Hell & Gone: Deadfall

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Freemage
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Posts: 1927
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Hell & Gone: Deadfall

Post by Freemage »

Frozen Deadfall

Horuscal's lair is a labyrinth of frozen, jagged wood. At times, you have to crawl through narrow crevasses; other times, you force open the way with concentrated effort. Herra's clairvoyant scan leads you unerringly to an area at the heart of the deadfall, where the fiend makes its lair. It's clear that using explosives or other powerful concussive attacks would be a bad idea while down here.

The tunnels actually wend under the ice, carved through brute strength and horrific claws. Light from above does shine through the light, albeit weakly; with the aid of your own lights, however, vision is not an issue. Passing along the tunnel, you come first to a chamber where the ice is coated in frozen blood and shattered bones; organs and viscera are splattered in a grisly tableau, turning the whole chamber into an abattoir.
OOC Comments
Everyone needs to make a basic Fear check (Spirit roll) for the Abattoir. If you don't have FEP to screen out the smell, your roll is at -1.
Herra's scans let her know there is a chamber at the end of the corridor; describing it to others, you quickly ascertain that the dead-end chamber is where Horuscul prepares his zombies. It is currently unoccupied, but probably should be cleansed in some fashion once you've dealt with the demon itself.

Speaking of whom, the fiend is in a larger chamber down below, with a handful of its remaining undead minions. These looked different than the ones above; some sort of D-Bee, with elongated, double-jointed limbs. They walk on all fours, though their forelimbs clearly end in distended hands.

The fiend itself is watching the two tunnels leading down from the abattoir. It has a sneering smile on its main lips; the face-tentacles undulate obscenely in front of it. "Come down, little heroes. Come down and face your death."
OOC Comments
No surprise: we go straight into initiative. You all start out in the Abattoir at the beginning of the round. People moving forward into the chamber need to declare which stairs they are using, marked A and B on the map.

Going down into the chamber is tricky, due to the ice. You need to make an Agility roll to enter the chamber via normal movement; otherwise, it's an action to get in safely (so all other actions suffer a -2 MAP on the first round). If you critfail the Agility roll, you slip and tumble, prone, at the feet of whatever zombie is standing at the bottom of the stair you're using. Spell-based flight can be used to get down the tunnel without issue, but the tunnels are too tight for wings.

Everyone is also active, so the zombies at the bottom of the stairs are capable of taking free attacks if someone tries to leave a square adjacent to them (so trying to bumrush the demon in the back will result in getting critters clawing at you, which could interrupt your action if they successfully Shake you).

No illumination penalties. Once in the lower chamber, any Agility rolls (such as for Tricks) are at -2 due to the slick floor, unless you have the Cold/Skate Trapping active.

Initiative is marked on the map. Sadly, Horuscal got a Joker, and is currently on Hold as we kick things off with Herra. We have three Quick characters, two of whom had multiple draws until they got cards higher than 5; the last card in your row is, presumably, the card you take your action on.

If you go on Hold, in order for someone else to go before you do, state whom you will jump in after. If you're going on Hold waiting for a particular circumstance, identify that. If you go on Hold because you're not sure what to do, then you need to be watching posts to see when you want to jump in.
Thornhead.gif
Horuscal  Round 1.jpg
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Growler
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Re: Hell & Gone: Deadfall

Post by Growler »

Abattoir Fear Check 7
Fear Check (-1 due Non-Environmental, +4 due ARES, Possible -2 due to Scent Bonus?!?)
Spirit: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 7 - Success.
Spirit 1
Spirit Check for Herra's Critical Failure
Spirit: [dice]19[/dice]
Wild: [dice]20[/dice]
Result: 1 - Failure. Become Shaken. Spends a Bennie to Recover.
Grabbing his head in pain from Herra's Pcychic Scream, Growler concentrates and re-centers himself in preparation for the upcoming battle
Quickness 12
Quickness on himself as preparation
Psionics: [dice]2[/dice]
Ace: [dice]4[/dice]
Wild: [dice]3[/dice]
Ace: [dice]5[/dice]
Result: 12 - Success with Raise. Extra Turn each Round. +2 Pace, +1 Agility die (d12). Minimum initiative card is now a 8. Costs 5 ISP.
Quickly calling on his inner strength to speed up his body and mind, Growler looks to Pack Leader SnackHappy, nods, and shoots his new bow at the 2 Zombies he can see down the path to the right (Path A).
Turn 1
Shooting at the First Undead.
Shooting: [dice]6[/dice]
Ace: [dice]10[/dice]
Wild: 1d[dice]7[/dice]
Result: 19 - Hit with Raise(s)
Damage: [dice]11[/dice]+[dice]12[/dice](Raise) AP4
Bennie for Re-roll: [dice]15[/dice]+[dice]16[/dice](Raise)+[dice]18[/dice](Ace)=19 AP4 MDC Holy Damage
Turn 2
Shooting at the Second Undead (At the First if it is still standing).
Shooting: [dice]8[/dice]
Wild: 1d[dice]9[/dice]
Result: 9 - Hit with Raise.
Damage: [dice]13[/dice]+[dice]14[/dice](Raise)+[dice]17[/dice](Ace)=18 AP4 MDC Holy Damage
Calmly, but with great speed, Growler takes aim and releases arrows of pure holy energy at the Undead creatures, striking them in the centers of their chests; leaving them burning husks.

"These two are down. I will be following the rest of you down."
Error. Ignore.
Psionics: [dice]21[/dice]
Wild: [dice]22[/dice]
Last edited by Growler on Mon Oct 30, 2017 8:04 pm, edited 17 times in total.
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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SnackHappy
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Re: Hell & Gone: Deadfall

Post by SnackHappy »

Rolls
Fear Check:
Spirit: [dice]0[/dice]
Wild: [dice]1[/dice]

Vs. Psychic Scream
Spirit:[dice]14[/dice]
Wild: [dice]15[/dice]

Agility Check stairs B
Agility: [dice]2[/dice]
Wild: [dice]3[/dice]

Misread and added my +2 back as I moved in normally.
Rifle: 6
Shooting: [dice]4[/dice] +2
Wild: [dice]5[/dice] +2


Damage: [dice]8[/dice]
Ace on Damage: [dice]10[/dice]
Total: 13

Pistol: 12
Shooting: [dice]6[/dice] +2
Wild: [dice]7[/dice] +2
Ace: [dice]11[/dice]


