Missing! Day One

Post Reply
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Missing! Day One

Post by Freemage »

OOC Comments
Tactician Cards: 5S, 8D, JD, 7H, 5C, AH
Day One Draws:
Calyx: AS
Chok'lat: QS
Echo: 10C 5S
Fox: 7C 8D
Growler: KS
Henry: JH
Herra: 6H
SnackHappy: 4D

GM: 7S

Holding until I hear if Fox wants to swap out his and/or Echo's cards.
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
PFC Fox Simmons
Silver Patron
Silver Patron
Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Missing! Day One

Post by PFC Fox Simmons »

Trade Out
Trade out Fox's for sure.
Which suit(s) bring bad mojo?
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: Missing! Day One

Post by Freemage »

Fox, realizing a potential security leak, works with SnackHappy to arrange extra layers of encryption on the party's radio communications; in addition, he directs Echo to make use of her shapeshifting while in town, specifically to throw off any possible snoops.

Beyond that, he has to wait for the reports to come in. Aggie turns out to be a charming hostess, at least, making sure he's got fresh food brought up to him.

Henry is no fool, and immediately attempts to consult with the spirits to determine what is really going on. He manages to get one detail--whatever is going on, it's being heavily screened from such tactics. A more indirect approach is going to be called for.
OOC Comments
The in-character bits above are the result of expending the cards from the use of Tactician--both of those flips would've led to snooping of one sort or another that would've possibly compromised the investigation. Fox preempted that, so no need to worry about it.

Core of the rules for what you guys need to do are repeated below, so you don't have to go back to the other thread:

3: Each supporting character gets to describe their approach to investigating in a short post. Arcane and Fighting are both acceptable choices (the bar brawl to ingratiate yourself with the local bandits is a time-honored cinematic approach to things), but Shooting is probably a bit much. If you know what you want to do, but aren't sure about the Skill to roll, feel free to ask me for guidance.
4: You end that by making a roll at -2, applying any 'always on' bonuses, based on the Skill selected in Step 3. Each success/raise you get adds 1 to Fox's roll for that Day. Any individual can add as much as +4 to the roll (with a three-raise success), and there is no cap to the total group bonus to Fox's roll.
5: Fox makes his Investigation roll (base -10, before Investigator Edge and any bonuses applied by allies).
6: I give some hints as to where the investigation is leading you based on the number of accumulated successes.
We move on to the next Day.

Oh! There's no consequence for a Failure, but a CritFail will mean you automatically are considered to have a 2 of Clubs on the next Day, unless Fox uses another Tactician to replace the card.
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
Calyx
Diamond Patron
Diamond Patron
Posts: 112
Joined: Thu Sep 07, 2017 7:43 am

Re: Missing! Day One

Post by Calyx »

Calyx thought he'd go talk to some of the gang members, see what their side of the story was. He'd heard from the Sheriff, who arguably represented the town's people and their point of view, but she might not speak for the gang at all on what they had noticed. So he approached one of the leaders - well, one of the juicers or crazies since they'd been pointed out as usually the band leaders, and then asked to speak with the leader.

He gave a nod of respect and tried to appear ambivalent - not overly friendly but not hostile. "Hello. I'm Calyx. We've been asked t'look in to the disappearances, outside party point o'view an' all that. I jus' wanted t'hear your side o'what's been goin' on." He tried to have a civil conversation, and just gather as much information as he could, without igniting the high tensions or anything.
Streetwise attempt with gang members 7
-2 to total.
Streetwise 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
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: Missing! Day One

Post by Chok'lat »

Chok'lat tries to beat information out of somebody because Chok'lat is a brodkil and prefers to solve problems with violence despite his path of redemption, and adds 3 total successes
Fighting (at -2 for scene)
[dice]0[/dice]

Benny EE with prior and Elan
[dice]2[/dice]

WD Fighting
[dice]1[/dice]
Chok'lat harrumphs. "Chok'lat ain't smart like that. Somebody knows somethin' though. Maybe Chok'lat jog some memories?" With that, he departs and looks for as populated a watering hole as can be found. Finding a saloon with a greater number of gangers, he strolls in boldly, brushing roughly past several of the bigger brutes at the door. They react as you might imagine, with a few choice insults and threats, a couple even bowing up to him. Chok'lat turns around, then shrugs. "Hey, you don't want to get pushed over by bigger person, don't stand in front of the door. Even Chok'lat knows that." The reality of facing down a cybernetically enhanced demon hits them, and they think better of their fight...for now.

