08 Heading out and Briefing

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Ndreare
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08 Heading out and Briefing

Post by Ndreare »

Having refreshed yourselves and spent the week in comfort the team was able to get geared up meat some new people and reset the clock. Knowing it is time to head out the thought that this time you will be in complete control of where you are going and not risking it on a rift is good comfort.
L.C. has you assembled for a short mission briefing before departing and the team is able to chat as they would like. Some local intelligence on the situation says that the Crazy 8’s are running interception on refugees heading south. For this mission you will be off your normal patrol area and heading south east from Wheaton. The report of a new Bug nest in the area that was once Marshall Minnesota has them worried and if it is not the job for you, they will try to find a team that can investigate and let them know if the nest can be whipped out.
Before hitting the road and after L.C. gives his briefing you guys should decide on an agreed tactic so there is no repeat of the last incident which endangered so many. Also you will want to determine forward operating strategy for this mission, scouting, orders and prerogatives when the enemy is found. Other team based options.
Important please read
I do not think this thread will need to stay very active for long. You guys will be hunting and with two flyers in the group the hunt will likely not take long. The estimated time to contact for this mission is 1-2 weeks. Once everyone has posted in this thread and everything is resolved I have the next drafted.
  • 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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Kaja Earthblooded
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Re: 08 Heading out and Briefing

Post by Kaja Earthblooded »

Notice 4
Notice [dice]0[/dice], [dice]1[/dice]
"Alright guys, we've got our marching orders to get out there and help more refugees, but we've got a priority redirect that we're going to handle first. But first with the SAMAS and the Warchief sporting Legion Blue, plus the APC we're going to stick out to them, and I am okay with that. We're hunting the Crazy Eights of the First Apocalyptic Cavalry. The First Apocalyptic Cavalry is a group of human supremacist outlaws who have made it their mission is to hunt down outlaws, monsters, dragons and other dangerous folk. In their view poor, sick D-Bee refugees from Tolkeen fall into that description. You might remember them from the broadcast. They are the worst kind of murderous human supremecists. Their leader, Alistair Cassidy, was supposedly exiled from Chi-Town despite being the son of someone rich. For those unaware of how things work, that shit doesn't happen in Chi-Town. The rich get away with murder. But 7 murders seems to be the limit. He got banished. Thing is I remember that from the news. It was brutal as hell. Now he's got a crew of hardened killers. He's got four to eight regular riders, two to four crazies with two named Anomaly and Prophet who both believe Cassidy is a Messiah heralding the return of mankind’s greatness. And they have a Simvan Mystic somehow too. Not sure how that works, but Cassidy's killed fellow Apoc riders for her. They have horses, motorcycles and Cassidy is on a robot horse and is equipped for close combat with a vibro axe and a Triax Pump rifle and Wilks Remi six shooter, except for the Simvan, she's on an Ostrosaurus."

He pauses and looks around, catching each person by the eye. "We find them, we engage as a group. No solo action. Also, no one fires until Baron or I give the order. No more cowboy crap. We are a team and will act like it. Don't worry, taking these guys alive is not a priority, though I'd love to see them hang instead of just being shot. Legion wants them captured if possible, and I want to as well. But unlike honest soldiers trying to protect villagers, these animals are just waiting to be put down. Whether by hanging or shooting them, they'll meet justice. Also, I want everyone to find a buddy or two. We'll use the power armor and Hardin to scout. Billy, I want you ready to pop out that hatch and lay down fire, so stay near the back of the APC ready to pop out. Questions, comments, or suggestions?"

"As a warning, these guys have a real love of acid. They enjoy the way it affects people and the suffering it causes."
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
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Hardin
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Re: 08 Heading out and Briefing

Post by Hardin »

Tactics Ideas
For what it’s worth, I recommend having one of our flyers or Hardin out in the field as a separate set of eyes to go along with the APC. We don’t have Nomed and his hovercycle anymore, but between LC, LC’s attaché, and Hardin on Jane, we should be able to do a decent job scouting ahead while we travel. The flyers will likely be the most effective, but Hardin has a pretty high notice roll and Jane has the benefit of sensory equipment to help her Notice rolls. The idea is to have any hostiles be forced to get past 2 Notice rolls (the APC and the person on watch) by folks who are actively looking for them.

