Part 3.4 SoD: Journey to Witchwell Inn

Adventures of the 13th SET
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Pender Lumkiss
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Part 3.4 SoD: Journey to Witchwell Inn

Post by Pender Lumkiss » Wed Sep 05, 2018 9:23 am


Please post here after it has been decided in the poll or here that the Whitchwell inn is the desired location
Wondrous Journey True to his words the few hour trip to the Witchwell inn is a journey of wonder and good tiding (well mostly). People seem to be flocking back to Whykin now that it has appeared. You see a D’Norr family of five eagerly on there way to Whykin wit ha cart full of produce from their nearby farm. The proud father is whistling a tune as his kids eagerly chat away.

The daughter all of seven remarks, ”I am so excited to see Whykin, it was scary that it had disapeared.”

The elder brother of 15 pats her on the head, ”Well it is back and I doubt there will be much trouble...”

Other D-bees and humans are on the road eagerly heading to the shinning city like moths to a flame!

Each hero finds something very interesting on the plains from here to there while on the road to the Inn and its shinning leyline. Its amazing what kind of boons can be found when the sun has set.


I am assuming you guys are heading to the Whitchwell inn.
Player Directions
Step 1) Make a notice roll, and RP a bit of the journey and include the below d4 roll in your narration.
  • roll a 1d4 for the below options. Players get one re-roll if they reeeeeaaaaalllllyyyy do not like the random choice.
    • 1) A cool item. On the way to where you are going you notice something awesome nearby to the path being traveled. Spend a moment or week combing the annuls of Rifts and pick an item to savage. Create an OCC post so we can all help you savage the item in our groups non adventure forum. Use hangouts for advice and GM has final say how it will work.
      2) Adventure calls, a freak encounter with the spirit of adventure leaves you with the kind of hope that can change the world: This quad and next quad gain one extra play of an adventure card (normally players can only throw down one adventure card a quad)
      3) Kiss of Luck: Lady luck her self drops in for a smooch and leaves you red... Flush with red bennies. All your starting bennies for next quad and the bennies you have left this quad are turned to “red bennies”- they work like a normal benny except they also add a 1d4 to your roll(which can ace and stack with Extra Effort when applicable).
      4) An unexpected enemy rears its head in the most civil and snake like manner. If daggers were words there are plenty, and as long as violence is refrained from you gain an immense sense of wisdom during your heroes journey. Roll once on any HJ table.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Jitters
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jitters » Wed Sep 05, 2018 4:06 pm

Notice 7
1d6 = 1: 1
Wild Die 1d6 = 5: 5
Wild Die 1d6 = 5: 5
+2 from IF
Smarts 1
1d8 = 3: 3
Wild Die 1d6 = 2: 2
Wild Die 1d6 = 2: 2
-1 from Race
-2 from Hindrances
1d4 = 3: 3

As they travel, Jitters sees the throngs of D-Bees heading for Whykin, eagerly wanting to see it back. Quietly, approaches each and every family and informs them of the same thing:
Fast Talking
"Heyfolks,Icouldn'thelpbutnoticethatyouweretravelingtoWhykin.Yes,itisback,butIfeelobligatedtoinformyouthatit'scrawlingwithCoalitiontroopsnow,falselyclaimingthatitwasbytheireffortsalonethatthecitywasrestored.Iwantedtomakesureyoufolksarewellawareofthefactthatbythelooksofit,anentireCSArmyisinWhykinatthisverymoment,andthereforeprobablynotthesafestplaceyoufolksaregoingtofind.Mayyourtravelsbeeternallyblessed."
Halfway through their trip, one of the female D-Bees he'd informed of the dangers of going to Whykin had kissed him full on the lips, causing him to lock up for a moment, then begin to fall forward. As he fell forward, he twisted his body to get his tail under him and used it as a spring to start bouncing around on, grabbing on to his toes as he did so. While this wasn't the first time that he'd ever been kissed, the last time for him was before he left this timeline.
Last edited by Jitters on Fri Sep 07, 2018 9:11 pm, edited 1 time in total.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.

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Maximilian
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Maximilian » Wed Sep 05, 2018 8:43 pm

EXIT, STAGE BLACK MARKET
Max spends some time basking in the glory of another legendary victory, pointing Nadine towards the Witchwell Inn. As Carol's transmission comes over the waves, he smiles. Glad she got a break. Seems a little harsh that they converted her over our delay...

His thoughts are interrupted by a direct commlink from Mikey Danger.
"Max, I never gotta chance to tell you. We found her. We gotta line on her location right now. Dunno why she peeked her head above cover, but we can get you there. You gotta go now though."