Racking his brain for some ideas, he proceeds to drink, hoping the alcohol will lubricate his thinking. Unfortunately, lubricating a blunt instrument doesn't make it work any better. He resorts to simple questions of whoever's standing nearby. "Hey, you know who took people from here? Maybe know if they got sacrificed or sold to somebody?" At first, even the suggestion is ludicrous, and few people even dignify his questions with a response. But as the evening wears on, his questions get a little more direct. One of the BIG ones, a bear-man with a juicer rig, becomes the target of a particularly aggressive line of questioning. "Hey, big ugly, maybe you eat some of the missing people, yeah? You fat enough to eat half the town. You didn't eat 'em, what you do with 'em?" The bear-man cranks on the juice and roars. "I'm gonna tear your head off you ugly shit!"

Unfortunately, that's about all the provocation Chok'lat needed to uncork the beast. A devastating left-right combo to the body with the lower arms stuns the bear man, and the upper arms hoist the hulking juicer into the air. His friends rush the demon, but end up catching their friend instead of the brodkil. The four of them are knocked over almost like bowling pins, with their big bear buddy sprawled out on top of them. Like a spark into a powder keg, the whole bar erupts in a fistfight. Chok'lat might be walking the path of redemption, but an honest brawl between folk still gets his blood going. He grins his demonic grin as he pounds the bear in the gullet, two dog boys over the top of the head, and a rat right in the nose.

As the brawl reaches a middle point, he grabs a hold of one of the mutants, lifts him into the air by his juicer rig, and shouts. "What you know 'bout who's takin' people?! You better tell Chok'lat, or he's not gonna hold back anymore!"
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
User avatar
Henry_Price
Bronze Patron
Bronze Patron
Posts: 112
Joined: Sun Apr 29, 2018 7:09 pm

Re: Missing! Day One

Post by Henry_Price »

Henry does what he does best: He watches. No one pays attention to the big black bird as it perches, looking and listening. Henry memorizes the names of the missing and eavesdrops on any and everyone, hoping to hear one of the names of those who have vanished. He flies about from house to bar to each and every place that people congregate. Once the night has turned into day he flies into the room where Fox has set up his temporary hq. He perches on the highest object in the room and caws. 'Nevermore, Nevermore!" He says in his scratchy raven voice. He then dives toward the ground, morphing into his human form as he falls into a comfortable chair. A grin. He then talks Fox's ear off relaying everything he saw and heard overnight, making sure to tell him
that there is something interfering with his mystic abilities.
Notice 16
[dice]0[/dice] -2
Wild [dice]1[/dice] -2
Benny for Extra Effort
[dice]2[/dice]
Explode [dice]3[/dice]
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.
User avatar
Echo
Diamond Patron
Diamond Patron
Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Missing! Day One

Post by Echo »

Notice 8, Streetwise 11 = +2 to Fox's roll
Notice [dice]0[/dice]
Wild [dice]1[/dice]


Streetwise [dice]2[/dice]
Wild Die [dice]3[/dice]
Benny for Extra Effort [dice]4[/dice]
Echo believes the best option for gathering information will be spend some time carousing with people and listening to their gossip and rumors.

the elder Scrolls.jpg
Knowing more information was needed Echo tells Fox. “If it is all right, I will go interact with people and see if i can pull some gospi together for us.” Seeing he had not objection she packed up most of her gear and headed back out of town discreetly.