Damage: [dice]9[/dice]
Raise: [dice]12[/dice]
Ace on Damage: [dice]13[/dice]
Total: 15
OOC Comments
I will wait until after Growler opens with his salvo before my action.
I will also be spending the Benny to unshake.
Wanting to be out of the cold as soon as possible SnackHappy boldly charges down the stairs.
Let's get 'em! For Arte!
At the base of the stairs SnackHappy opens fire into the nearest two zombies one with the pistol in the tail and the other with Echo's ion rifle.
Last edited by SnackHappy on Tue Oct 31, 2017 7:33 am, edited 2 times in total.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Echo
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Re: Hell & Gone: Deadfall

Post by Echo »

Knowing the battle coming up will be held in a ice cave after being told of the situation from Herra. Echo takes on the form of a polar bear knowing the roughened pads of the forms feat are designed for walking on ice and four points of balance are better than two. "Feel free to brace yourselves by grabbing my hair if needed.". Summoning up Splinter to help her control the zombies Echo is ready for the battle to begin. When hearing Herra offer up to enchant their weapons with psionic power Echo offers her claws up knowing if things come to melee that will be the weapon she most likely relies on.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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Zakkael
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Location: Castle Refuge

Re: Hell & Gone: Deadfall

Post by Zakkael »

Casting
Faith - Greater Armor on self with staff bonus
[dice]0[/dice]

WD Faith
[dice]1[/dice]

+10 MD armor, +2 spirit vs. fear checks

Spirit vs. Fear with Courage
[dice]2[/dice]

WD Spirit
[dice]3[/dice]

Faith - Greater Armor on Echo
[dice]4[/dice]

WD Faith
[dice]5[/dice]

+10 MD armor, +2 spirit vs. fear checks

Faith - Greater Armor on Herra
[dice]6[/dice]

WD Faith
[dice]7[/dice]

+10 MD armor, +2 spirit vs. fear checks

Activate Greater Deflection from Shield of Faith
[dice]8[/dice]

WD Activate
[dice]9[/dice]

Benny extra effort to activate greater deflection with Elan
[dice]10[/dice]

-6 to hit

22 PPE spent (6 per GA cast, 4 for GD)
Spirit
Spirit to resist psionic scream
[dice]11[/dice]

WD Spirit
[dice]12[/dice]

Ace WD Spirit
[dice]13[/dice]

2nd Ace WD spirit
[dice]14[/dice]
Zakkael stares at the walls of the demonic slaughterhouse. "This one...will know the wrath of the Angel of Justice. To me, friends." He lays hands on both Echo and Herra. "May the Breastplate of Righteousness turn away all the darts of the enemy, girding you against their vile designs. The Light of Heaven is your defense, your high tower. You need fear no evil."

Shortly after the blessing is prayed, Herra unleashes a psychic scream that reverberates in the heads of all of her allies. Zakkael, unfazed, turns to her. "My child, let not your heart be troubled. Clear your mind of the thoughts of the Pit. Focus on warmth. Blue skies, sunshine, and the smiles of your friends. Focus on the Light that shines upon you from Heaven, calling you with a still, small voice, louder, yet more peaceful, than any scream of the enemy. In the end, their clamoring is fainter than a gentle breeze through the leaves of the tallest trees." He clasps her at the shoulders, and smiles. "Come. Let us renew our strength, and defeat the machinations of evil together."
Echo and Herra
+10 MD armor and +2 spirit to resist fear checks
"Friends, allow me to lead. These foul beasts fear the Light, and I am the messenger of that Light. Let them tremble at my approach. Let them expend their strength attacking me and despair, for no weapon formed against us shall prosper." Striding boldly down the path on the right, Zakkael calls out to his enemy. "Horuscal! Take heed! I have come to send you back to the Pit where you belong! Return forthwith and your earthly suffering shall be minimal! Obey, or suffer the wrath of the Angel of Vengeance!"
Freemage
No agility roll. Taking the action to arrive at the bottom of the stairs. 2nd Action is activating deflection, rolls in above tag.
Zakkael arrives at the base of the stairs. The Shield of Faith glows, and an otherworldly, comfortingly warm wind swirls around Zakkael, deflecting any incoming attacks.
Last edited by Zakkael on Mon Oct 30, 2017 8:17 pm, edited 6 times in total.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Calyx
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Re: Hell & Gone: Deadfall

Post by Calyx »

Calyx activates his Electrical Aura as the headed towards where he assumes the demon-thing is. He then Armors up a bit, with the electrical activity around him increasing, sparks flying. But when he tries to activate his Deflection ability as well, he gets a whiff of the smell coming from down below and makes a small gagging noise, breaking his concentration. "oh damn that is foul!" He glances at Growler and bemusedly remarks, "what a wonderful new smell you've discovered!"

However, he is more than a little curious to see what this creature looks like. Maybe they can find out how it got here, and more about it. He starts to carefully head down the left passageway, the slippery and icy stairs giving him a bit of trouble until he catches himself. He makes it about halfway down when he sees one of the zombies and grimaces, letting loose a bolt of lightning at it.
OOC Comments
Activating Armor in prep round (at -2 MAP): 12 (raise).
Psionics die [dice]0[/dice]
Wild die [dice]1[/dice]
Psionics ace die [dice]6[/dice]

Activating Deflection in prep round (at -2 MAP): 0 (fail).
Psionics die [dice]7[/dice]
Wild die [dice]8[/dice]

Spirit check versus Herra's psychic scream: 5 (success).
Spirit die [dice]14[/dice]
Wild die [dice]15[/dice]

Fear check (at -1): 5 (success).
Spirit die [dice]2[/dice]
Wild die [dice]3[/dice]
Extra Effort Benny [dice]9[/dice]

Agility check to enter the chamber (Benny spent for reroll): 7.
Agility die [dice]4[/dice]
Wild die [dice]5[/dice]
Agility die [dice]10[/dice]
Wild die [dice]11[/dice]

Lightning bolt on zombie: 2 (miss).
Psionics die [dice]12[/dice]
Wild die [dice]13[/dice]
Last edited by Calyx on Mon Oct 30, 2017 7:57 pm, edited 3 times in total.
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 26/30

Charisma: 0
Bennies: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers
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Peta Chante
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Re: Hell & Gone: Deadfall

Post by Peta Chante »

Facing down a demon in a precarious ice cave with only one exit sounds like the epitome of danger, and of course Herra is all in.