Max's eyes just about fall out of his head. He scrambles for the comms to reply. "Where? When? How?! Is she okay?!" Nadine comes to a dead halt.

"Listen. I know you're in solid with the Legion. Doin' good for yourself. But you gotta cut now if you wanna track her down. We been lookin' for months with no sign. No tellin' where she's goin' if you don't catch her now. I'm sendin' you coordinates. You'll meet up with a small organization run by Massie. He knows you might be comin'. Don't waste time."

Max begins lagging behind the rest of the 13th as they drive. Finally, they stop short and begin radioing the Titan. Max clicks comms back. "Guys, listen. I...I gotta go. I've been looking for someone for awhile. Mikey's people tracked her down. She's in the open. I have to go." The giant robot waves to the zone ranger, and his dear friends Cantrell, Jitters, Jude, and Libertas. "Guys...I can't even tell you how great it's been riding with you. We shook the pillars of heaven, no horse shit. Dodged missiles of annihilation, smoked out the guys who framed the Black Company, stomped Soldad and his crew into ashes. We've been through it all together. The whole world owes us one. Now's my time. I'm gonna collect."

He clicks a direct message to Jitters. "Jitters, bud, don't forget to slow down every once in awhile and smell the roses. HA! Don't do that. Run faster!"
He switches to just Jude. "I'm glad your sister dodged the nasty stuff. I told you I wasn't out to get her. Stay safe. Keep Cantrell on her toes for me!"
Libertas' in-ear comms hum. "Lib, it's been an absolute pleasure to watch you at work. I'm just sad I never got to use any of your toys. They look like fun."
Cantrell is the last to get a direct message. "Top Dog...I'm sorry to bail out. But I've gotta do this. I've been looking for her for a long time. Mikey's got a line. I've gotta track down Nadine. Maybe I can talk her into joining up? At least...I gotta see her. Take care of those guys, Cantrell. They're good pups, and there's a reason you're Top Dog."
The Titan, Nadine, turns around and begins heading west, breaking into a full run towards the sunset.
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • 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.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
EP Ledger

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Jude Maverick
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jude Maverick » Thu Sep 06, 2018 3:06 am

Witchwell Inn
Evening
Round 0
Notice 2
Notice 1d8 = 2: 2
Wild 1d6 = 1: 1
1d4 = 2: 2 - Adventure calls, a freak encounter with the spirit of adventure leaves you with the kind of hope that can change the world: This quad and next quad gain one extra play of an adventure card (normally players can only throw down one adventure card a quad)

Jude chuckled when a woman swept Jitters into a kiss along the way to this Whitchwell Inn. “Way to go, Jitters!”

Jude is sad to see Max go, however. “Good luck, dog,” Jude said. “And thank you for saving my sister. and Cantrell won’t have to worry,” he said with a grin.

As they traveled, Jude chatted and flirted with Rory. She was an interesting and beautiful gnome! He’d never really met a gnome before.

“So I guess this means I’m in charge while Cantrell is out of commission.” Jude grinned.

As they traveled, Jude heard an all too familiar revving of tiny engines. “Oh, crap!” Jude popped the hatch and got up to man the Dakka-Dakka, swinging the big gun around toward the sound. A small rising of dust indicated the threat. Men in red fezzes and driving tiny little cars, motorbikes, and TW flying carpets were racing down the road, nearly knocking over children, running over feet, doing figure 8s in the road, and just in general being annoying.

“Shriners. I hate Shriners,” Jude muttered.

Jude stood down, however, when Cantrell barked at him that he couldn’t dakka-dakka them just for being douchebags.

***
Conditions
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 13/6
Adventure Cards (play 2 in Q3&4 2018)
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
  • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


Mission Objectives
Investigate disappearance of Whykin. Question Hyperion corps about disappearance of Whykin. Save Whykin from poison.
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

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Libertas Magicum
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Libertas Magicum » Fri Sep 07, 2018 9:00 pm

OOC Comments
Notice 1d4-2 = 2: 4 ACE Running Total 1d4+2 = 5: 3
Wild Notice 1d6-2 = 2: 4

Random Stuff 1d4 = 3: 3 Kiss of Luck: RED Bennies (add an Acing 1d4 to the roll whenever spending a bennie until the end of next quarter--current bennies and next quarter's starting bennies only).
Lib hugged Max as the Dogboy explained he was leaving them, then went on his own private detour.

Amazingly, Libertas didn't crash the TK Flyer as he got back with the rest of the group. This was impressive, given that he still hasn't had a chance to fix his goggles.