The short powerfully built feline was obviously not human, climbing off of the steel horse he rode into town he tapped it mumbling some arcane words as the motorcycle somehow melted into his hand. Stretching out his body until fully erect it was all the more obvious it was not a human. His head was a feline form like a small tiger or giant cat. His clothes and armor were pretty well worn and scratched up looking, but showed signs of good maintenance. He would fit right in, in a town like this. Looking around as he entered town he saw the bars full of men and headed over.

Feeling tired from his days on the road the man headed over towards the crowded bar. “Time for a little drink.” He mumbles to himself as he heads in. Once in the bar the natural hostility towards strangers of the group quickly melted as the old feline began carousing, a drink for the right guy here and some casual stories to the group with him, soon Emp was making lots of friends in this crowd. When some of them started telling horror stories about people disappearing he was a little put off.

“Bah, likely just food for one of us is all.” He said dismissing the story.

“No way, it more, lots more. Something is hunting us and that’s f***ed up we're the hunters.” The conversation went on, and the rumors built up.

As the night ran down the bartender called him out. “Last drink Emp.”

“That’s Emp for Empist, that means you know you can trust me. Just fill another drink man.”

But the others would not have it. “We have good thing here Emp, don’t piss of Jerry. He is one of us.” Hearing the final word Emp nodded and decided it was time to go. Heading off to find where he was going to sleep he stumbled around in the dark for awhile before disappearing down an ally.


Echo came in early in the morning dumping the alcohol she had pretended to drink into the ally before working her way around into the room and filling in the team with what she had learned.
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
User avatar
Growler
Diamond Patron
Diamond Patron
Posts: 184
Joined: Fri Aug 18, 2017 7:42 am

Re: Missing! Day One

Post by Growler »

Stealth 17
Stealth (At +0... +2 due Thief/Woodsman, -2 due Difficulty)
  • Stealth: [dice]0[/dice]
    Wild: [dice]1[/dice]
    • Ace: [dice]2[/dice]
    Extra Effort: [dice]3[/dice] (Elan)
    Result: 17 - Success with 3 Raises. The max of +4 to Fox's Investigation Roll.
After having teleported up onto a roof to be the lookout for during the meeting with the Sheriff, Growler uses his vantage point as well as several others he teleports to in order to size up the best ways to sneak in and out of the town. One of these may have been used by the kidnappers. After picking the best vantage point to watch as many of the best stealthy ways in and out of the town, Growler settles in for the long haul. Drawing his dark cloak around himself, he almost seems to fade from sight as he lays there, not moving, for hours at end.

"Growler reporting in. I have a good vantage here from here on top of the town water tower. There seems to be 6 likely ways in that I would choose from if I was to try to sneak people in or out of this town. I can see 4 of them well, and some of the 5th. The old church is blocking part of my sight lines for that one, and the Mayor's house is blocking the last one. I will be staying here all day and all night to keep an eye on these ones. Don't worry about me. My mind can sustain my body well enough."

**In a private channel to Snackhappy**

Packleader SnackHappy, it seems Chok'lat is busy meeting and greeting with some of the locals in the bar. I hope he doesn't hurt any of them too much. I still say he is too much of a liability to be with us, sir."
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
User avatar
Peta Chante
Bronze Patron
Bronze Patron
Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Missing! Day One

Post by Peta Chante »

Psionics 10, 2 successes
Psionics [dice]0[/dice]
Wild [dice]1[/dice]
Extra Effort [dice]2[/dice]
Elan +2
Scene Modifier -2
Net 0

Boo! to a 1 on extra effort
There are many ways a member of the Moon Hunter tribe can help locate missing people: tracking, searching, and hunting. However, for Herra it comes more in the form of using her mental gifts - and a few threats. When it comes time to question witnesses she does not hesitate to completely take over their minds and command them to tell the truth. While it is possible the can lie, most do not. In the case of bandits who give her a hard time, there is nothing like glowing eyes and a summoned psi-sword to help loosen lips. The Mind Melter feeds the results of her "interviews" into Fox then follows up on any locations they were given by searching the area with her mind. Able to scry for miles all she needs is a location to point her psychic gaze. Each time Fox gives her a new position she moves their via the Astral Plane to search for indications of the missing people.