"I can free your minds to make your blows strike more true or your movements more aware"

With agreement from SnackHappy and Echo, the Mind Melter prepares to draw a mental link between each person and their weapons. As she opens he mind to the environment, the Mind Melter is suddenly wracked with cold. Not from the ice of the deadfall but from the frigid recesses of the ninth circle of hell. For a brief moment her mind touches that of Horuscal and see shes into his twisted reality. Deep in the pits of hell she catches a glimpse of torture and torment of those considered traitors. Their pain and anguish washes over her like a freezing ocen wave causing her to shudder. Her mind lets loose a great scream at the horror before her, screaming into the brain of everyone around her!
Rolls
Greater Smite can effect up to 5 people (Herra/Echo/SnackHappy)
Psionics [dice]0[/dice]
Wild [dice]1[/dice]
ISP Cost
Critical Failure! Everyone make a Spirit roll or be shaken by my psychic scream!
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Echo
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Re: Hell & Gone: Deadfall

Post by Echo »

Spirit Checks, Success on Both
Spirit to Avoid Brain Burn - Success, No point in rolling ace
  • Spirit [dice]0[/dice]
    Wild Die [dice]1[/dice]
Spirit to Avoid Demonic Fear - Success, No point in rolling ace
  • Spirit [dice]2[/dice]
    Wild Die [dice]3[/dice]
Benny to Reroll Spirit to Avoid Demonic Fear
  • Spirit [dice]4[/dice]
    Wild Die [dice]5[/dice]
Staggering a bit from the psychic lash of Herra’s power Echo stabilizes herself. “Thank you for trying Herra” then moving around the corner she begins her decent, letting Splinter go ahead of her in the form of a stone golem sword arms rending the nearest of the zombies apart. Stopping herself only half the the distance down the farthest Stair wells. As soon as she sees the undead she reaches out and strikes them a with a band of solidified light.
Splinter Attacks Zombie
Fighting [dice]6[/dice]
If Success Damage [dice]7[/dice]+[dice]8[/dice]
Echo Lashes out, hitting the Zombie, but unable to injure it
Spirit [dice]9[/dice]
Spirit Wild Die [dice]10[/dice]
If Success Damage [dice]11[/dice]

*No enough move to get in melee.
New Location
Red Dot is Splinter, The Zombie next to it is the one attacked.
Horuscal  Round 1.jpg
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Hell & Gone: Deadfall

Post by Freemage »

Girded by their assorted powers (and resisting the pain caused by Herra's moment of distraction), the SET descends into the lower chambers, using the twin stairs to make a pincer formation. Growler gets to the halfway point, and unleashes a pair of glowing arrows that devastate the undead D-bees blockading the chamber's entrance. This permits SnackHappy to step in further, dropping two more of the monstrosities with pistol and rifle.

Echo's Splinter manages to rush in and knock one of the remaining two creatures off-balance, but Echo only makes it partway down the steps, and fails to finish the creature off with her attack. As Herra hangs back, the fiend against far wall snarls. "So many brave warriors, so girded for battle... or are you?" The toothy maw draws a breath, sucking the scant ambient heat from the room, and all of you feel a chill pass over you, ironically enough through the cloaks you wear. Those of you enhanced with supernatural endowments, however, feel a deeper chill, and the very mana powering the spells infusing you begins to slow and freeze your joints.

Even as the magic begins to drain, the obscene maw-tentacles begin to sway and hiss. One bobs and weaves, the room beginning to swim in your vision. The second thrusts straight at Zakkael, drawing breath in and attempting to leech the light itself from the Lyn-Srial!

Oddly, the two remaining zombies do not move to attack, but instead continue to hunker next to their master, like obscene parodies of guard-dogs.
Dispel 7, Confusion 7, PPE Thief 7
Okay, so, Horuscul's opening move is to cast Exalted Dispel. Since Herra hung back, she's not caught in the effect, and so the following does not apply to her.

Here's the roll for the following:
Exalted Dispel: [dice]0[/dice]
Wild Die: [dice]1[/dice]
Extra Effort Personal Bennie: [dice]6[/dice]
TOTAL DISPEL ROLL:

First off, some items are probably no longer working, based on the casting roll for Exalted Dispel:
4+: All the Razorback Cloaks
6+: Growler's Shard Pistol and Flaming Sword, Zakkael's Combat Mage Armor and Staff of Justice (He's using Magic; the TW items are Weird Science).


The following rolls must be made to resist the Dispel (note: if the Staff of Justice is down, you don't get your usual +1, Zakkael)--you need to BEAT his roll of 7, unless you have Killer Instinct:

Growler: Roll Psionics at +6 to keep Quickness
Calyx: Roll Psionics at +2 to keep Armor
Echo: Roll Spirit 3 times; once for Splinter, once for your polar bear form, and once at -2 because you're a living spell and don't want that Wound
Zakkael: So, you need to roll Faith at +2 as follows: Greater Armor (Self); Greater Armor (Echo); Greater Deflection (Self)

Okay, once all that's done, the tentacles get their turn:

First, everyone except Herra must now roll Smarts -2, because of the Greater Confusion Power. Standard 4 target number:

Confusion: [dice]2[/dice]
Wild Confusion: [dice]3[/dice]
GM Bennie Extra Effort Confusion [dice]7[/dice]

Finally, Zakkael needs to make yet another roll, Spirit this time, as he's being targeted with Steal Power Points. If Horuscul wins this roll, I'll determine the 'damage' (it's based on whether he got a success or a Raise).

Steal Power Points [dice]4[/dice]
Wild SPP [dice]5[/dice]
GM Bennie to Re-roll:
Steal Power Points [dice]8[/dice]
Wild SPP [dice]9[/dice]

Once all that's done? Herra can choose to come down, or I can just deal initiative and go from there.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Zakkael
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Re: Hell & Gone: Deadfall

Post by Zakkael »

Rolls
Faith +2 vs. dispel - GA Zakkael
[dice]0[/dice]

WD Faith
[dice]1[/dice]

Benny extra effort Faith with elan
(Roll failed due to change in poster - elan adds +2 to resist attempt, equaling 9 before roll)

Faith +2 vs. dispel - GA Echo
[dice]2[/dice]

WD Faith
[dice]3[/dice]

Faith +2 vs. dispel - GD Zakkael
[dice]4[/dice]

WD Faith
[dice]5[/dice]

Ace WD faith w/ prior
[dice]10[/dice]

Smarts -2 vs Confusion
[dice]6[/dice]

WD Smarts
[dice]7[/dice]

Ace WD Smarts w/ prior
[dice]11[/dice]