During the flight, Lady V continues to chide his recklessness and the plan he's got in mind. Finally accepting that he's not going to deviate from the plan, she gives a mental sigh. Well, if you won't listen to reason, I'll give what aid I can. There was a pulse of temporal magic that, if it'd happened anywhere that Cantrell was aware of it, would've resulted in a lot more than the PT duty she was already threatening him with for his little side-jaunt. There. Now, when you try to defy Fate, at least, you'll tend towards the most favorable possible--oh, for pity's sake, you're already on a single track. How does your species live like that? Still, in time, it might help you.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Cantrell
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Cantrell » Sat Sep 08, 2018 7:46 pm

Notice 13, Kiss of Luck
Notice 1d8 = 8: 8=Ace! 1d8+8 = 11: 3
Wild 1d6 = 2: 2

1d4 = 3: 3 = 3) Kiss of Luck: Lady luck her self drops in for a smooch and leaves you red... Flush with red bennies. All your starting bennies for next quad and the bennies you have left this quad are turned to “red bennies”- they work like a normal benny except they also add a 1d4 to your roll(which can ace and stack with Extra Effort when applicable).
Cantrell thought about ordering Max to stay, but if his heart was calling him elsewhere, she wouldn't try to chain him up here.

"Ah, Max ... you've been at my side since I joined the Legion. It's not gonna be the same without you -- you're my best boy," she says. "But if Nadine's out there, well, I guess you better go fetch. Show her what kind of hero you've become, and send us a postcard. I'll try to keep these other idiots alive in the meantime."

Swiping at her eyes, Cantrell does her best to put on a brave face for Rory and Jude.

"Sounds like we've got a little bit of a drive ahead of us, nevermind Jitters' lead foot. Rory, if you're game, I think I'll let you take a look at my headware now. And while you're in there, see if you can install this expansion slot to my skill port. I picked it up with a detection and sensory analysis chip when we were back at Castle Refuge, but haven't had a chance to get it plugged in."

She fastens Jude with her sternest look, given the circumstances.

"I'm gonna be out for a few, and you're next in line. Try to keep everyone in one piece, and no stopping at brothels. With that metabolism of his, Jitters'd end up with half a dozen venereal diseases in the time it took to order a drink."

It's getting dark when Cantrell comes to. She's got a dull ache in the back of her skull, but her nanites have already got her well on the road to recovery. Surgery was obviously a success, as she's suddenly seeing a number of suspicious stains on the rear bench seat of the Zone Ranger that she'd never noticed before.

"Oh, hey, you're awake! I can't believ ... I mean, awesome! Surgery went smooth as a freshly lubed ... I, uh, awesome!" Rory says. The gnome seems flushed. Her hair's mussed and the collar of her shirt is all bunched -- the surgery must have been more stressful than she's letting on.

"Also, did you know you had an implant that wasn't turned on? I was rooting around a little -- you've had some really good work done! -- and found this thing that was waaaay different than anything I've seen before, and it was, like, patched into your central nervous system and down to like your adrenal gland, but it was like it wasn't even booted up. So I gave it a little juice and voila it's totally working and should be doing, um, something now!"

"Oh, and I almost forgot! You had a visitor, just now, like not even 20 minutes ago. Akaidia, the really pretty one who worked for Big Boss Danger. Boy was she surprised that I wasn't in my dwarf suit! I mean, she was surprised to meet me, and then learn about the dwarf suit. She said she just wanted to pop in and say hi. She seemed a little disappointed you weren't awake, but said to tell you she'd be thinking about you ..."

Rory blushes an even deeper red. "Then she kissed you! I know I shouldn't have let that happen while you were my patient, but honest I wasn't expecting it at all. I mean, I've read about that sort of thing, and honestly the idea has always been sort of intriguing but it wasn't even until like, super recently that I even got to do something with men, I mean a man ... I mean, it looked super awesome and it's too bad you missed it."
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 0/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Imp. Level Headed (Draw three cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll an extra Wild Die, don't roll triple 1s)
Adventure Cards: 2 Peace: Your hero is able to improve the attitude of a group in an encounter; It doesn’t work on true enemies—only
“neutrals” who happen to cross paths with your party; 20 Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt; 10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement); 9 Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force; 29 Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Current Effects:

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Pender Lumkiss
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Pender Lumkiss » Mon Sep 10, 2018 7:44 pm

CS Surprise Soup.

The rolling hills inbetween the plains outside Whykin and the Whitchwell inn make for a sleepy little swaying ride almost as if on an ocean liner. The hills also make it a bit hard to keep sight on everyone coming and going(especially without air support). Thanks to Jitters effort many D-bees are spared a warm welcome by the CS controlled Whykin. Rory finishes up with Cantrel and Jude at the same time giving them both a wink. Libertas flys back onto the scene in the nick of time with his flyer loaded down with a couple of crates.

