Jungle Fever: Epilogue

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

Jungle Fever: Epilogue

Post by Freemage »

The Journey Home

With nearly four dozen refugees looking to come back with you to Castle Refuge (the others were Barbarians staying in the Swamp), even the Mark V is a bit crowded for the return trip. Eventually, you realize the best option is to have some volunteers ride on the trailer that was provided for Sasha (you're provided with ample provisions for the group by the Three Tribes, as they are now refer, and then have Sasha walk alongside the Mark V. Of course, this makes for slow going, but folks are fairly comfortable.

The group of rescuees seems about 50/50 on the subject of the Brodkil traveling with the group. Some of them, having been personally freed by Chok'lat, are fully on-board with treating him like they do the rest of the Legionnaires. Others are clearly more uneasy, staying away from them. A few are visibly hostile, though they lack the means to do anything other than glare balefully at the sub-demon.

A handful of the rescuees stand out. Frankie Charroot, a lithe, androgynous human with short-cropped, spiky black hair, is apparently an experienced settler. He (she?) is quite well-versed in what it takes to keep a group of people moving through the wilderness. The more observant of you might note that she (he?) tends to assign difficult tasks to others in the group, but those jobs do all get done, at least.

Mirek Tandoor, a Trimadore, is an avid botanist, zoologist, xenobiologist, anthropologist and more, apparently. This makes him useful as a source of information while traversing the Swamp, but also makes him a bit of a pain, in that he keeps trying to wander off after some rare flower or exotic butterfly, and has to be reminded that Dinosaur Swamp is, in fact, filled with dinosaurs, and other, bigger threats that would like nothing more than to eat his flesh.

Finally, Alice Greene, a young human woman with long hair and lots of skin ink, stands out simply as the only one in the rescued group to be bearing obvious cyberware (an eye and a hand, at least that's immediately obvious). She mentions having grown up in the 'Burbs, and it eventually becomes clear, through inference, that she left the Chi-Town area due to excessive contact with the security forces. Her use of street-slang makes it tough for anyone other than Echo to fully understand her, but she clearly finds the idea of moving to a new town appealing.
OOC Comments
(These three will become Contacts and possible mentors for the group, giving you some options when taking specific Skill Advances. There will be a Sticky Post in the OOC area with details shortly.
Amazingly, you get through the Swamp without major incident, and the long road back to Castle Refuge rolls by slowly but surely.

As you get into radio range of Castle Refuge (about a hundred miles away), you get pinged, and Corporal Montcrief's voice comes on over Sasha's radio. "Welcome back, Jokers. So what was the situation that called you out there?"
OOC Comments
SnackHappy should make his initial report, and if anyone wants to chime in, Montcrief's happy to listen.
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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Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever: Epilogue

Post by PFC Fox Simmons »

As Fox is flying aerial recon, he has less interactions with new contacts except when he is sent by Snackhappy to retrieve the Trimadore botanist. A few times he is sent to keep an eye on the botanist and keep him within safety range. All in all Fox can not complain as the new HUD proves to be an ideal way of keeping tabs on both the convoy and the wandering scientist.

Every so often, Fox gets a chance to utilize the Xicitix blade the Longtooth tribe presented to him. Taskok is an awkward but finely made weapon. The tribals actually presented him with a sheath made of Xicitix chitin that straps quite securely to SAMAS's left calf and is conviently out of the way. The auto grenade launcher never seems to get snagged on the sword hilt and the hover wings and engines never seem to have any interference.

Flying forward recon on one of the rare days he is not baby sitting the scientist, Fox picks up comms from Refuge, <<"This is Fox. Castle Refuge you are a welcome sound over the radio waves.">>

Toggling the system controls he makes sure the signal gets relayed back to Snackhappy. Then does a complete 180 and heads back to pull up the rear guard.
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: Jungle Fever: Epilogue

Post by SnackHappy »

What was the situation out there. Oh this will be fun to explain. Well we fought some demons and giant bugs. One of the demons joined up and now thinks he saw the light and wants to fight alongside the legion. Sure they will believe that. Not to mention our castle full of refugees from one war now gets to add a bunch more to the number from a second.

"Sir, the situation when we got there was pretty dire. There was an invasion of giant bugs in the swamps. I believe Private Fox called them Xiticix. They were a nasty sort. We managed to collaborate with the local tribes to get them to combine their arms in order to stop the bugs. It was a tough fight and we lost Zakkael." Jacob pauses a moment still a bit distraught about the loss of his friend.

"Kutter also decided the legion was no longer for him and stayed behind. We did however have a couple new recruits interested in joining up with the legion. One is a bit unorthodox, although he has proven himself several times in our combat encounters. Several refugees have come back with us as well seeking to stay at or near the castle. I believe many of them will prove useful in training the troops. I will give you my written debriefing on the entire operation upon our return."

