeting New People

Post by Erin Sol »

Erin drops from her lookout position under cover and prepares herself to meet the crowd. Chainsaw on back, goggles down and toolbox out, just another non-threatening tech coming in from the woods nothing unusual about the goggles on a TW. Nope. No non-terrestrial genetic engineering over here just the perfect physique and appearance that comes from building wingboards. Then..
"I WILL BEGIN A FULL DIAGNOS... Err Sorry." .." I will begin a full diagnostic, starting with the reactor core"
A person without eyes in the back of their head or radar might be surprised at Billy's approach Erin simply wishes her hearing wasn't as sensitive. "That sounds like an excellent plan. While you check out the power I'll get underneath and make sure their aren't any surprises down there." Well no casual entrance today. Walking over with Billy, Erin nods at a few refugees as she passes and updates her mental repair queue. One refugee catches her sense in particular Chad Steel. Chad starts to stand and approach Billy and Erin but stays seated next to the remains of a deadboy helmet and some assorted wires and boards. After passing Chad, they both continue to eye each other and she thinks. He won't be able to get those comms going with what he has over there but at least he is trying something. When we need another hand that's not busy with a trigger I think he would be a good a candidate.
Erin Sol
Character Name: Erin Sol
Parry:6(8)*, Toughness: 13(7)[14(7)]*
* Increased abilities from TW device

Wounds: 0/3 Fatigue: 0/2
PPE: 15/15 Master of Magic
  • Quickness:
  • Dispel:
  • Warrior's Gift:
  • Speed: Missing
Gadgets 2/4 remaining
Current Gadgets Adventure Card
None



Bennies 5/3
User avatar
Nomed Dercas
Posts: 50
Joined: Fri Aug 11, 2017 5:37 am

Re: 03 Heading Out & Meeting New People

Post by Nomed Dercas »

A couple hours pass with no sign of hostile activity. Sitting in the woods, Nomed struggles to remain alert. "Damn this juice is zoomin' today..." he says to his new tree friends that have all gathered around to juice and chill.

A stick breaks right behind his hoverbike and Nomed whips his rifle around and points it straight at two refugees. They are a hodgepodge of scavenged armor and weapons. CS helmets and guns, but with armored chest plates and pants that don't match.

"Woah there, mister! We ain't here to harm ya," One of the refugees says as they both freeze and put their empty hands up.

Nomed holds his position as the bio-comp system registers a threat, cuts the tranquility cocktail, and starts pumping adrenalin.

"Common dude," the second one says, "We called out to you three times before we walked up."

Finally lowering his rifle, Nomed replies "Sorry, just a little jumpy out here. What are you guys doin' so far from the camp?"

The one who first spoke says, "My name's Álvaro, this 'ere's Harriot. We both use' ta be security guards fer Tol-U. Not sure what's left o' that place now..."

"It's ok Álvaro," Harriot says patting him on the shoulder. "We need to focus on helping those we still can," she looks with heavy eyes back towards the camp.

"Well you ain' missin' shit up here," Nomed says and grins. "Just me and the trees." Nomed motions to all his friends, now a little reluctant to comment on the present situation. "My name's Nomed and we're all with the Tomorrow Legion's 99's. Once we get that APC up and runnin' we'll make sure you guys all get back to Castle Refuge or another safe location."

"We really appreciate everything you Legionnaires are doing for us," Herriot says gratefully. "We're starting a patrol of our own and thought we'd check in with you guys," Harriot offers.

"Glad to see you pulling things together. I think my buddy Hardin is starting to show some of your people how to shoot," Nomed points out.

"That's surely a help. Them kids need ta lern t' defend themselves fer sure," says Álvaro.

Nomed nod's in agreement, "I'll radio the other Legionnaires and let them know that you've started a patrol and to expect you. Make sure you stay in the clearing and at the first sign of trouble your job is to head to that APC and help defend the refugees."

"Yes, sir," they both reply, giving a makeshift salute, before continuing their patrol along the woodline.

After watching them disappear into the mesh of trees Nomed says to his tree friends, "Sir..." Nomed shakes his head. "If only they knew how green I really am."

"Just a heads up guys, we got two Tol-U security guards walking the clearing perimeter to help with security for the APC."

Shortly after everyone confirms his transmission, Nomed notices an odd shadow out of place among the skyline...
Character Summary
Nomed Dercas

Parry: 7; Toughness: In Armor 14(6) or in vehicle 17(8); Pace: 16(d10); Burn: 10(d10)
Wounds: 0/3 Fatigue: 0/2
Adventure Cards: We Have The Talent - You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.(54)
Bennies: 3
+3 New Quarter
+2 Field Report
+1 Joker (06 An Unwanted Encounter)
-1 Extra Effort Agility Test (06 An Unwanted Encounter)
-2 Reroll Damage (06 An Unwanted Encounter)

Attributes
Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d10

Skills
Shooting d10, Fighting d8, *Notice d6, Stealth d6, *Tracking d8, *Survival d8, Persuasion d6, Piloting d4, Throwing d6, *Streetwise d8, *Forgery (Common Knowledge) d6+2

Active Effects
+2 on all ranged attacks
-2 to be hit as long as Nomed is aware of the attack**
+2 to Tracking, Stealth and Survival in the wilderness
Nomed requires only half the normal amount of sleep and has +2 to resist fatigue
-1 to all Smarts and Smarts-linked skill rolls(*) in non-combat/low stress situations
On the first round of combat Nomed does not receive the benefit from Uncanny Reflexes** or Quick**
+2 to Survival rolls related to land navigation
+1 to Survival checks where food gathering is concerned
+1 to Healing checks