The leyline is maybe about a two miles away glowing all blue and stretching hundreds of miles east to west and at least fifty feet high. The Inn can be barely made and it looks like something shiny parked out in front of it. Perhaps more of a concern is the sight of a CS mark IX recon vehicle coming over one of those hills. Traveling about 75” off to the right side traveling parallel to the Zone. Its laser turrett is set towards the zone and 4 Samas are traveling 15” behind the recon vehicle in a low tight formation. Not much else is in the area.
Rolls and Bad Guy stats
Surprise Round!
Libertas reroll 5 or less, 2 cards 2d54 = 85: 53, 32 joker!
Jitters reroll 5 or less 1d54 = 4: 4 1d54 = 8: 8 9 spade
Cantrell on hold vs agiliy=11 1d10 = 2: 2 wild 1d6 = 6: 6 1d6 = 5: 5
Jude no card or action but feel free to post a reaction.

4x Samas(2-WC)- Cha: 0; Pace: 10; Parry: 6; Toughness: 17 (10)
Mark IX APC(WC)- Toughness 25 (14), size 5

Player Directions...
Step 1: Take a benny,
Step 2: initiative order: Players go first. Jude you failed the notice check( no action) and if you want to benny your roll of a 2 you can act.
Step 3: post your actions and they happen as you post. After the players post I’ll post the CS retaliation.
Attachments
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13th GM bennies GM Bennies
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77th GM bennies
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Libertas Magicum
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Libertas Magicum » Mon Sep 10, 2018 10:00 pm

OOC Comments
+1 Red Benny for Joker; +2 to all rolls this round

Actions (3; total MAP -2):
Tail Action: Create Smite Device (+2 Joker, TW +2 Machine Maestro, +2 Edges, +1 Staff, -2 MAP; +5 total)
Primary Action: Cast Exalted Smite (Electric/AP +2) on Particle Cannon (+2 Joker, +2 MM, +2 Edges, +1 Staff, -2 MAP; +5 total)
Secondary Action: Fire Particle Cannon (+2 Joker, -2 MAP, -2 Bad Eyes, -2 Called Shot to Laser Turret, +2 Machine Maestro: Total -2 to hit)

Build Smite Device 1d12+5 = 16: 11
Wild TW 1d6+5 = 6: 1
(This device is trapped as a temporary modification to the TW flyer, and thus can only be used on weapons plugged into the craft's systems and power supply.)
Raise: Device has 17 PPE

Cast Exalted Smite 1d12+5 = 12: 7
Wild TW 1d6+5 = 9: 4
Trapping: Electric/+2 AP, Total PPE spent: 5 (12 remaining)
Exalted Smite Round 1/3
Raise: Damage +8, +2 AP (6 AP total for Particle Cannon)

Shooting 1d4-2 = 1: 3
Wild Shooting 1d6-2 = 3: 5
Spending Red Benny 1d6 = 4: 4 + 1d4 = 2: 2
11 Total, Raise on Shooting.

Damage w/ Raise: 3d10 = 27: 10, 8, 9 + 1d6+8 = 13: 5
ACE Running Total 1d10+40 = 46: 6 = 46 AP 6.
Vs. Vehicle Armor 24 (14) = 28 points = 7 Wounds to the Laser Turret
.
Lib radios down to Cantrell. "Hey, Boss, make you a deal--you go high, and I'll go low. Maybe they'll be less inclined to make trouble if their tank can't back 'em up."

Even as he speaks, his tail (with chuckling commentary being made by Lady V.) uses the Staff to re-wire the plane's power-source to supercharge the TK Flyer's Particle Cannon. Riding high on a wave of confidence, Libertas triggers the device, then fires the cannon--and proceeds to utterly fry the Mark IX's Laser Turret.

"Okay, maybe it's just my lousy eyes, but I think I just cooked the turret's capacitor. It's not getting fired anytime soon. See if you can swat down those Sammies, please--I'm kind of a sitting duck if they open up with those railguns. And since I know we keep going up against friends of yours, maybe shoot out the jet packs, if you wanna just ground 'em?"