"Choklat you may want to ride inside with me where people will not see you immediately upon our return. Wouldn't want you to get shot on site for being demon. Maybe put a cloak or some heavy clothes on to hide yourself a bit as well."
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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PFC Fox Simmons
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Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever: Epilogue

Post by PFC Fox Simmons »

Fox messages Snackhappy, directly to Sasha. "Nicely done there. Glad to be serving along side you."
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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Echo
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Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Jungle Fever: Epilogue

Post by Echo »

Echo listens to the radio call, still thinking about the situation. So many things happened and in such a short time. It is hard to believe it has only been about a week since they left.
As Snackhappy gives the report she listens and then thinks maybe he should include some details of the efforts to recruit participation from the locals. Thinking as much she writes a small message saying as much in the air for him.
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: Jungle Fever: Epilogue

Post by Freemage »

"A Xiticix invasion in the Swamp? I'd like to apologize to all of you, for that, then--had we had a fuller awareness of the situation, we would've sent you in with actual troops. Good job allying with the locals, though. We are, of course, aggrieved to learn of Specialist Zakkael's passing, and I will begin the process of setting up a proper memorial service." There's a brief pause. "Forgive me, but there is one awkward question I must always ask when we get a report about a fallen Legionnaire. Did the circumstances of his death leave behind remains to be interred, or are we looking at a simple plaque?"

Once informed that there are no remains, Montcrief continues. "As for the new recruits and refugees, well done on both counts. How many of each are we looking at?" In response to learning that there are over twoscore refugees, he takes a moment to consult off-mic with someone, then comes back on. "Alright. When you arrive, proceed directly to the motor pool. Ossana and I will be there, as will Elle of Owls to greet the new recruits, and a representative of the Council of Hope to help the refugees get settled in. Always glad to have new citizens of Hope."

He's about to sign off when he seems to consider something. "Tell me, would your... 'unorthodox' recruit perhaps benefit from a more private initial meeting?" Montcrief has always been good about picking up on small details....
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?)
.
User avatar
SnackHappy
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Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Jungle Fever: Epilogue

Post by SnackHappy »

"Yessir! A more private setting may be in order. We will happily be received in the motor pool with the rest of them before or after whichever is preferred."
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
User avatar
PFC Fox Simmons
Silver Patron
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Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever: Epilogue

Post by PFC Fox Simmons »

Fox is about to burst out laughing (something very odd for him) when he disconnects the comms going out of Fox and laughs hysterically. Anyone watching the SAMAS would notice that she bucks, bobs and weaves the rest of the way back to Castle Refuge.

I wonder if the other SETs and organizations are this diverse.
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
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Jungle Fever: Epilogue

Post by Freemage »

It's about two hours, with Sasha on foot, until you get to the actual castle. FOX is instructed to land on top of the Mountaineer, and then Herra is directed to pull into the Motor Pool, where the load of refugees get off of the trailer and out of the back of the Moutaineer. After the trailer's been unhitched, she's then instructed to pull it into a service bay, which does indeed afford some privacy once the bay door is closed--Snackhappy has to get out of Sasha and leave her in her own bay, joining the others on foot. Montcrief, Elle and, of course, Sergeant Ossana are all there, waiting.

Montcrief, his shock-white hair looking a bit more harried than usual, holds a notepad topped by the forms many of you recognize from your formal enlistment. The violet-skinned D-bee seems to be hanging back and letting the Sergeant take the lead.

Likewise, Elle of Owls waits patiently, the avian Mystic serene and unruffled as always.

The Sergeant, her own hands occupied by a flask and a lit stogie (Elle of Owls, it should be noted, seems to be surrounded by some sort of field in the air that keeps the smoke from coming near her, personally), nods as Snackhappy enters and the doors shut, stepping forward and patting the big Grackletooth on the arm, and speaks, more softly than she ever has in his presence.

"Hardest thing for a commander is to lose one of your own, I know, Jacob. And Zakkael was a hard loss, I'm sure. I understand there's already talk at the geode mine of setting up a statue in his honor--the dwarves were deeply impressed by him during the battle with the First Cavalry. Seems like you're faring well, but if you ever want to talk, I'm here for you."

Shifting up her volume a bit, she calls out, "Now, let's meet these new recruits and you can tell me what's so 'unconventional' about one." She turns, and the side door of the Mountaineer opens, and out steps the rest of the SET, including the new recruits.

There's a moment of complete, utter silence. Montcrief breaks it. "I think, perhaps, it is time for your full report, Specialist Snackhappy." Once this is given, he also takes field reports from the other, official members of the team.
OOC Comments
Let me know if Snack's report omits anything, and everyone else (other than Chok'lat and Henry) can tell me if there's anything specific that they stress in their own comments to Montcrief, or explicitly try to dance around or gloss over the details of.
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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Posts: 156
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Re: Jungle Fever: Epilogue

Post by PFC Fox Simmons »

Fox has nothing to really add to the report other than the fact that he did advise the Jokers to stay together in the hive as a new situation warrants safety first. The Xilicitix (sp?) were able to pull off multiple attacks per inidivdual bug per round.