Spirit vs. PPE Thief
[dice]8[/dice]

WD Spirit
[dice]9[/dice]

Ace WD w/ prior
[dice]12[/dice]

2nd Ace WD w/ prior
[dice]13[/dice]
The cold wave wrenches at Zakkael's soul. The weight of his unpowered suit of armor crushes down on him. The comforting wind still swirls about him, though, and the ice clawing at his strength is firmly rebuffed. The Breastplate of Righteousness and the light in his soul remain in place, unaffected. "I have told you, beast, that no weapon formed against me shall prosper. These tricks of the darkness shall avail you not. Prepare yourself to return to the Pit!"
Last edited by Zakkael on Thu Nov 02, 2017 9:21 pm, edited 6 times in total.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Growler
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Re: Hell & Gone: Deadfall

Post by Growler »

Rolls Both Passed
Psionics at +6 needing to beat a 7
  • Psionics: [dice]0[/dice]
    Wild: [dice]1[/dice]
    Result: 9 - Success.
Smarts at +2 (-2 due Greater Confusion, then +4 due ARES)
  • Smarts: [dice]2[/dice]
    Wild: [dice]3[/dice]
    Result: 5 - Success.
Growler's Cloak, Shard Pistol, and Flaming sword go dormant under the magic assault of the Demon, but his psychic Quickness and his new bow are still ready for battle.

I was born and trained to defeat foes like this. Time to show them what I can do.
Last edited by Growler on Thu Nov 02, 2017 7:18 pm, edited 2 times in total.
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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Re: Hell & Gone: Deadfall

Post by Calyx »

Calyx felt something weird wash over him, and then something started to gnaw on his brain, his ability to function. His Armor power dropped and he felt very disturbed, hesitant, confused even.
Rolls
Psionics +2 vs Dispel for Armor = 7 total.
Psionics die [dice]0[/dice]
Wild die [dice]1[/dice]

Smarts at -2 vs Confusion = 2 total.
Smarts die [dice]2[/dice]
Wild die [dice]3[/dice]

Notice (just in case)
Notice die [dice]4[/dice]
Wild die [dice]5[/dice], Ace [dice]6[/dice]
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 26/30

Charisma: 0
Bennies: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers
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Echo
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Re: Hell & Gone: Deadfall

Post by Echo »

Splinter 7, Shape Change 7, Dissolution 3 FAIL, Soak 5 Success
Echo Spirit to Resist Splinter's Dispel: [dice]0[/dice]
& The Wild Die: [dice]1[/dice]

Echo Spirit to Resist Bear Form Being Disrupted: [dice]2[/dice]
& The Wild Die: [dice]3[/dice]

Echo Spirit to Resist The Pain of Dissolution: [dice]4[/dice]
& The Wild Die: [dice]5[/dice]

Benny to Soak
Echo Vigor to Soak Wound of Dissolution: [dice]6[/dice]
& The Wild Die: [dice]7[/dice]
Echo roars from the pain of the dispel is so loud it shakes the cavern in a dark reflection of the pain in shaking her very being the rattles of ice and snow falling while the cave retains its form a mirror of her own. But throw force of will and determination she is able to maintain control of herself and Splinter.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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Peta Chante
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Re: Hell & Gone: Deadfall

Post by Peta Chante »

Her head clearing from the glimpse of hell, Herra narrows her gaze into steely resolve. Having seen what the beast is about gives her the stomach to do what needs to be done. Moving with purpose she heads down the stairs, ignoring any zombies or other distractions, and gives the death stare to Horuscul. Her eyes glow brightly, lighting up the dim room with soft light and illuminating the hard look on her face.

Looking Horuscul square in the eye, while maintaining her distance from his tentacles she says a single word, "Stop."
Come on dice - Greater Puppet 21
Agility check for stairs: [dice]0[/dice] (Success)

Greater Puppet: Psionics [dice]1[/dice]
Wild [dice]2[/dice]
Extra Effort: [dice]3[/dice]
Ace: [dice]4[/dice]
Elan: +2
Total: 21

Notes: ISP: +4 to add +2, Mentalist: +2, Extra Effort: Last benny!
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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SnackHappy
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Re: Hell & Gone: Deadfall

Post by SnackHappy »

Not Confused
Vs. Confusion: 8
Smarts: [dice]0[/dice]
Wild: [dice]1[/dice]
Extra Effort: [dice]2[/dice]
Shooting
Assuming large +1
Rifle: 9 Raise
Shooting: [dice]3[/dice]
Wild: [dice]4[/dice]

Damage: [dice]7[/dice]
Raise:[dice]8[/dice]
2 Aces:[dice]11[/dice]
Total: 24

Pistol: 8 Raise
Shooting: [dice]5[/dice]
Wild: [dice]6[/dice]

Damage: [dice]9[/dice]
Raise:[dice]10[/dice]
Total: 13
Shaking off the confusion Jacob stares at the demon. "Hey ugly! Suck on this!" then he unloads shots at the demon with both pistol and rifle.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Peta Chante
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Re: Hell & Gone: Deadfall

Post by Peta Chante »

As the demon comes under her sway, Herra tries to finish all of this ordering back to his own domain. Unfortunately, he cannot return unless his summoner releases him. Always a hitch.

"Hand over your summoner so you may leave this place. In the meantime order all your zombies to cease fighting. Even those outside."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Freemage
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Posts: 1927
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Re: Hell & Gone: Deadfall

Post by Freemage »

OOC Comments
Just a formality:
Spirit [dice]0[/dice]
Wild Spirit [dice]1[/dice]
Ace Wild [dice]2[/dice]
Horuscul immediately stands down, and the noise from outside diminishes, though it does not fade completely--the CS has never been inclined to pass up on an opportunity like a bunch of zombies just standing around, helpless. The demon then crouches, and uses a nail in the ice to draw a crude triangle, one leg of which he then marks a few times.