His voice shows no reluctance to believe that his C.O. is fully capable of pulling off that particular trick-shot on four separate Sammies at once.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Jitters
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jitters » Wed Sep 12, 2018 8:15 am

Smarts 7
1d8 = 1: 1
Wild Die 1d6 = 6: 6 Ace!
Wild Die Ace 1d6+3 = 7: 4
Wild Die 1d6 = 5: 5
-1 Penalty from Race
-2 from Hindrances
Jitters is just cruising along with both feet out the driver side window, seat laid all the way back as his tail moved the steering wheel and the Zone Ranger's cruise control system handled the speed, still riding high on the kiss he had gotten. "This feels good, sir! The knowledge that we are helping the world at large, by acts of kindness big and small. And we don't even have to worry about the CS sending a Mk. V escorted by 4 SAMAS units to kills us either!" Jitters sits up to grab a vodka bottle filled with water and catches a glimpse of the same CS forces he was just commenting about it being nice to not be chased by. "SIR! CONTACT!" Jitters shouts as he looks at his wrist watch to give Cantrell an idea of the enemy forces position relative to them, and upon the realization that he's wearing a digital watch, so instead he thrusts an arm out the window as he shouts "That o'clock!" He begins veering the direction of the path of the Mark V (i.e. 45 degree turn toward the APC) while grabbing his WI-GL20 automatic grenade launcher out and mentally focusing his shooting ability, then firing three grenades into the middle of the flying SAMAS units.
Agility for drawing weapon 4
1d12 = 1: 1
Wild Die 1d6 = 1: 1
Wild Die 1d6 = 4: 4
Split the Seconds Expert Training Psionics 6
1d10 = 3: 3
Wild Die 1d6 = 4: 4
Wild Die 1d6 = 2: 2
+2 from extra ISP spent
-8 ISP
Tail Shooting Grenade Launcher Shooting 7 6 6 Damage 13 20 14
1d12 = 9: 9
Shooting Die 2 1d12 = 4: 4
Shooting Die 3 1d12 = 5: 5
Wild Die 1d6 = 2: 2
Wild Die 1d6 = 3: 3
-2 Penalty for Autofire
-2 Penalty for Medium Range
-2 Penalty for Snapfire
-2 Penalty for Unstable Platform

-1 Red Benny for Re-Roll
Shooting Die 1 1d12 = 10: 10
Shooting Die 2 1d12 = 9: 9
Shooting Die 3 1d12 = 9: 9
Wild Die 1d6 = 3: 3
Wild Die 1d6 = 4: 4
-2 Penalty for Autofire
-2 Penalty for Medium Range
-2 Penalty for Snapfire
-2 Penalty for Unstable Platform
+2 for Elan
+ 1d4 = 3: 3 for Red Benny

Grenade 1 Damage 3d10 = 13: 4, 2, 7
Grenade 2 Damage 3d10 = 20: 7, 7, 6
Grenade 3 Damage 3d10 = 12: 1, 1, 10
Grenade 3 Damage Ace 1d10+12 = 14: 2

Extra Effort 1d6+3 = 5: 2+ 1d4 = 3: 3
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.

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Cantrell
Posts: 385
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Cantrell » Wed Sep 12, 2018 8:27 pm

Cantrell (Probably) Kills Everything
First Action: Move to turret, fire on full auto, targeting the SAMAS; Second Action: Fire again on full auto, shooting any surviving SAMAS and the APC
Shooting is 1d12+6, -2 for full-auto
First salvo:
Shooting 1d12+4 = 7: 3 Use the Benny I got at the start of the round to get Extra Effort + Elan 1d6+9 = 14: 5 + 1d4 = 4: 4 for Red Benny = 18
Shooting 1d12+4 = 8: 4
Shooting 1d12+4 = 5: 1
Wild 1d6+4 = 9: 5

Second salvo:
Shooting 1d12+4 = 14: 10
Shooting 1d12+4 = 5: 1
Shooting 1d12+4 = 12: 8
Wild 1d6+4 = 9: 5

That's a total of 6 hits with raises. EDIT -- Forgot the -2 for Unsteady Platform. Some of the shots lose the Raise damage as a result, fixing below.
DAMAGE:
Shot 1 vs. SAMAS 1 3d10+6 = 21: 6, 7, 2+ 1d6 = 2: 2 = 23 damage, AP 14 = 4 Wounds to SAM 1
Shot 2 vs. SAMAS 2 3d10+6 = 26: 10, 4, 6+ 1d6 = 5: 5 = Ace! 1d10+31 = 38: 7 = 38 damage, AP 14 = 7 wounds to SAM 2 = 33 damage, AP 14 = 6 Wounds to SAM 2
Shot 3 vs. SAMAS 3 3d10+6 = 23: 3, 9, 5+ 1d6 = 1: 1 = 24 damage, AP 14 = 4 Wounds to SAM 3= 23 damage, AP 14 = 4 Wounds to SAM 3