Heading back into the mountaineer after everyone has unloaded, Fox pulls out on a makeshift gurney the two bug bodies he had extracted from the hive along with a data pad with his notes and investigations. The bodies have been refrigerated for the last few weeks of travel. "Among the refugees was a D-Bee scientist who might be able to unlock the secrets of the bugs' pheromones. Those pheromones may be the best way to communicate with them in the future. Or even understand them at all."
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
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: Jungle Fever: Epilogue

Post by Chok'lat »

Chok'lat laughs a little at SnackHappy's suggestion. He points two demonic hands at the two cybernetic arms hooked into his infernal body. "Big clothes won't hide these. Maybe Chok'lat leave guns in here, won't get shot? Four arms up better than four arms carrying guns and swords."

At the appointed time, he steps, slowly and cautiously, from the gunwolf, hands stretched into the air. "Chok'lat ain't gonna fight all you guys. Maybe we talk about how Chok'lat saved a bunch of people from bugs, and didn't kill anybody that ain't bugs?"
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Growler
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Posts: 184
Joined: Fri Aug 18, 2017 7:42 am

Re: Jungle Fever: Epilogue

Post by Growler »

Before the debrief, Growler will take the opportunity to privately inform SnackHappy about what he has witnessed about Henry's supernatural nature and his shape-shifting abilities, as well as his intentions to mention it in his debrief to Montcrief.

Standing at military rest, Growler will give Montcrief a full debrief of all he saw. This will be as clear, precise, and concise as he is able to, as per military etiquette. This will be mentioned in front of anyone present at the time when he gives his debrief.

"... One thing probably not observed by the others about our new recruit, a Henry Price, is that he seems to be of supernatural origin with the ability to innately change into a raven. It is not known yet if he can change into other birds, or even other types of animals..."
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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Calyx
Diamond Patron
Diamond Patron
Posts: 112
Joined: Thu Sep 07, 2017 7:43 am

Re: Jungle Fever: Epilogue

Post by Calyx »

Calyx let Snack Happy (and that chatterbox SAMAS pilot) do the talking back to Castle Refuge. He laid on top of the vehicle as it traveled, 'getting some air' from the crowded press of bodies inside. He smirked - yeah, he imagined that they were sorry for the bad/lacking intel, but grateful that it was taken care of without the Legion having to expend more resources. The half-smile vanished at the mention of a memorial service. The sting of losing Zakkael was still fresh. He got out of the way when the SAMAS had to land on top of the vehicle.

Once they were in the bay and all closed up, he climbed down and stretched a bit. He gave a nod with a lopsided grin on his face. "Man, it's good t'be back. That swamp was UN-fun!" He let out a chuckle. "Oh, man, brace yourselves. This last recruit is a whopper!" He watched their expressions when the Brodkil came out.

Afterwards, he pulled out a small battery from his belt and electricity danced a bit around his hand as he drained it of juice. "Ahhh. So. Report. Right." He gave his version of events when it was his turn. He didn't try to cover up anything, but neither did he go in to great detail about his time with the Longtooth tribe - what happened in Longtooth stayed in Longtooth.
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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Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Jungle Fever: Epilogue

Post by Peta Chante »

Herra remains quiet during the radio conversations, driving and using the radio was a potential recipe for disaster. Scrapping the side of the garage door as she navigates the mountaineer and it's awkward trailer inside she shakes her head, Perhaps I should find a driver and compel him to join us on our next mission. Once parked, somewhat askance, Herra happily leaps out of the driver's seat and nods to all the superiors waiting to greet them.

When, and only when, asked about their adventures she confirms what the others have said. Indicating her new moon tribe tattoos she let's it be known the oaths she undertook, This was not a decision taken lightly, not expediency to gain the tribe's loyalty. It is one of conviction." She offers no apology and makes no excuses for her choices.

Finally, when matters settle on Chok'lat she remains aloof. Her only opinion is a begrudging admission of fact, "The demon has not betrayed us, yet."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Jungle Fever: Epilogue

Post by Freemage »

OOC Comments
Taunt [dice]0[/dice]
Wild Taunt [dice]1[/dice]

As the reports are made and appended, the officers take note. As soon as it becomes clear that the presence of a Brodkil is not some sort of elaborate prank, Major Albert Deschene, Chief Intelligence Officer for the Legion, is also called in. Many, many questions are asked, and asked again, and asked in slightly different ways. He proposes a psychic interrogation, which Elle can perform, to confirm the Brodkil's sincerity. Elle similarly suggests that Chok'lat will need to be largely confined to the SET's barracks on base, so as to prevent 'unfortunate incidents'.

After several minutes of proposals, and counter-proposals, centered largely around the security and morale issues, Ossana, who has been quiet up until now, puffing away on her stogie, finally explodes.