"This is the juncture of the Ley Lines in this area. This line is the one that runs along the river." He then points to the apex of the far side of the triangle. "The man who called me to this plane dwells in a cave, on the far side of a hill, here, very close to the Nexus. Your devices will tell you when you are close, for the mouth of the cave emits a considerable amount of heat. Had the soldiers ever made it over the hill, they would have seen the cave immediately for the same reason." Horuscul pauses, then speaks again. "I warn you, this one traffics with the dead--perhaps even serves them in some way. You will find him quite difficult to kill, if you fail to take him unawares."
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Peta Chante
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Re: Hell & Gone: Deadfall

Post by Peta Chante »

"Very well," Herra responds to the demon's instructions. "Use your magic to empower your zombies and send them against the summoner. We will use their approach to mask our own. Can you turn on this summoner?"
OOC Comments
Hopefully someone gets in position for a snipe after he armours up his zombies
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Freemage
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Re: Hell & Gone: Deadfall

Post by Freemage »

The demon actually smiles at the idea of this plan. "I most certainly can." He quickly turns to the remaining two zombies, and casts a handful of spells on them, in rapid succession; by the time he's done, they are both airborne and invisible, and apparently buffed against any form of environmental damage. The noises outside change again--apparently, 'Send your zombies after the summoner' included those outside, so now the CS units are giving chase to what remains of the lumbering horde of zombie lumberjacks.

Since Herra's mind control greatly outlasts the demon's 'buffing' powers, Horuscul quickly runs out of PPE, leaving Growler a perfect opportunity....
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Growler
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Re: Hell & Gone: Deadfall

Post by Growler »

Stealth 6
Stealth: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 6 - Success
While still under the enhancement of Quickness, Growler carefully and stealthily makes his way down the passage to where he is in an area the Demon shouldn't be able to see him, and that he can get a bead on it.

"In Position. Target in sight. Going for a head shot when ready. Take the shot?"
Shooting 27AP4
While he is waiting for permission, Growler is aiming at the Demon, Assuming he is given permission, Growler will do a Called Shot for its head (-4 to hit, but +4 on damage. Due to his HJ roll, that is reduced to a -2 penalty.)
Total roll is at +5 (+4 for Drop, +2 from Aiming, -2 from Called Shot, +1 from Bow).
Shooting: [dice]2[/dice]
Wild: [dice]3[/dice]
Result: 15 - Hit with Raises. Damage is [dice]4[/dice]+[dice]5[/dice](Raise)+4(The Drop)+2(Assassin Edge)+4(Called Shot)AP4=27AP4 Holy MDC Damage. If a base Thornhead Demon, that should be 4 Wounds.
With a calm, Growler takes careful aim and shoots the Thornhead Demon in the head.
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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Echo
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Re: Hell & Gone: Deadfall

Post by Echo »

Growler wrote:"In Position. Target in sight. Going for a head shot when ready. Take the shot?"
While he is waiting for permission, Growler is aiming at the Demon, Assuming he is given permission.
With a calm, Growler takes careful aim and shoots the Thornhead Demon in the head.
Seeing the demons head explode as the round goes through it, Echo is started and jumps a bit. As the demon drops to the ground a limb nothing, she looks at the corpse, Echo returns to her human form and says. "Good thing that is over with, I was beginning to wonder if we could do that without anyone getting hurt.
"I think we need to offer the CS commander a chance to investigate the corpse if he cars and warn his of the summoner. If their are now objections I will radio him."
Then waiting to see if there is any objection of not she looks for the nod of acceptance from Snackhappy.
Follow-up
If Snack Happy give the node Echo will radio to the CS commander and fill him in on all the details and offer him a chance to verify the current situation as well as warning him of the Summoner/Shifter.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Hell & Gone: Deadfall

Post by Freemage »

Growler easily dispatches the subdued Demon, sending it back to the Hell it came from with nary a squawk.

The Commander listens for a bit. "Thank you for that report, and for killing the fiend that debased so many of my men. You have my sincere gratitude for that. However, I'm afraid we've got a situation. The zombies are continuing to march off, and they move through the snow and ice better than my ground troops can. The Skull-Walker and the SAMAS units could keep up, but that'd be it. If you guys want to use their assault to get cover for your own attack on the summoner, you'll need to get moving, pronto; we'll probably catch up well after the fight's over, unfortunately. Alternately, we could camp down overnight and follow the trail in the morning, fully rested, to this cave you were told about, but then the summoner would know things had gone wrong here, and would probably be waiting for us with some sort of ambush. I can play it either way."
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Echo
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Posts: 218
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Re: Hell & Gone: Deadfall

Post by Echo »

Notice 8, ignores all cover and concealment
Echo Notice Roll: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]
  • We Love Aces [dice]4[/dice]
Knowledge Battle or Arcane 21, any helpful ideas she can come up with for this encounter
Knowledge battle and arcane are the same, so know sure which would be better in your opinion
Echo Knowledge Roll: [dice]2[/dice]
Knowledge Wild Die: [dice]3[/dice]
  • We Love Aces [dice]5[/dice]
    • We Love Aces [dice]6[/dice]
      • We Love Aces [dice]7[/dice]
Looking to the others Echo says. "I think it would be best if we seized this opportunity to attack the summoner while he is distracted by the zombies, or after he has depleted his energy on them, rather than wait for the CS troops to keep up." Looking to Snackhappy she adds. "I think it is time to see what Sasha can do."
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


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Freemage
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Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Hell & Gone: Deadfall

Post by Freemage »

"Very well, then, let me inform my men, just a moment." There's a brief pause, and then he comes back on the line. "If you and your people are willing, one of my SAMAS jocks is volunteering to accompany you. Having an extra gun in the fight might make all the difference--especially if it's a railgun."
OOC Comments
*Ahem* This is an attempt to plant the new recruit into the party. It would make the GM's life much, much easier if we could find a way for folks to agree to let him come along--even if it's initially only so that they can kill him if he steps out of line.... :lol:
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Echo
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Re: Hell & Gone: Deadfall

Post by Echo »

After getting the nod from Snakchappy Echo radios back to the CS Commander. "We would welcome any men willing to come, but they will need to be exception. Whoever is doing this is powerful enough to control demons."