Shot 4 vs. SAMAS 4 3d10+6 = 27: 8, 6, 7+ 1d6 = 3: 3 = 30 damage, AP 14 = 5 Wounds to SAM 4
Shot 5 vs. APC 3d10+6 = 29: 7, 6, 10+ 1d6 = 1: 1 = Ace! 1d10+30 = 31: 1 = 31 damage, AP 14 = 5 Wounds to the APC
Shot 6 vs. APC 3d10+6 = 20: 9, 1, 4+ 1d6 = 4: 4 = 24 damage, AP 14 = 3 Wounds to the APC (4 if it was still Shaken) = 20 damage, AP 14 = 2 Wounds to the APC (3 if it was still Shaken)
"Shit, shit, shiiiiiiiiiiiiiiiiiiiiiiii ..."

Cantrell started moving even before Jitters pointed out the Coalition behind them, her hyper-tuned cyber implants picking up on the minute change in shape and focus as his eyes shifted toward the new threat. As she started to move toward the turret, something kicked in, like everything started moving in slow motion, and she was there, hands wrapping around the handles, railguns firing hot death at the SAMAS and the APC behind them.

" ... iiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiit!"

Everything was moving so slow, Cantrell could see the individual tungsten rounds in each burst as they hurtled toward her targets. One SAMAS fell, torn in half, then another and another and another. Tracking the turret toward the APC, she kept on firing, watching as the railguns punched neat little holes, then bigger holes in the APCs armor, followed by blossoming tongues of flame as the sensitive machinery inside exploded.

I feel like I could shoot Prosek from here, she thinks, wondering what in the hell Rory turned on when she was fiddling with her cyberware.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 0/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Imp. Level Headed (Draw three cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll an extra Wild Die, don't roll triple 1s)
Adventure Cards: 2 Peace: Your hero is able to improve the attitude of a group in an encounter; It doesn’t work on true enemies—only
“neutrals” who happen to cross paths with your party; 20 Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt; 10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement); 9 Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force; 29 Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Current Effects:

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Pender Lumkiss
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Pender Lumkiss » Wed Sep 12, 2018 9:01 pm

Sammies
Which SAMS are WC? 2d4 = 2: 1, 1 1d4 = 3: 3
Sam1 (0 bennies) soak elan and battle hardened 1d6+4 = 6: 2 wild 1d6+4 = 5: 1 benny reroll 1d6+4 = 10: 6 ace 1d6 = 4: 4wild 1d6+4 = 5: 1
Sam 3 soak elan and battle hardened 1d6+4 = 10: 6 ace 1d6 = 1: 1wild 1d6+4 = 7: 3
2 samas are demolished, two continue on with a veriety of wounds. Samas 1 almost takes a nose dive under the barrage of hot lead but managers to keep an even keel last minute. Samas 3 reaches out trying to grab Samas 2 as it is wipped out to little effect, its wing took a clip but it keeps on ticking. The silver glint of its rail gun seems ominous.
Vehicle is scragged
Vehicle Pilot with Ace and vehicle interface package. GM benny 4 1d10+2 = 4: 2 GM benny 3 1d10+2 = 5: 3
1 wound soaked.
CH 1 2d6 = 7: 5, 2
CH 2 2d6 = 5: 3, 2
CH 3 2d6 = 7: 1, 6
CH 4 2d6 = 5: 3, 2
CH 5 2d6 = 7: 6, 1
CH 6 2d6 = 2: 1, 1
The MKIX comes to an abborhal halt under the onslought of the railgun fire. While the craft looked wrecked and its control system took one hell of a beating the crew compartment looks intact and infact the loading bay doors look about ready to pop open revealing whatever deadly retalitory strike the CS may have in store.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Jude Maverick
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Location: Chicago suburbs

Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jude Maverick » Thu Sep 13, 2018 12:57 am

Whitchwell Inn
Afteroon
Round 1
EE Notice roll 3
Extra Effort 1d6+2 = 3: 1
Well, that sucked...
Jude jolted awake. Damn! Who knew a gnome could have so much stamina! He gave a slow smile to Rory as he stretched.

Wait, why was Cantrell freaking out and running for the rail gun turret?

Jude scrambled up, fumbling with his rifle. “Wait, what’s going on?” he asked, his brain trying to catch up with events. He looked out a viewport and saw the CS on their tail.

“Again?” Jude sighed.