"We have covered much ground in a short period, surely there are few stones left unturned?"
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
User avatar
SnackHappy
Bronze Patron
Bronze Patron
Posts: 191
Joined: Fri May 26, 2017 8:20 am

Re: Missing! Day One

Post by SnackHappy »

Vigor I think for eating scored an 8
Vigor: [dice]0[/dice]
Wild: [dice]1[/dice]
Benny for EE: [dice]2[/dice]
Not one for all the commotion and interrogation Jacob heads to the local food establishment. He begins ordering a plate or two of food. After finishing them he orders another, as he eats more he begins to draw a crowd. As people gather around he eats more and more food downing more than anyone in this town has seen before. Once he gets full and has gathered a crowd. He smiles and says "Well I put on a bit of a show apparently, who wants to tell me what they know of these disappearances?"
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
Silver Patron
Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Missing! Day One

Post by PFC Fox Simmons »

Investigation 25
  • Investigation [dice]0[/dice]
  • Wild [dice]1[/dice]


The day is winding down and the evening finds the Jokers applying their skills to another unique task. Snackhappy has been back for several hours and is resting comfortably upstairs in the shared rooms at Aggie's. His desire to eat opened up a lot more mouths than his own. The Ghost Ship out in the lake was not something Fox had seen on their arrival.

Chok'lat was out last night at another drinking hole and tossed a few locals around, who seemed to have warmed up to the physical nature of his diplomacy. Needless to say his information on affairs outside of town were eye opening. Neglected and discarded belongings, several weeks and months old.

Calyx worked over a street gang during the mid-day today. Fox was not certain if it was Calyx's charm, or his shocking ways that had the gang open up to him. But their information on places not to visit at night mean that the other Jokers had more specific location tolook into.

Between Growler and Henry, they had watched movements of locals. Observing the places they frequented and who they visited and spoke with gave Fox another layer to sort through. People have patterns and routines and it seems that the kidnappings had altered the norm.

Echo and Herra had followed a different sort of lead. Once word had come back from the other Jokers, Herra and Echo begun back tracking on the missing individuals. The missing were random kidnappings. Nothing linked one to another, other than the time they were out, that they were alone, and possibly a proximity to the dark avenue.


Fox had come down to Aggie's dining room around 8 pm. Having spoken earlier to Aggie, Fox had made arrangements for the dining room to be cleared and empty by 8 pm. 8 pm was also the time the sheriff got off and her deputy took over. It had been agreed upon that after her shift, she would come to Aggie's to check up on the investigation.

With Echo, Herra, and Snackhappy, Fox had swept the dining room for listening devices and as casually as possible had blocked out other scrying and listening possibilities. Fox felt that meeting was as secure as they possibly could get. So he waited at a table with a frosted root beer and a deck of cards.

At 10 after 8 the sheriff entered the dining room and spoke briefly with Aggie. "New guy arrived today." Pointing to where Fox was sitting.

"Please bring me tonight's special to that table then," the sheriff paid for her meal and grabbed a cold beer and walked over to the table where Fox was sitting.

Approaching Fox's table, "Hello stranger, welcome to our town. I am the sheriff here. Mind if I join you?"

"Hello Sheriff. Please do. Have a seat. Relax."

Sitting quietly drinking his root beer, Fox waits until Aggie has brought a fresh plate of pot roast hash and gravy to the sheriff and a new frost glass and a root beer for himself. After Aggie has left, Fox looks at the sheriff and asks, "Ever had your fortune told Sheriff?"

The Sheriff with a mouthful of food, raises an eyebrow at Fox's question, but then shakes her head.

Fox deals out a five by five square from a deck of cards he has been shuffling, while waiting for the Sheriff.

Flipping over the center card, there is a star, "Welcome Sheriff. I am Fox," he flips over a card with a fox on it. The Sheriff nods and Fox continues.