Before heading out Echo takes some time to look through for any weapons or objects of value left in the cave. Once everyone and everything is clear she purges it with fire and collapses the cave in on itself.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


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SnackHappy
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Posts: 191
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Re: Hell & Gone: Deadfall

Post by SnackHappy »

After nodding consent and leaving the cave Jacobs warms himself climbing back into Sasha. "Good job guys!' Let's hoof it and see if we can find this summoner of demons and be done with him. I believe we want to make hast to the summoner so that we can arrive at the same time or shortly after the arrival of the zombies. It should be easy enough seeing that the zombies have literally paved the way. I can carry a couple of you if that will help expedite our journey. Our resolve and determination should show the CS that our mettle is not to be trifled with. Echo let's inform the commander any one who can keep up would certainly be a boon to the cause because we need to end this." At that point he picks up a couple of the slower members in Sasha's hands and hurriedly makes his way after the zombies taking the lead.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Zakkael
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Location: Castle Refuge

Re: Hell & Gone: Deadfall

Post by Zakkael »

Zakkael watches as the demon is vanquished by a perfect shot from Growler. "The Light is with you, friend Growler. Masterfully done. Horuscal has been returned to his rightful prison. Herra, truly your spirit is indomitable if you are able to cow one such as him into obedience. No mean feat was that. Truly, the Light has blessed you. Now, let us remove the demonic taint from this place, and confront this summoner." Zakkael wanders around the cave, checking every passage with scrying eyes to ensure no trace of demonic influence is left.
Notice
Notice with mystic vision, alertness, activating detect arcana
[dice]0[/dice]

WD Notice
[dice]1[/dice]

Ace WD notice with prior
[dice]2[/dice]
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Echo
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Re: Hell & Gone: Deadfall

Post by Echo »

As she begins to start purging the room Echo notices something in the ice, melted a bit as if it fell from the the demon in its death or perhaps belonged to a previous occupant. Her Awareness telling her their is something significant to it, but unable to identify the strange pendant Echo grabs it and takes it to Hera for identification. The conversation is brief as Herra is able to verify that the talisman somehow brings the bearers aura and sense of self more into ones own so less psychic energy bleeds off. "This masks the holders aura from detection."
Echo nods and says. "This is good then, something that will benefit us greatly. I think I will keep it." Placing it on her neck Echo can instantly feel the reinforcement of self brought on by the device.

OOC Comments
Amulet of Obscurement
This amulet was designed by Jorhdan the Smith to mask his agents auras from being found by dog boys and psi-stalkers. This allowed them to infiltrate the CS and provide essential intelligence for Tolkeen. Unfortunately while saving the lives of many of their agents others were lost their lives in the battle at Tolkeen and a few of these amulets have been found on the market going for am much as $500,000 credits each.
The magic of this neckless causes it to alter in slight ways to as to avoid notice and blend in with the clothes worn by its user.
  • Base Item: Neckless (Uses Spirit or Casting skill)
  • Major: Conceal Arcana (5 PPE for use with Conceal Arcana)
  • Major: +1 die type to Spirit- The targets mind and will is strengthened by the Amulet.
  • Minor x2: Resilience +2 Spirit Rolls - The targets mind and will is strengthened by the Amulet.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


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Peta Chante
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Re: Hell & Gone: Deadfall

Post by Peta Chante »

Having her connection to the demon severed suddenly and violently causes Herra to shudder for a moment, but she is glad to be done with it. The minds of demon's are the path to madness.

After quickly helping Echo, she joins the others on the cold trek to the summoner. No doubt she will once again need to peer into the Astral Realm to see inside his lair. For now. However, she hustles to get their on time - and to keep warm.
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Calyx
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Re: Hell & Gone: Deadfall

Post by Calyx »

Calyx starts shivering, his teeth chattering, after his armor went down. It doesn't normally provide him with any protection from cold or tiredness, so he isn't quite sure what happened, but assumes it is a byproduct of the demon's magic. He stamps his feet several time and rubs his hands along his arms to warm up as the conversation...and subsequent gruesome gunshot of the demon occurs. He raises and eyebrow and then gives a nod. The demon doesn't belong here so sending him back via death is fine with Calyx.

"Yeah, let's go see about finishing this. I wanna get somewhere warm before my fingers, toes an' balls turn black an' fall off!" He heads out of the ice cavern with the others, letting his electrical aura fade for the moment beforehand.
Notice 7
Notice die [dice]0[/dice]
Wild die [dice]1[/dice]
Ace die [dice]2[/dice]
Calyx Calder
Character Summary
Human Zapper

Active effects: Deflection (-3 to be hit).
Wounds::

Parry: 6 (7 w/ vambraces); Toughness: 16(9)
Weapon in hand: Vibro-Blade Vambraces or Kolytik

Edges: AB Psionics, Danger Sense, Luck, Major Psionics, Quick, Rapid Recharge, Rich

Powers: Armor, Boost/Lower Trait, Deflection, Telekinesis
ISP: 26/30

Charisma: 0
Bennies: 3

Memento (Two-Face's Decision)
  • Once per Session, can be used to alleviate a level of Fatigue.
Adventure Card:
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Lucky Break: Play this card to completely negate the damage from one attack.
Currently playing in: 7th Set Joker's Jokers
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Hell & Gone: Deadfall

Post by Freemage »

As the 7th SET all emerge from the demon's lair (and SnackHappy gets back inside Sasha) and the sun begins to set, you see the Commander standing there, with a SAMAS soldier next to him. He uses his armor's PA system, presumably so he can keep it sealed against the cold. "I believe you folks briefly met PFC Fox Simmons back in camp. He's one of my brightest, and he's requested to accompany you to hunt down this fiend. He's under strict orders to co-operate fully with your team. The zombies have a short head-start, but they aren't moving that fast; so long as you don't have anyone trying to keep up on foot, you should be able to keep pace with them just fine. Heck, you could probably outpace them if you wanted. We'll head partway in that direction, then make camp and catch up in the morning. Send this bastard to Hell."

With that, he gives you all a salute, then does the same to PFC Simmons, before ordering a few men to go down to examine the corpse, and the rest of them to march after the zombies, in formation.
OOC Comments
As noted, you guys actually have a choice. Technically, three options, though you have already opted against the first:

1: Stick with the CS troops, arrive an hour or so after dawn. Presumably, the zombie attack will have put the Big Bad on high alert.

2: Follow the zombies, using them as an initial screen to assault the cave you were told to look for, maybe testing the defenses. In this case, you figure you'd get to the cave around midnight, assuming it's where Horuscul indicated near the Nexus.

3: Get ahead of the zombies and try to scout out the lair, maybe even launch a surprise attack. You get to the cave around 10 PM, well ahead of the undead shamblers, so might have this all wrapped up by then.

In any case, feel free to interact with PFC Simmons ICly, and, oh, yes, make Notice rolls for things you might spot as you travel. Lighting is Dark by the time (-2 Illumination Penalty), but that is probably countered for most of you.