***
Conditions
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 13/6
Adventure Cards (play 2 in Q3&4 2018)
Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
Ace: Play instead of rolling to make a trait test with a single automatic raise.
Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”
Mission Objectives
Investigate disappearance of Whykin. Question Hyperion corps about disappearance of Whykin. Save Whykin from poison.
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

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Pender Lumkiss
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Pender Lumkiss » Thu Sep 13, 2018 8:10 pm

OOC Comments

Jude: Take back the benny
Round 1 CS Turn

SAMAS Pop up 20" in the air to get a better bead on who is attacking them.
Samas 1: 2 wounds 1d8 = 2: 2 Wild 1d6 = 4: 4
Shooting light rail gun at flyer, no snap fire, 3 bursts (has rock and roll), size matters and the PA ability to ignore 2 pts of shootimg penalties cancels out the -4 to hit the vehicle.
  • Shot 1 1d10-2 = 2: 4
    Shot 2 1d10-2 = 4: 6
    Shot 3 1d10-2 = 1: 3
    wild 1d6-2 = 4: 6Ace 1d6 = 5: 5
    • (No damage)Damage 1 2d8+2 = 10: 7, 1AP4 MD
      (3 Wounds)Damage 3 with raise 2d8+2 = 12: 3, 7plus 1d6 = 6: 6 Ace 1d6 = 5: 5AP4 MD

Samas 2: 1 Wounds 1d8+1 = 8: 7 Wild 1d6+1 = 4: 3
-hurriedly bring the rocket launcher to bear and fire it at the zone. Agility 1d8-3 = 5: 8, shooting, -2 snapfire, -2 range, -1 wounds, -2 MAP, +2 ignore shooting penaltys, +2 from matter of size 1d10-3 = 1: 4 wild 1d6-3 = -1: 2 last wild card Benny with Elan for reroll 1d10-1 = 1: 2wild 1d6-1 = 2: 3 GM benny 2 1d10-1 = 2: 3 wild 1d6-1 = 5: 6 ace 1d6 = 5: 5
  • Damage with raise: 5d6 = 17: 6, 3, 3, 2, 3Ace 1d6 = 2: 2 AP11 Last GM benny! 5d6 = 7: 2, 1, 2, 1, 1AP11
The crew compartment pops open and 2 grenades come out covering the immediate area in thick black smoke. Mostly the area in front of the downed transport and between the Zone.
Soldier 1 Throwing 1d6 = 4: 4
Soldier 2 Throwing 1d6 = 2: 2 Deviation 1d6 = 4: 4 Clock facing 1d12 = 2: 2

--GBK PA comes running towards the Zone shooting wildly making a big spectacle but hitting nothing.
--Lib in the air sees over the blanket of smoke, 2 CS grunt type soldier with rifles slung leading out some battered and bloodied CS folks wearing uniforms with some kind of symbol on the back of it. There are 4 of them and carrying a verity of equipment. One of the soldiers has a man slung over his shoulder.

In progress.... Please wait....
Fracking scientists... Lets go see the pretty pretty leyline. Woa woa, lets wait until things calmn down and we got control of Whykin completely... Oh no no no, we got to go now. Fracking scientists... At least there isn’t much out here, a tree or two... The occasional D-bee goddamn family and some kind of ATV about 350 feet off to the left there... A Nice set of rail guns on that machine... Say isn’t that a Zone Ranger?? They are firing at us!!! I am hit, hit! Armor is comprimised! Argghh feels like my legs are broken from the rail impacts... Jess you get the Zone I’ll take care of that Flyer!

I love flying. I feel like a bird. Love my squad too. The four horsemen... Well three men and a woman anyways. Seems like a lazy day escorting these RPGA Scientists out to the leyline. They do interesting work, a bit on the wierd side for me. I like stuff nice and normal. At least Commander Frank Wolve is heading them up. I saw that GBK he loaded in the crew compartment... A mean beast... Say again Daryrl? The Zone Ranger is firing?? I am hit, hit in the wing... No serious damage I can’t feel my hand though, it might have a round in it... Some one get me a sit rep... Calvin!! Noooo!!!! You bastard that was my husband!!! We have two kids!! Eat a rocket!

The squad of SAMAS are cut down in short order to 2. SAMAS 1 piloted by Daryl Mclintock almost takes a nose dive into the dirt but manages to hold it together after taking some moderate damage. SAMAS 3, Piloted by Jessica Shurk sverves under the hail of super sonic rail round reaching out desperately for SAMAS 2 in vain as it is shredded to pieces. Both SAMAS pop straight up 20” and open fire on the 13th with reckless abandon trying to give those in the downed MkIX the chance to escape. SAMAS 1 lays down railgun fire possibly chewing up the flyer with a solid strike (3 Wounds). Samas 2 despite her own heroics of drawing the rocket launcher and firing it rapidly sees the explosion just skitter off the Zone Rangers Armor.