Flipping over cards to the left and right of the fox card. "You have requested assistance from the Tomorrow Legion and they have sent us, the Jokers to your aid." One card shows a sun burst over the horizon and an army coming down from the sunburst. The other card is worn and folded at the cardinal and sub cardinal points, it has the Joker on it.

"One of the first things we discovered in the past day, is a hole in security." Along the perimeter, Fox has turned over several cards with fences on them. Once all the fence cards are turned over and surround the cards representing Sheriff, Fox, the Legion, and the Jokers, fox places a three by three square of black faced cards over the fenced area. "Someone has been using magical or mystical means to hide events and details and to spy on your case and investigations."

When the Sheriff raises an eyebrow in question, Fox puts a card with a question mark on top of the darkness cards, "We are not sure yet, who it is. We have taken precautions here and are certain that no one is watching us at this time."

"Another detail we noticed is a darkened ally. We believe the lights to this street have been tampered with. Needless to say it is dark and with arcane support provides a perfect avenue to move the kidnapped."

Fox has positioned more dark cards down the center of 'town' with tunnel entrances at the either end.

Taking up the cards, he shuffles. Motioning for the silenced sheriff to finish her dinner, "Trust me, ma'am the hash is much better warm. I had two helpings of it."

Fox looks over to Aggie, "By the way Ms. Aggie, I apologize for not thanking you sooner for your hospitality and the great meals."

As the Sheriff eats, fox lays out a dozen cards in two rows of six. "We found evidence that the kidnappings you reported," Fox turns over the lower six cards, "were only half of the known kidnappings, that have occured in the past year."

The sheriff raises an eyebrow, "A year's worth of kidnappings?"

Fox collects the cards again. Shuffles. Deals out a peace sign in cards.

Pointing to the three prongs, "These are avenues merchants and visitors use to come to your town."

Fox looks to the sheriff, "Have you noticed a decline in the number of visitors and merchants from anyone of these three directions?"

The sheriff looks briefly at the map and points to to the middle and lower prong. Fox nods and flips over some cards with horses, wagons, people, and camp fires. "There is much in the way of old evidence that suggests that these kidnappings were originally occuring outside of town months before they came into town."

The sheriff points to the haft of the trident/peace sign, "There is no road out that way. That would be just docks and the lake."

Fox nods again and adds a card to the end of the haft. The picture on this card is of a derelict ship. "Regretably those avenues into town feed the avenue of darkness heading out of town, across the lake, to the derelict ship that sits out on a shelf heading into deep water."

Fox agains collects the cards. Shuffles but does not deal. "The kidnappings have been occuring in the early morning hours between 1 and 3."

Fox gets real serious, "What resources do you have that might help transport out my squad and myself out to the derelict ship?"
Last edited by PFC Fox Simmons on Mon Jul 30, 2018 8:58 pm, edited 2 times in total.
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: Missing! Day One

Post by Freemage »

As Fox explains the situation--and his relative certainty that the kidnapped people were taken to the boat, whether they are alive or dead now--the Sheriff blanches, particularly when he mentions the extra missing people. "Scores? I can't..." She shakes her head. "Had no idea it was this bad. I can get you out on the water. If you want to go fast, we've got some rafts in the office, use 'em for rescue missions. Just gotta take 'em down, set 'em on the water, and hit the button--they inflate instantly. Normally, one'll hold up to half a dozen people, but with some of the folks in your crew--including that suit of yours--prolly best to take three, spread out the big guys. Or, if you want to hold up for a few hours, I can commandeer a fishing boat, drive you all out there myself. They tend to make a bit of noise, but I'm an okay hand at it, and should be able to bring us in drifting up to boarding position. Obviously, the rafts are a bit more delicate, so if you think they're likely to open fire as you get close, you might want to wait."
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
Henry_Price
Bronze Patron
Bronze Patron
Posts: 112
Joined: Sun Apr 29, 2018 7:09 pm

Re: Missing! Day One

Post by Henry_Price »