It might also be a good idea to establish battle buddies for when things get hairy. Everyone pick a buddy and try to work in teams of two, covering each other when you move/reload/etc. and keeping track of your buddy as best you can. I don’t know how feasible that is in a pbp setting, but it’s probably worth a shot. The flyers are the only ones who can keep up with each other, so they’re probably best suited to be battle buddies for each other (which works from a metagaming standpoint, as Patrick controls both of them), but the other six of us should think about how we’d divide up before the bullets start flying. I would suggest a ranged character (Hardin, Billy, Baron) to go with each melee character (Erin, Sir. William, Leethe). I know that’s not a perfect division (lots of cross-skill specialization between melee and ranged in the group), but it’s a rough draft we can start with if everyone is on board with the idea
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
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BILLY BORG
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Re: 08 Heading out and Briefing

Post by BILLY BORG »

TACTICS
OOC Comments
Billy can actual ride up top with our luggage instead of popping up thru the hatch (either is fine for me) Also he is no slouch in melee if it comes down to it)

Billy Borg listens intently through the briefing. At the end of LCs statement he asks, "They burn people with acid?" His question carries a heavy mixture of shock and disbelief. A reminder of the child in the machine.
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
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Leethe
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Re: 08 Heading out and Briefing

Post by Leethe »

TACTICS
Leethe is at this point is more melee then ranged. She is also attached to the vehicle as a pilot/driver so her best partner is billy? Hopefully we can get along. However, she is not familiar yet with of the group and their capabilities.
Leethe listens to the briefing and takes it all in. I wonder when I'll be officially introduced to the others. She looks like she is almost ready to stand up but hesitates as Billy speaks up about the acid.
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Leethe

Pace: 6 Parry: 6 Toughness: 12(5)
Note: When she has shroud up, all attacks against her suffer -1 penalty and she gains +1 to stealth trait rolls.
Wounds: 0 / 3 ; Fatigue: 0 / 2
ISP: 38 / 40 ; Energy: 10/15 Item Energy: 20/20
Bennies: 1 / 3
Golden Bennies: 0
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Kaja Earthblooded
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Re: 08 Heading out and Briefing

Post by Kaja Earthblooded »

"That they do Billy. Oh, I'm sorry Leethe. Everyone, this is Leethe. She's not from around here, but all the same wants to help out. She's our primary driver. Erin you are our primary vehicle engineer and on vehicle security along with Sir William, and Corporal McVey, you're in command of the APC. I suggest the four of you get to know each other well and work out who will be partners with whom. Billy will rotate in and out. He'll back up Hardin and provide long range fire support, though his partner will be Brison. Brison and I will cover from the sky. Brison will be on close in protection while I'll be ranging ahead on scout. Hardin, you're my partner. Chain of command goes me, Baron, and then Hardin or Erin, depending on whether you're a scout or in the vehicle. If you don't hear from me, follow the chain of command." He looks around for any questions. "Billy, your choice if you're on the APC or on your bike. Both will work with your mobility."
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
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Re: 08 Heading out and Briefing

Post by Miles RAD Radoslav »

"Welcome, Miss Leethe. As for partnering, might I suggest that Ms. Sol and I have worked effectively together in the past?" Sir William nods in Erin's direction and turns back to LC. "As for combat operations, I will of course defer to you, sir."
Tactics
Sir William is always going to be inclined to charge into melee if there's an opportunity to do so. If not, he'll work to protect any civilians or wounded comrades.
Rad
Character Name: Miles "RAD" Radoslav
Parry:8/7, Toughness: 13/5
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10 /10
Wounds: 0
Fatigue: 0

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Kaja Earthblooded
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Re: 08 Heading out and Briefing

Post by Kaja Earthblooded »

"Well actually defer to Corporal McVey. If I am not here, I won't gainsay the man on the ground in command. As for who to work with, as I said, the four of you work that out. We all just need to remember we are a response team, not primarily a SET. Combat, except where these idiots are concerned, is not our goal. Our goal is rescuing and escorting refugees."
Kaja the Earthblooded of House Ragan
Kaja Stonesinger Dwarf, Dilettante and Earthcaller Bard; Kaja's Journal
Parry: 6, Toughness: 7 (2)
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