"I cannot believe what I am hearing! Have you all gone soft between the ears? A demon shows up on our doorstep, probably still covered in blood of his last human victims, and says some nice words about how he's only gonna kill what we want him to, now, and you all just can't wait to get him a Legion badge and a berth where he can be close enough to slit our throats when we sleep!" She whirls and faces the Brodkil directly, cigar butt clenched in the corner of her mouth as she pokes his chest. "Hell, he probably shot Zakkael in the back, just to clear space in the group!"

Chok'lat can feel his blood start to boil at the accusations and insults... and then he remembers something, from back when he was still with the pack. The Big Boss Brodkil didn't like in-fighting; said if someone wanted to fight another Brodkil, they could fight HIM. Since none of them were that stupid, they stayed in line. But Cray-Cray, the sadist, would get very, very bored, so sometimes she'd start making needling comments at one of the others--if she got under their demonic hide deep enough, they would take the first swing, and so she would be blameless for the ensuing beat-down.

And he realizes, all of a sudden, this is similar--she's trying to make Chok'lat take a swing, or even just get angry....
Christian, please read
Okay, you got lucky. I'm ruling that the 2 on her Taunt is a result of his recognizing the tactic as a test. So, you have a choice. He can just stand there and take it--essentially getting an automatic success on his Smarts roll to resist a Taunt. Or he can give back as good as he's getting--roll Taunt to oppose her 2, and if you beat her, he'll get a measure of respect. Just don't crit-fail the Taunt and you should be fine--even on a 2, it turns into a stare-down.
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?)
.
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: Jungle Fever: Epilogue

Post by Chok'lat »

Taunt
Taunt
[dice]0[/dice]

WD Taunt
[dice]1[/dice]
Chok'lat snorts back at Wilde. "HEY! Chok'lat not a sneak! Chok'lat has more fun fighting face to face! Few weeks ago, Chok'lat would'a chopped your head off and thrown it at that one for fun!" He points towards Elle of Owls. "Now, Chok'lat saw the Light that angel guy went to. Chok'lat ain't good. But Chok'lat's gonna try. Happy says he's gonna back me up. She hates me -" he points towards Herra; "- and even she said Chok'lat did good in the hive." He puffs out his chest, placing his arms to his side, almost at whatever passes for 'attention' with the demons. "You don't like Chok'lat, fine. But Chok'lat's gonna prove you wrong."
He pauses for a beat, waiting for a response. Unable to suppress all of his cruel, demonic instincts, he levels a shot at Wilde. "Your cigar smells like week-old hangdog shit." He's unable to stop the grin from spreading across his face, despite remaining at attention.
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Jungle Fever: Epilogue

Post by Freemage »

Wilde stands there for a moment, as the other officers stare on in shocked silence. Her voice is a low purr, almost a growl, as she pulls the stogie from her mouth. "Boy, you're either stupid or brave." There's a heartbeat of pause, after which she breaks into a grin. "Fortunately, I'm a sergeant, which means I am familiar with both." She cocks him a wink, then turns on the other three. Montcrief, adept at always at anticipating his superior's intent, steps forward and turns, so now he's in position to her flank as she faces down the head of the SET and the Intelligence Officer.

"So, he's in. Which means he's Legion. And we do NOT confine a Legionnaire to barracks without them screwing up, first. I'd suggest that he should be accompanied by one of his SET-mates until the rest of the rank and file get the word, but other than that, he is to have the same full run of the Castle that any Specialist 2nd Class would have. Furthermore...." Here, she gives the Major a steely gaze, "While I would fully support Specialist Chok'lat, should he make a decision to submit to a voluntary mind-scan to show his good intentions, until such time as we've decided to make that a mandatory part of joining this outfit, it is entirely his call."

The other two look like they're trying to formulate a response to this challenge to their authority, when she slips in a final dig. "Of course, if that is not acceptable to the two of you, then maybe it's time to go into mercenary work. I hear the name, 'Black Company' is up for grabs...." Elle of Owls is an empath; Duschene is an old poker player. Both clearly realize that the Sergeant is NOT bluffing about this.

There's a few coughs, then Elle turns to Chok'lat and Harry. "Specialists, welcome to the Legion. As I understand it, you both nominally joined a little while ago, so I'm sure Corporal Montcrief will have your initial payscale worked out by the time you've settled into quarters." She takes a moment to face a couple of you. "Specialist Herra, I am delighted to learn that you have found a group with whom you feel kinship; hopefully, as time goes on, your new clan will come to regard the Legion as a whole as allies and friends. She turns to leave, moving gracefully as she goes. Duschene just snaps off a salute at all of you, then heads off, shaking his head, as if not entirely certain what just happened.

Once they've gone, Osanna Wilde nods at the rest of you. " Okay, folks, dismissed! Motcrief'll see to the rest of it."