I'll start the next act/thread sometime this weekend, Monday at the absolute latest.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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PFC Fox Simmons
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Re: Hell & Gone: Deadfall

Post by PFC Fox Simmons »

PFC Simmons watches the Commander leave and then turns to watch the other CS scamper after the undead. Anyone watching as the CS are finally clear of the area would notice the shoulders of the SAMAS actually sag and a breathe let out seems to fog the helmet a bit in places. After a minute or two the shoulders return to their original position and it would appear that PFC Simmons is studying everyone.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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SnackHappy
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Re: Hell & Gone: Deadfall

Post by SnackHappy »

OOC Comments
Notice:[dice]0[/dice]
Wild:[dice]1[/dice]
“Well kid this our frequency. We are going follow these monstrosities in and let them do the work of draining some resources from whoever hides in the cave. Then we will barge in close behind and put an end to this.”

As they get a bit further away from the cs Jacob looks to private simmons again.”Kid just a word of warning to you. If your buddies back there...” He points back to the CS troops. “If they set us up some sort of ambush and I even suspect it is with your help, then you are Sasha’s first target. As long as everything is on the up and up we are cool.” Catching up with the group Sasha lets out her signature howl from the transmitter.
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers
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Echo
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Re: Hell & Gone: Deadfall

Post by Echo »

Notice 6, ignores all cover and concealment
Echo Notice Roll: [dice]0[/dice]
Notice Wild Die: [dice]1[/dice]
Looking to the soldier on loan from the CS Echo masks her discomfort perfectly as she gives a nod. "Glad for the opportunity to be working with you Simmons I go by Echo." Offering her hand to the soldier he tries to make him feel welcomed.
Then looking to SnackHappy and Herra she says. "Commander, I can scout this out, but I think scouting or scrying would be a risk. These summoners are known to be very acutely aware of the arcane and I think this. Herra confirms this talisman conceals my magic, but I am not certain how effective it is at that. Herra how masked is my presence, will scouting risk our lives?" Activating the talisman Echo sees if it will work as well as desired or not.
Conceal Arcana 9, Contest to Detect are made at -2 for the detector
Echo Spirit Roll: [dice]2[/dice]
Spirit Wild Die: [dice]3[/dice]
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


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PFC Fox Simmons
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Re: Hell & Gone: Deadfall

Post by PFC Fox Simmons »

Simmons dials in the freq, "I am neither aware of, nor apart of any ambush. Honestly, I want to make sure the Grunts get back home."

The turbines spin up of the SAMAS's wings, "I might be able to scout ahead for you all. No Force Powers or Magic to alert anyone with."

The SAMAS lift off the ground and begins moving after the zombie, CS troopers, and the 7th.
Message to Snackhappy
Simmons thums a private comm to the Gunwolf. The comm contains a digital file, in fact a digital signature. "I am told your species is known as a Grackletooth. Sir, I understand my appearance throws people in regards to my age. Attribute that to me being on this planet. I haven't aged since I got here. The CS call me Simmons, but please call me Fox."

"If you feel that I have jeopardized lives in any way, the digital signature should help with auto locking on this SAMAS."

"Fox out."
Over the team freq, "Let me know where you want me."
Notice 3
  • Notice Check [dice]0[/dice]
  • Wild Notice [dice]1[/dice]
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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Zakkael
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Re: Hell & Gone: Deadfall

Post by Zakkael »

Zakkael bows his head in Simmons' direction. "We are grateful for any assistance you can offer, Private Simmons. May the Light of Heaven bless you and keep you, and may the Light prepare your heart and your hands for the battle we will soon find ourselves in." He flashes a wry grin. "And remember, we are on the same side as you. Send all fire that way." He points in the general direction of their destination, emphasizing the point away from the 7th SET.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Echo
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Re: Hell & Gone: Deadfall

Post by Echo »

PFC Fox Simmons wrote: The turbines spin up of the SAMAS's wings, "I might be able to scout ahead for you all. No Force Powers or Magic to alert anyone with."
The SAMAS lift off the ground and begins moving after the zombie, CS troopers, and the 7th.
Looking at her rejected hand for only a second Echo says to Simmons in a respectful way trying not to offend while delivering a potentially unwanted message. "Um, you may not have magic, but you realize you vehicle is as far from stealthy as it is possible to be, especially with the turbines spooled. My suggestion was for subtly to be used to gather intelligence." Thinking a bit she adds. "But the speed those things are capable of could be amazing. Even while being spotted, you may be able to escape if any shots are fired."
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


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PFC Fox Simmons
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Re: Hell & Gone: Deadfall

Post by PFC Fox Simmons »

Hearing Echo's words, "Where do you want this confrontation? Inside or Out?"

"My screaming turbines will certainly draw attention. Tell me where you want the fight and I will draw the attention for sure."

With that Simmons throttles down on the SAMAS, still flying but the turbines for hovering and thrust are making a dull thrumming as oppossed to the threatening screaming and screeching they were before.
PFC "Fox" Simmons
PFC Fox Simmons
PFC Fox Simmons
Human/Clone, MARS Powered Armor Soldier, CS SAMAS Pilot
Rank: Veteran Specialist 2nd Class
Payscale: 495/wk
Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d8
Charisma: 0; Pace: 6 (1d6); Parry: 8 (9 with claws); Toughness: 23 (6); Strain: 6/8

Hindrances: Clueless, Cautious, Loyal

Notice d8 (+2 conditional), Common Knowledge d8 (+2 conditional), Intimidation d4, Persuasion d4-2

Edges and Abilities of Note:
  • Command
  • Command: Allies: +1 Spirit to recover from Shaken.
  • Tactician: Wild Card, Draw Bonus Action Cards for Teammates use.
  • Natural Leader: Share Bennies with Troops under his command.
  • SAMAS/Pilot
  • Power Armor Jock: Negate -2 to Agility and all skill rolls while wearing PA.
  • Ace: +2 to Piloting PAs, May spend Bennies to Soak.
  • Combat Ace: Ignore MAP for Piloting and Shooting in same round.
  • Rock and Roll!: No Move during Round, May ignore penalty for firing Full Auto.
Bennies: 5/5
  • Adventure Cards: Q3-2018
  • (33) - Extra Effort - Play to add +1d6 to any trait roll. This roll may Ace.
  • (35) - Sieze the Day - The character acts as if he had drawn a Joker this combat round.
  • (16) - Turncoat - Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc..
| 2017Q4 | 5 XP (30) - Seasoned 3 | 3 EP (1) | |
| 2018Q1 | 5 XP (35) - Seasoned 4 | 3 EP (1) | |
| 2018Q2 | 7 XP (42) - Veteran 1 | 3 EP (?) | |
SAMAS
  • SAMAS
  • Strength d12+5 *
    • SAMAS Fortune and Glory: Strong and Powerful
    • * Str die Increase
    • Brawny: ** +1 Toughness, Carry 8 times Str.
  • Size: 2, Pace: 10 (1d8), Flight: 25, Climb 2, Parry: 6, Toughness: 10+10 MDC **
  • Weapons
    • Light Rail Gun (right forearm, handheld)
    • 100/200/400, 2d10+4 Mega Damage, RoF 3, AP 10, Shots 45
    • Rocket Launcher (right shoulder, mounted)
    • 100/200/400, RoF 1, AP 6, Shots 2, 5d6 Mega Damage, SBT, Snapfire.
    • 2 spare missiles in camp
    • WI - GL20, Automatic Grenade Launcher (left forearm, mounted)
    • 60/120/240, Variable Damage, RoF 3, AP 2, Shots 40
    • AP ( ); FRAG ( ); HE ( ); PLASMA ( )
    • TX-22 Precision
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Peta Chante
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Re: Hell & Gone: Deadfall