Henry transforms, his human shape smashing down into a large black raven. He takes off, flying toward the derelict ship, doing a very slow, yet quiet, pass by. He comes back and shifts back into human form. "The deck is quiet yet... I heard a noise, a few noises really, down in the belly of the ship."
Last edited by Henry_Price on Mon Jul 30, 2018 9:37 pm, edited 2 times in total.
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.
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: Missing! Day One

Post by Chok'lat »

Chok'lat, ever the tactical genius, chimes in. "We go real quiet. If Chok'lat didn't have cyber, he could go no-see-um, but Chok'lat's got more arms." He flexes his cybernetic arms, as if they can really "flex" instead of just bend into a bicep curl. "Go quick. Maybe not get there at feeding time? Or we just make the big bot go boom on the boat, sink the whole thing, go home big damn heroes." Satisfied with his offering of incredible tactical insight, he leans back and drinks whatever swill has been handed to him.
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
User avatar
Peta Chante
Bronze Patron
Bronze Patron
Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Missing! Day One

Post by Peta Chante »

Notice
Notice [dice]0[/dice]
Wild [dice]1[/dice]
[dice]5[/dice]
Frowning deeply when Chok'lat suggests indiscriminate bombing Herra manages to keep her cool, although he hand flexes instinctively to bring forth her psi-sword. Cutting him down would be of little help. Instead, she sighs and tries logic - despite its low chance of success.

"Even if there are no innocents alive on board we do not know the nature of the kidnappers. Destroying the boat by conventional means will have little effect if the perpetrators can only be killed by magic or some other supernatural means. Information is needed, whether we go by raft or fishing boat is irrelevant if we go in blind. I can take a few minutes to investigate the hold where Henry heard noises."

With that the psychic moves away from the Bordkil, not trusting him with her vacant body as she surfs the astral plane.
Clairvoyance 11
Psionics [dice]2[/dice]
Wild [dice]3[/dice]
ISP: 3+1 to add sound+4 to add +2 = 8

Benny: Extra effort (Elan) [dice]4[/dice]
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
User avatar
Chok'lat
Posts: 160
Joined: Fri May 04, 2018 4:41 pm

Re: Missing! Day One

Post by Chok'lat »

Chok'lat holds all four hands out. "Hey, Chok'lat's first idea was go quiet. Don't know what's there, so Chok'lat didn't know if making it go boom solved problem. Making things blow up makes most problems go away. But you say you go look, that's fine. Chok'lat can't see through boat." He shrugs as Herra walks off towards her meditation. He leans in and whispers to Echo...not very quietly. "Chok'lat did say go quiet, first. Big boom not a bad plan if go quiet don't work though. Whatever it is don't have a place to take new prisoners if boat sinks."
Chok'lat
Chok'lat
Current Status Post
Toughness: 26 (14) MD
Pertinent Edges: Danger Sense, Elan
User avatar
Freemage
Savage Senior
Posts: 1927
Joined: Thu May 11, 2017 7:09 am

Re: Missing! Day One

Post by Freemage »

Herra sends her awareness out to the boat--but there's nothing. No sight, no sound! It's oppressive--the darkness and silence are infused with an unbearable terror.
OOC Comments
Make a Fear check.
After a moment, she pulls back to her own location, and opts for a more gradual approach. From the shore, she can see across the water to the boat, barely visible at this distant, but definitely there.

Herra's senses reach out. The shore, the town behind her bright with light and alive with noise; the water out in front of her silent and dark, except for the stars overhead, and the waning crescent moon.