Montcrief steps forward, smiling. "This was fortuitous timing; they've been talking about promoting her, again, so she really needed the excuse. Alright, everyone, I've authorized three weeks' field duty pay, and of course the combat duty bonus--which includes you, Specialist Chok'lat, though you only get two weeks' base wages. Specialist Price, you will get one week's wages immediately. Couriers will deliver your paysticks in short order. Well done, all of you. I'm sure you will not have too long of downtime, so I suggest you take advantage of it. As Sergeant Wilde said, it would probably be best for all concerned if Specialist Chok'lat were to be accompanied by one of you while getting used to his new home. Specialist Price, you can explore as you are inclined."
OOC Comments
Okay, as noted, everyone but Chok'lat and Henry gets 3 weeks' pay, as per here.
Chok'lat gets 2 weeks, Henry gets 1 week.

In addition, everyone except Henry gets 35,000 in bonus pay, for hazardous duty and exceptional success. Henry gets a discrete 5,000 Cr. 'signing bonus' that Montcrief slips in. All ammunition, etc, that you'd previously expended is now replaced, eclips recharged, and so forth. Feel free to post your after-mission activities here, as you like, and I'll be kicking the next mission off, most likely either late tomorrow night, or sometime Monday.

Oh, just to warn you--the Mark V is probably not remaining with the SET, as it's large enough for other functions. But don't worry, I'm sure they'll have something else for you all to tool around in.
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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Henry_Price
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Joined: Sun Apr 29, 2018 7:09 pm

Re: Jungle Fever: Epilogue

Post by Henry_Price »

Henry thanks Montcrief politely, slipping the bonus credstick into s pocket sewn into his cloak. After that, he walks the grounds. He's seen by the SET from time to time, in every place imaginable. Always watching, constantly polite, doing his best to blend into the background.
signature
Legion Rank: Specialist 2nd Class: 330/wk
Rank: Novice Experience: 5 Advances Left: 0
Race: Yaahl
Iconic Framework: Mystic
Attributes: Agility d8 (advance from Hinderances), Smarts d8 (1 bonus die from race), Spirit d8, Strength d4, Vigor d6
Charisma: 0; Pace:6 (Flying 8); Parry:4 ; Toughness:5 ; Strain: 0
Base P.P.E. 20 (5 from Power Points Edge) Base I.S.P. 20 (Bonus 10 from F&G roll)

Skills:
Mysticism d10 (IF)
Fighting d4
Notice d4
Streetwise d4
Lockpicking d6
Psionics d8 (IF)
Intimidation d4
Stealth d8
Driving d4
Climbing d6

Alertness (IF) Not much gets by your hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Danger Sense (IF) Your hero can sense when something bad is about to happen. Anytime he’s about to be the victim of a surprise attack, ambush, or other nasty surprise, he gets a Notice roll at –2 just before the attack or event occurs. If successful, the character knows something is about to happen and may take appropriate action against it. This means the hero is on Hold for the first round of a combat. Should the hero fail his roll, he still follows the normal Surprise rules, if applicable (see page 73).
Rapid Recharge (IF, PPE Only) Requirements: Seasoned, Spirit d6+, Arcane Background This Edge allows an arcane character to regain 1 Power Point every 30 minutes.
Thief (Hinderances)
Power Points P.P.E. (Advancement)

Powers:
Magic:
Bolt- Soul Blast trapping
Soul Blast
Boost/Lower Trait (Autoraise due to F&G roll) BOOST/LOWER TRAIT– GREATER BOOST/LOWER TRAIT Deflection DEFLECTION–GREATER DEFLECTION Smite SMITE–GREATER SMITE
Psionics:
Clairvoyance Dispel Quickness

The Yaahl can shape shift with an action into the form of a raven (use the following stat-block):
Physical Attributes: Agility d10, Strength d4, Vigor d4
Skills: Fighting d6, Notice d12+4, Stealth d8
Pace: —; Parry: 5; Toughness: 2
Treasure: None
Special Abilities:
Clever Bird: Ravens and other corvids are among the
smartest of birds. Among their abilities in this regard is
vocal mimicry. Shapeshifted Yaahl can speak well enough
to be understood, and may even make use of PPE-based
Arcane Backgrounds at -2 to the roll. Psionics are
not hindered at all.
• Scavengers: If holding to Raven form for at least half
of their waking hours, the Yaahl makes Survival rolls at +2.
• Claws: Str+d4.
• Flying: Flying Pace 8”.
• Size –2: Corvids can measure up to 2’ in
height, though most are closer to 1.
• Small: Attackers suffer a –2 penalty to
attack rolls because of the beast’s size.
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PFC Fox Simmons
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Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Jungle Fever: Epilogue

Post by PFC Fox Simmons »

At the mention of the psych eval, "If it is planned for all new recruits, I would be the first on the list."
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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Chok'lat
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Re: Jungle Fever: Epilogue

Post by Chok'lat »

Chok'lat grins. He passed the test, it seems. He shrugs. "Scan my head? Chok'lat's got nothin' to hide. Ain't good yet though. Might find bad stuff in there. Don't mean Chok'lat's gonna do it."

His eyes perk up at the mention of getting paid. Grabbing SnackHappy, Calyx, Fox, or whoever else will consent to be around him (Growler and Herra, maybe not yet) he goes to find the nearest cyber-doc. "Hey. Chok'lat pays, you stick this in my head?" He offers the skill port and chip. "What else you got to hook on me?"