Combat Edges
Split the Seconds: Grants an extra action each round.
Dirty Fighter: +2 with all Trick Manuvers
Quick: Whenever Nomed is dealt a 5 or less in combat he may discard and draw again until he gets a card higher than 5.**

Primary Weapon
JA-11 Energy Rifle
  • Range 30/60/120
  • Damage 3d6
  • RoF: 1
  • AP: 4
  • Shots: 60
  • Weight: 7
  • Notes: As an action, switch to fire an ion beam (use stats for NG-57) or have laser do Mega Damage (uses 10 ammo per shot and applies Snapfire penalty) Integrated scope offsets two points of Range and/or Darkness penalties. Advanced technology makes this weapon extra effective against armor, giving it +2 AP.)
  • Ion Beam
    • Range: 12/24/48
    • Damage: 1-3d6+1
    • RoF: 1
    • AP: 2
    • Notes: Ion weapons grant +2 Shooting due to the spread effect of the ion stream, but they lose one die of damage at Medium Range, and two dice at Long.
  • Long E-Clips: 2
Notable Equipment
  • Grenades(assorted)
  • Silvered Vibro-Sword
  • Wooden Stakes
  • NG-S2 Survival Pack
  • Infrared Distancing Binoculars
  • Translator
  • Internal Repair System
  • NG-357 Magnum-Turbo Hovercycle
User avatar
Hardin
Bronze Patron
Bronze Patron
Posts: 324
Joined: Thu Aug 10, 2017 6:21 pm

Re: 03 Heading Out & Meeting New People

Post by Hardin »

After finishing with his new trainees, Hardin takes Jane to see if he can lend a hand somewhere else. While riding toward the APC, his Queen appears in front of him wearing a green riding dress. As always, she is breathtakingly, almost painfully beautiful, and he pulls Jane to a stop.

He doesn’t say anything, having learned some time ago that she didn’t typically reply to words. She replied to thoughts. Ma’am, Hardin thought, tipping his head in her direction.

She smiles at him, and his soul lifts. This, he thinks, This is what it’s all about. She points out into the wilderness away from the refugees, and Hardin furrows his brow.

But the people are raht here, he thinks at her.

She shakes her head and points again in the same direction. He gives a little shrug, oblivious to the looks a few of the refugees throw his way (he’s used to it by now) and heads off toward the trees.

He rides Jane for a few minutes, the Queen walking leisurely yet easily keeping pace, until she holds up her hand for him to stop. He pulls on Jane’s reins, and looks to her for further direction.

She points at the ground, indicating he should dismount, and he does. He gives Jane a pat and says ”Keep an eye out, girl” before walking to his Queen’s side. She beckons him onward, and he takes a few steps into the woods… and the ground gives way under him.

”What the…!” Hardin exclaims as he goes tumbling down an incline. The earth exactly where he’d stepped comes loose and tumbles down with him, making a right mess of his duster. He slides a few feet before coming to a stop, and he looks up accusingly at his Queen.

He sees her there, covering her mouth with her hand to hide a smile, and can’t help but feel annoyed, even at her. Hey! Now that ain’t funny! Her smile widens, and she covers her mouth with her other hand, too.

Hardin stands back up, careful of his footing this time, and notices his hat has come loose from his helmet. Normally, the spikes on the helmet kept it in place (impaled, really), but that little tumble had shaken it loose… and ripped the brim something fierce.

”Oh! My ridin’ hat!” he exclaims as he reaches for it. A quick look tells him all he needs to know; it’s ruined.

Just then, he hears the radio chatter about the incoming threat, and he pops the hat back on his head. It won’t keep, but it’ll have to do fer now, he thinks while scrambling back up the bank. He mounts Jane and thinks, The only other hat I got left is the one I took from Simon after we dueled. But that one’s too nice fer trail wearin’... well, I guess it ain’t doin’ me no good in Jane’s saddlebag. It is quite the spiffy hat, but I’ll have to see about fixin’ these spikes before I go puttin’ it on my head...

As Hardin rides back to the group, the Queen gives him one last, big smile, and disappears.
OOC Comments
It occurs to me that I probably should’ve posted Hardin’s training of the refugees in this thread instead of in 4.
Hardin and Jane
Hardin a Half-Elf Psi-Slinger
Parry: 5
Toughness: 10(3)
Notable Edges/Hindrances: Quick, Marksman, Wanted (Major): Coalition, Illiterate
Attributes: Agility d10, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Shooting d10, Stealth d6, Riding d6 + 3, Notice d8, Psionics d12, Survival d6, Intimidate d8 + 3
Powers: Push (smite*) costs +1 ISP for +2 AP, ‘Kinesis (telekinesis) on a raise, gains effects of Steady Hands, Resist Energy (deflection*) gives the raise effect but is only good against energy (or partial-energy) attacks, Clear Mind (boost Trait*) costs +1 ISP to activate and has different trappings for each attribute and linked skills
Charisma: -2 (Half-elves treated as outsiders)
Equipment of Note: A Spiffy Hat (+1 to Intimidation, Rapid Recharge Edge, +2 to damage w/TW weapons or direct damage powers, Always Present)

Jane a Bandito Arms Robot Mustang
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Fighting d8, Shooting d4, Stealth d8, Swimming d6, Notice d8 + 4, Survival d6
Pace: 12 (Acc/TS 10/50)
Parry: 6
Toughness: 20(10) MDC
Notes/Special Features:
  • All-Terrain: +2 to Riding checks
  • Sensor Suite (+2 to Notice, power armor sensor package)
  • Kick does Strength + d6 Mega Damage
  • Size +2
  • Brave/Fearless
  • Expanded Detection and Security Array (Danger Sense Edge and +2 to Notice)
  • Extraction (Agility roll to break off from melee without giving a free attack)
  • Nano-Repair System
Hardin Character Sheet
Jane Character Sheet
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