Post by Peta Chante »

Giving the newcomer a wide berth and a cold shoulder, Herra does little to acknowledge his existence. Each time she looks t the Deaht's Head motiff she considers the state of Spider and turns away. Deciding the best thing to do is ignore the problem she tries to help Echo with the tailsman.

Without much mental effort, she cannot see through the disguise, "It is effective. No doubt someone of great ability who is actively searching may be able to pierce your veil but it works." The idea of scrying a summoner does not sit well with her as well, "I agree we may not be able to so blithely look upon this threat. If he indeed deals with the dead he will be able to see into other realms, including my own astral realm. While he cannot hurt me, he may be able to obscure my view."
Detect Arcana
[dice]0[/dice]
Wild [dice]1[/dice]
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Echo
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Re: Hell & Gone: Deadfall

Post by Echo »

Hearing Herra's confirmation that her concealment was working well and Simmons offer to lure the enemy out Echo looks at SnackHappy. "What's the plan then sir?"
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


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Zakkael
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Re: Hell & Gone: Deadfall

Post by Zakkael »

Notice 9, CK 3
Notice with Alertness and mystic sight, detect arcana active - darkness penalties negated by racial advantage
[dice]0[/dice]

WD Notice
[dice]1[/dice]

CK
[dice]2[/dice]

WD CK
[dice]3[/dice]
OOC Comments
This assumes we have decided to follow after the zombie horde
Zakkael, following shortly after the loaned-out SAMAS pilot, takes flight and begins winging his way towards the lair of the summoner, peering carefully into the darkness ahead of their path. The horde of zombies below him is upsetting, as the unnatural animation of dead bodies is an affront to him. Yes, Michael. It is a valid tactic. Using the designs of the enemy against them...yes, my chief. It is poetic justice. A horde of corpses animated by demons being used against the demonic...yes, my liege. To be absent from the body is to be present in the afterlife. You are right. I will pray a blessing over them as they are released.
Zakkael
Zakkael
Current Status: 1 wounds / 1 Fatigue
Bennies: 2 (-1 EE fighting, -1 Soak, +1 from Fox)
Parry: 9, -2 to hit with ranged attacks
Toughness: 12 (7)
PPE: 11/25 / ISP: 2/10
Staff PPE: 2/10
Active Powers: Exalted Darksight
Pertinent Edges: Danger Sense, Alertness, Improved Rapid Recharge, Elan, Marksman (Mysticism)
Adventure Cards:
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    Rabbit Out of My Hat: Play this card to gain +2 to any Trick test until the end of the scene
Armor: TW Combat Mage Armor
  • Darksight
  • Farsight
  • +7 Armor
  • Full Environmental Protection
  • +1 Strength die
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Staff of Justice
  • 10 PPE
  • +1 Miracles spellcasting rolls
  • Dispel (Holy Light approved custom trapping)
  • Smite
  • Str+d6 damage, Reach 1, Parry +1, 2 handed, MD with 2 PPE
Shield of Faith
  • +6 Armor vs. ranged attacks
  • +3 Parry
  • -2 to hit by ranged attacks
  • Edges: Dodge & Improved Dodge
  • Power: Barrier (wall of force trapping)
  • Power: Deflection (Wind trapping)
Approved Custom Trappings - Deific
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Echo
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Re: Hell & Gone: Deadfall

Post by Echo »

Getting her Ion Rifle back from SnackHappy Echo prepares to move out, "Don't Suppose Sasha would mind if I sat on her shoulders until we were a little closer do you boss?"
With permission granted Echo turns into a snow owl and after flying a couple rounds finds a safe spot away from moving parts to hold up and keep and eye out for trouble. Flying occasionally as needed to see the area with her own eyes and report back.
OOC Comments
While in snow owl form, echo is a still cautious about the CS soldier, but she did not sense any twitches or hesitations to make her not trust him, so she will assume he is good for now.
Echo (Rob T)
Echo a Living Spell & Shape Changer
Active effects: Awesomeness, Conceal Arcana, Spirit d12+2
Current Parry: 5
Current Toughness: 11 (6) (Environmental)
Notable Edges: Imp Nerves of Steel, Killer Instinct, Charismatic +6
Spells & Powers: Unearthly Perception, Metamorphosis Superior, Matter/Energy Shaping at will.

Current Status
Wounds: 0/3
Fatigue: 0/2


Bennies: 1
  • +3 Quarterly Reset
    -2 Reroll with Immortal Hand


Q2 2019 ADVENTURE CARDS
  • 44 Boom! Head Shot You may ignore any Called Shot penalty on your next ranged attack.

    49 Parely All characters cease fighting and listen to the hero speak for at least 30 seconds. Others may only take defensive actions during this time. This has no effect on beasts and other creatures that cannot understand the speaker.

    48 Epiphany Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.


GM Quick Reference
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Growler
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Re: Hell & Gone: Deadfall

Post by Growler »

Notice 4
Notice to test Echo's Concealment (+2 due Scent, -2 due Difficulty):
Notice: [dice]0[/dice]
Wild: [dice]1[/dice]
Result: 4 - Failure vs. the Target of 9
"It covers the scent of your magic, Echo."

Growler, however, is not as successful as Echo in concealing his lack of trust of the newly attached SAMAS pilot; always watching him and making sure there is always a clear line of fire between them.
Growler
Main Character: Tiny Tim
Alternate Characters: Hans Greuber, Berk
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 15 (6)
ISP: 40 / 40
PP: 15 / 15

Active Powers:
None

Bennies: 2/3
Base Amount
-1 due Reroll on Navigation Roll
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