In the down time where he isn't under the cyber-doc's knife, he stays mostly in the mess hall or his quarters, though he does venture out to see the grounds on occasion. He passes by the motor pool a few times, interested in what goes on there, and because SnackHappy goes from the mess hall to the motor pool and back. He endures the cockeyed stares of castle inhabitants, but dismisses them. "They just jealous Chok'lat is so good lookin'."
Cybernetics wish and general shopping list
REVISED: Starting point: 135,990 credits
Purchased a 4 die Fighting chip for 40,000; purchased and installed Cyber-Wired Reflexes (prereq for HtH wiring) 12,000; HtH Wiring 30,000; Range Data System 20,000. Total new cyber: 62,000 +10% install = 68,200, +40,000 for new 4 die fighting chip, +500 install of wired skill port. Total expenditures: 108,700.
Buying BB shells for GAW Throwback: 16,000 (case of 144)
Buying grenades:
5 AP: 3500
3 frag: 1650
5 HE: 3750
1 plasma: 1800
leaves 590 credits left over
Last edited by Chok'lat on Mon Jun 04, 2018 9:33 am, edited 2 times in total.
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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PFC Fox Simmons
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Re: Jungle Fever: Epilogue

Post by PFC Fox Simmons »

Fox will certainly accompany the Brodkil to the local cyber-doc and introduce Chok'lat as well. Fox needs to see what is available and what he should be planning on.

"Hey Doc, I know you just checked out my cyber, but I bring you a new recruit to the Legion and the 7th. He could use an evaluation of cybernetics and he may need an upgrade."

Strolling over to the counter Fox places his right palm on the counter and then beins moving the foot tall paper doll holo of himself.

"Doc, you come up with anything about that chip you removed from my head?"

As he waits for the Doc to get back to him, he scrolls through a list of possible upgrades or new 'plants.

"You think that it would take much to get an Expanded Detection and Security Array installed in, say a SAMAS power armor suit?"

"I would be interested in getting that Subject Matter Expert Port installed where you removed that chip from behind my right ear."
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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Calyx
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Re: Jungle Fever: Epilogue

Post by Calyx »

Things got a bit tense for a moment there. Calyx wondered if there was going to be a fight or Chok'lat would be 'dismissed with extreme prejudice' from the Legion. But things seemed to deflate and calm and apparently the Brodkil was in. Calyx shook his head. It was still crazy and a bit mind-blowing.

His eyes lit up at the mention of the pay and bonus pay! He had some things he wanted to get done and the money would help. Maybe one day he'd learn how to drive or fly a vehicle and he'd pay something for himself and the team to use. But for now, he was focused on his own gear.

Calyx went on the hunt for a couple of Techno-Wizards to get some work done. He wanted to first and foremost get his Coalition standard issue gear to be not quite so standard issue nor Coalition. He wanted to make sure that anyone that saw his armor and his laser rifle had no mistake about them not belonging to the Coalition whatsoever. So re-painting, adding some lightning bolts and the Tomorrow Legion insignia were part of his work order requests, adding and/or removing bits to break up the silhouettes a bit too - actually he ended up doing some of the painting work himself as that wasn't really a Techno-Wizard's job description.

But he also wanted to get them converting over to be used more easily by him with some bells and whistles as well! The gun he was fairly happy with for the moment, though eventually he wanted to see if he could make it even easier for him to shoot with. The armor, however, was another story altogether. He definitely wanted to get the thing improved and more Legion-friendly! He knew he wasn't the most durable of Legionnaires so wanted to try and 'beef' it up, as it were, help him survive more hopefully. He sat down with the more seasoned Techno-Wizard and discussed the options, and ended up wanting to get most of them done!

OOC Comments
Re-paint and make some changes to Deadboy armor and weapon to make them visually more distinct and personalized (things like changing the color schemes, adding lightning bolts and the Legion insignia).

Streetwise Check for a Seasoned TW (-1).
Streetwise die [dice]0[/dice], Wild die [dice]1[/dice].
Benny for extra effort die [dice]2[/dice].

TW Converting CP-40:
  • Base Time [dice]3[/dice] hours.
  • Cost: 4,800 credits.
  • Minor: +1 to Shooting rolls (Cost: 6,000 credits; Time: [dice]4[/dice] hours).
  • Minor: +1 to Shooting rolls (Cost: 6,000 credits; Time: [dice]5[/dice] hours).
TW Converting CA-4 Standard Body Armor:
  • Base Time [dice]6[/dice] hours.
  • Cost: 5,400 credits.
  • 3 Major converted to Minor.
  • Minor: +1 to Vigor rolls (Cost: 6,000 credits; Time: [dice]7[/dice] hours).
  • Minor: +1 to Vigor rolls (Cost: 6,000 credits; Time: [dice]8[/dice] hours).
  • Minor: +2 Armor (Cost: 6,000 credits; Time: [dice]9[/dice] hours).
  • Minor: +5 stored PPE only usable to charge the device. (Recovers at a rate of 1 per 30 minutes at a Ley Line.) (Cost: 6,000 credits; Time: [dice]10[/dice] hours).
  • Minor: Halve weight (Cost: 6,000 credits; Time: [dice]11[/dice] hours).
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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PFC Fox Simmons
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Re: Jungle Fever: Epilogue

Post by PFC Fox Simmons »

"Cyber-Wired Reflexes, I can do for you Specialist," says the Cyber Doc who sports more cyber than even most cyborgs that Fox has come across.