She sends her awareness out over the gently lapping waves, and her awareness of both the lights and sounds of the town fade... and fade faster than she would have expected. And as her remote senses reach about a hundred yards from the ship, everything goes completely dark and silent again. She tries it from several angles, confirming the boat is the center of the effect. Even coming up from beneath the water, or down from above, there is a sphere of complete insensibility and concentrated, nihilistic horror. But it apparently only affects supernatural senses--when viewed from outside, there's no obscurement at all.
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
Peta Chante
Bronze Patron
Bronze Patron
Posts: 246
Joined: Fri May 12, 2017 7:13 pm

Re: Missing! Day One

Post by Peta Chante »

Fear 23
Spirit [dice]0[/dice]
Ace [dice]2[/dice]
Ace [dice]3[/dice]
Wild [dice]1[/dice]
Flying over the water, freed from her physical body, Herra can immediately see that the ship is obscured by a great darkness. Not one visible to the eye, but easily seen in the mind's eye. She attempts to penetrate the inky nothingness from every angle but nothing helps. Undeterred, she plunges herself into the dark space and quickly loses her bearings, up, down, sideways, it's nearly impossible to tell direction. Then, an overwhelming dark presence. At first it frightens her, but after a short moment it only serves to steel her resolve. Using the presence as an anchor she is able to determine it's relative location on the shape and perceive many other minds aboard as well...including some chained to the outer hull. Whatever is in there is keeping people alive.

Snapping back to on shore she gasps as he body comes rushing back together with her spirit, "There is a great evil aboard that ship, it obscures my senses. However, there remain many minds aboard: frightened, confused, and terrorized minds. Some poor souls are chained to the hull as well. The source of the darkness is near the bottom of the ship, perhaps two levels below the deck. We must not wait, if the rafts are available now we should go now."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature
User avatar
Calyx
Diamond Patron
Diamond Patron
Posts: 112
Joined: Thu Sep 07, 2017 7:43 am

Re: Missing! Day One

Post by Calyx »

Calyx frowned a bit and shook his head. He agreed, "Yeah, not okay with nukin' it from orbit. It AIN'T the only way t'be sure in this day an' age. Too many fuckin' things can survive bein' blasted by missiles an' whatnot."

He gave a nod to Herra. He stepped up to watch over her body. As a fellow psychic, sort of, he wasn't afraid of such things - or the potential for her to psychic scream him. He watched her a bit but mostly kept an eye out for any danger nearby - and an eye on the Brodkil.

He blinked as he listened to her relay the information. 'Chained t'the...What the hell, man? That's messed up." He looked at Snack Happy. "Welllllll....I mean we could LEAVE Sasha, though that sucks. But honestly not sure how good she'll be on a boat, even a big boat. If it's not in great repair, I mean, could fall through the deck or somethin'."

He chucked Snack Happy on the shoulder. "'Sides, you're BAD ASS even outside the suit, hombre!"
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
User avatar
Echo
Diamond Patron
Diamond Patron
Posts: 218
Joined: Tue May 23, 2017 7:43 pm

Re: Missing! Day One

Post by Echo »

Hearing the description Echo is disturbed. "Do you think it is another one of those Neuron Beasts like we fought in Canada? That was dangerous and deadly. With all the people secured around the vessel, but left alive it sounds like another monster that feeds off of fear."

Then thinking Echo starts to fiigure out how to save the maximum number of people. "Perhaps the rafts are a better idea, as many as we can get would be best. Then we can start freeing as many of the hostages as possible while the rest of us hunt the monster."
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
User avatar
PFC Fox Simmons
Silver Patron
Silver Patron
Posts: 156
Joined: Wed Nov 08, 2017 5:53 am

Re: Missing! Day One

Post by PFC Fox Simmons »

Fox coordinates for three rafts, a couple of rope ladders, and the tugboat and a few fishing vessels.

"We will move the entire squad minus Sasha via flight and rafts. The other vessels will remain on standby for survivor retrieval. The rafts will be secured to the side of the derelict and used for only the Jokers."

When the Sheriff looks at Fox, he responds calmly, "The captives are most likely traumatized and need stability and security. We are not certain they will be strong enough to walk on their own."

Fox motions to various members to depart to the various docks and await the arrival of the ropes and ladders. As the last of the Jokers are leaving, Fox secures all the Intel and maps into his field box which he locks and secures.

"Snack, Fox. Got room in Sasha for the black box of intel. I have no intent of leaving it behind in our rooms.
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
Post Reply

Return to “Adventure Archive”