"Great. One step closer to full integration with SAMAS. Hopefully the cyber implants will stay off in genetic deterioration."

Fox is on the table shortly, but the surgery and operation last nearly the entire day. Doc latter tells him that the first application of the CW Reflexes takes the longest as muscles and nerves are being tuned and wired for faster response and reaction. Future applications are literaly fine tuning and maximizing the existing wired responses and reactions.

A day latter Fox is up with just a twinge of soreness. Following the Doc's insructions, Fox is able to work through the pain and stiffness and does the ammunition request to complete SAMAS's loadout.
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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Echo
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Re: Jungle Fever: Epilogue

Post by Echo »

When the others mention going in for surgery Echo decides that she could join them and goes to meet up offering to try and shorten their recovery time with the healing rod she found in the cavern. After giving a fully detailed written report Echo decides this is a good time to help out with the refugees. "If I can help or do anything for you guys let me know. Otherwise I am going to see about helping the refugees get acquainted." It had been a while and being on the road so long had a tendency to break down some of her connection to the people. This down time would be a perfect time to see about visiting with others and reconnecting.
Thinking as much Echo headed into town, going to the markets, and looking around the rest of the area Echo looked for opportunities or items that where just right. She was flushed with credits, but not a lot of things to do with it. Perhaps she could find something of interest.

Shopping Roll to Find Chok'lat a Amulet of Disguise 18, 3 Raises = Cost +10%
Streetwise [dice]0[/dice] + Ace [dice]2[/dice]
  • Extra effort [dice]3[/dice]
Wild [dice]1[/dice]

Looking for...

Amulet of Disguise
This arcane amulet is popular among denizens whose appearance can be a little unsettling to the general population. When worn the character may concentrate to activate an illusion that lets the user appear to be a member of another race.
  • Major: Disguise - Trapping illusion
    PPE: 10
Cost: 1,000 + 40,000 = 41,000 x1.1 = 45,100 credits (subtracted from Echo's total).






Finding the items she would like Echo heads back and looks for Chok'lat. "I found this, it will let you look like the people around you for about an hour or so. I think it can come in handy for errands and stuff you would like to do."
Amulet of Disguise
This arcane amulet is popular among denizens whose appearance can be a little unsettling to the general population. When worn the character may concentrate to activate an illusion that lets the user appear to be a member of another race.
  • Major: Disguise - Trapping illusion
    PPE: 10
Cost: 1,000 + 40,000 = 41,000 x1.1 = 45,100 credits (subtracted from Echo's total).
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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SnackHappy
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Re: Jungle Fever: Epilogue

Post by SnackHappy »

SnackHappy spends his days working on Sasha. Performing tweaks here and there. Cleaning out all the mud and muck from everywhere it got during the journey. He spends time with members of the crew when they stop by but spends the majority of his time in the motor pool working on vehicles and just tending to the mechanical needs of the legion. Occasionally he steps out with Chok'lat to walk with him around the facility when the others are busy. After a few days cleaning and prepping he begins to get a bit anxious to get out in the field for the next job. Anxious to have something distract his mind.
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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Growler
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Re: Jungle Fever: Epilogue

Post by Growler »

While everyone else is busy in the castle, Growler goes out into the mountains surrounding Castle Refuge and spends his time hunting the rams and other animals that spend their time in the mountains. While he isn't the best climber, his ability to Phase out from one location and reappear in another serves him well in recovering his dead prey. Before shooting at any prey, however, Growler makes sure to first get its scent and make sure it is not Henry Price.

Each day, Growler brings back to the castle a couple field dressed carcasses for the kitchens, after having eaten his choice of the internal organs.
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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Peta Chante
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Re: Jungle Fever: Epilogue

Post by Peta Chante »

The mess hall.

Of all the places in Castle Refuge Herra loves the mess hall the most. Food everywhere, free for the taking. During down times she often goes a half dozen times a day, eating her fill hurriedly then taking some less perishable items back to her room for hiding. She knows it really isn't necessary but old survival habits die hard. Besides, you never knew when you might suddenly have the mess hall closed or when their over lords of the Tomorrow Legion would start charging for food. Better safe than sorry.

When not hoarding food for the apocalypse, or second apocalypse as the case may be, she spends time meditating and working furiously to avoid Chok'lat - or Coco as the team has taken to calling him. Realizing she has the ability to contact the tribe but lacks the necessary skill to do so she seeks out the legion techno-wizard.

"I require the ability to communicate with my mind. Knowing other languages would be an asset as well." Still not well versed in the use of currency she simply slaps her credit stick down on the table. "I believe this contains enough of your invisible currency."
Communications Band
Communications Band (TW): With radio transistors, embedded copper wiring, and various other metal and plastic elements, this gold headband grants the speak language power and +1 to Persuasion and Streetwise rolls. It costs 1 Power Point per hour of use. (.5 lb, 34,000 credits)

Add a Novice power: telepathy (20,000 credits)
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Echo
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Re: Jungle Fever: Epilogue

Post by Echo »

Seeing Herra's roaming around and frequent returns to the mess hall Echo assumes she must be an uncomfortable as she herself feels without people to interact with around the castle complex.
Heading over Echo asks. "I do not really have anything to do around here. I do not like the idea of drinking away my clarity of thought and get board sitting in my room. Would you be willing to train with me?
"We could take advantage of this down time and keep our skills sharp. I hear they have amazing facilities at the training grounds capable of helping with all manor of skills, and masters of many arcane skills who could help either of us focus."

Looking around as if not wanting to make full eye contact Echo admits. "To tell the truth I am a little embarrassed of my performance in the field these last couple months and would like to start addressing them. Snackhappy will not complain, but I can review how things have gone."
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: Jungle Fever: Epilogue

Post by Peta Chante »

Herra nods at Echo's invitation to train, "Yes, I have never had much use for guns, but now I find myself with one of the Xiticix weapons. It would be good to spend time discerning how it works." Looking blankly at Echo as she admits shortcoming in the field Herra gives a deadpan response, "Learn from failure or die. That is the law of the ring."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: Jungle Fever: Epilogue

Post by Chok'lat »

Chok'lat is quite surprised by Echo's gift. "You...you get this for Chok'lat? Who you need killed? Beat up? HEY! Chok'lat isn't like that now. Got paid for joining Legion. You giving that...for free?" Chok'lat is puzzled by the concept. "Huh. That's...pretty nice." He examines the amulet, then puts it on. "Thanks, Echo. Maybe people hate Chok'lat less if he doesn't look so good." Testing it out, the illusion of a longtooth clan warrior replaces the sight of the half-cybernetic demon. "How does Chok'lat look?"
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
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Echo
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Re: Jungle Fever: Epilogue

Post by Echo »

Echo smiles and nods. "That looks great and will be a great way of reducing peoples reaction to you. Learn a couple different looks, then when you need pick one. The vendor told me it should be able to let you change for about an hour or so. Less if you push its limits. But then it will need to recharge over about 8-10 hours."

roll requested by GM
[dice:qol8ggmn]36899:0[/dice:qol8ggmn]
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: Jungle Fever: Epilogue

Post by Freemage »

Pertaining to the discussion between Echo and Herra regarding training, over the next few days a few of the refugees you rescued from the Xiticix offer their services in that role (in some cases, with strings attached). They'll be particularly useful in cases where you want to pick up a new skill--they can help you see the connections with something else you're learning at the same time, or even something you already know how to do well.
OOC Comments
See this post for details on the new Skill Advance option.
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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Calyx
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Re: Jungle Fever: Epilogue

Post by Calyx »

Calyx frowned slightly at first, upon getting to know Alice a bit more - as much as one could say that had gotten to know her, and mainly that mean you came away from the conversation with all extremities intact, no blood and no concussion. At least, that was kind of the impression she tried to give him. 'There's no such thing as a free lunch.' Apparently words to live by. But Calyx merely took that as a challenge. He wanted to see if she was really as tough inside as her shell seemed to indicate. So he bought her a free lunch. He asked her about her story, and he listened. He was genuinely interested. It seemed like a strange to him for a girl like her from the city to be out in Dinosaur Swamp, so he wanted to know the how and why of that.

It took more than one lunch to get information from her. She took even giving up personal information as something that had to be paid for. Calyx didn't mind. He smiled slightly and paid her in credits, information and whatever else she wanted within reason. He also tried to make it clear he wasn't after anything - he didn't want her to teach him anything, he wasn't a pervert (ew! too young!), or anything weird. He was just interested. If she didn't want to talk to him, he tried a couple of time in case it was a test - he had seen worse defensive mechanisms - and he pressed lightly, but wasn't going to creepy stalk her or anything.

Honestly, he couldn't really say why he wanted to talk to her and learn more about - until one day she tossed her hair in a certain way and gave him a look. Then he knew. She reminded him of his younger sister a bit. He couldn't have put his finger on it until then...but it made sense. But he knew if he acted like a big brother to her, she would likely tell him to fuck off, so he just tried to be a...well, friend would be too strong a word and she'd likely deny it, so maybe just an acquaintance. And one that didn't come around to bug her more than once a day or once every couple of days - just often enough to be around, but not enough to be piss her off too much.
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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