At the site of the wrecked Mark IX recon vehicle the crew doors pop open and two smoke grenades come out giving pretty good cover vs the Zone ranger, unfortunately for the CS the flyer can easily get a bead on them. 4 RCSG scientists come out coughing and weezing while two soldiers hold the massive doors open. A Glitter Boy Killer power armor steps out as well carrying two limp bodies, one on each shoulder. The group uses the smoke as a bit of cover and seems to head to a small rock outcropping 50” away from there current position.

Card Draw is below, welcome to round 2
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Pender Lumkiss
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Pender Lumkiss » Fri Sep 14, 2018 1:53 pm

OOC Comments
Hi Card goes first! Badguys, then Heroes!
Initiative
Libertas reroll 5 or less, 2 cards 2d54 = 46: 28, 18 6 Heart
Jitters reroll 5 or less 1d54 = 1: 1 reroll 1d54 = 18: 18 reroll 1d54 = 18: 18 reroll 1d54 = 11: 11 Queen Spades
Cantrell 2 cards 2d54 = 18: 10, 8 Jack Spade
Jude 2 cards (1st round he goes), +2 trait rolls. 2d54 = 55: 33, 22 10 Heart
SAMAS 1: 1d54 = 19: 19
SAMAS 3: 1d54 = 32: 32
GBK: 3 cards 3d54 = 109: 53, 38, 18 Joker!
CS scientists and 2 soldiers 1d54 = 8: 8
The Smoke from the two grenades rise and fill the area immidiately between the zone and the downed MkIX. The two SAMAS look to just about open fire but instead they hold position covering the retreating CS team. Libertas can see the two soldiers rush to the GBK taking the two downed soldiers off its shoulders. The GBK stays in the smoke opens the comms on all frequencies. The man’s voice is calm, collected, and cool. He offers the group a chance to retreat. ” This is Frank Wolve, Commander of Science team Beta 4 out of Whykin. Cease all hostilities immidiately and I will give you one chance to escape before the full might of the Coalition hammer drops on you. Even then your vehicles will be marked and on our watch list. There will be no second chances if you come upon another patrol, your vehicles will be listed as shoot on sight. I repeat this is your one chance to retreat with your sorry excuse for what you deem as lives intact. ”
Player Directions: Your go, see notes below
Step 1: Include an Agility roll just incase the bad guys need to roll off against the action
Step 2: You can include a notice check or kn electronics to use radar( Notice is more immidiate, kn electronics will be long distance)

Other factors, and bennies will be regiven if negated by the below.
(Seems like Jude has a Joker stealing adventure card, so I’ll stop it there. CS are on hold, and if the joker gets replaced by another card their response after the players go will be proportionate)

Combat notes (There is a possibility all WC got 1 benny from badguy joker)
CS Soldiers (2): Pace: 6; Parry: 5; Toughness: 13 (6)
Scientists: Parry 4, Toughness: 7(2)
SAMAS(2, 1 with 1 wound, 1 with 2 wound): Cha: 0; Pace: 10(25); Parry: 6; Toughness: 17 (10) MDC
GBK (WC, 2 bennies): Parry: 6, Toughness: 27(15) MDC, Pace: 24.
Smoke: gives a -4 ranged penalty to hit if it is between you and the CS troops. SAMAS are outside the smoke.
Attachments
5F6AB61A-A3C2-4D61-B7BB-B3A6F906AF70.jpeg
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Libertas Magicum
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Libertas Magicum » Fri Sep 14, 2018 2:11 pm

Flyer Hit Locations
2d6 = 8: 5, 3 Chassis
2d6 = 2: 1, 1 Scratch & Dent
2d6 = 6: 2, 4 Chassis
Flyer takes two Wounds.

Rolling to see if I go Out of Control
Piloting (+2 Machine Maestro, +1 Handling, -2 Unskilled, -2 Wounds) 1d4-1 = 3: 4 ACE! 1d4+3 = 4: 1
Wild Piloting 1d6-1 = 2: 3
That'll do, Dice Roller. That'll do.

.
As the Flyer is struck by a nasty railgun hit, Lib barely manages to keep it from turning into a tailspin. "Guys, just for the record, another hit like that will drop me like a brick...."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Cantrell
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Cantrell » Mon Sep 17, 2018 7:19 pm

Pender Lumkiss wrote:” This is Frank Wolve, Commander of Science team Beta 4 out of Whykin. Cease all hostilities immidiately and I will give you one chance to escape before the full might of the Coalition hammer drops on you. Even then your vehicles will be marked and on our watch list. There will be no second chances if you come upon another patrol, your vehicles will be listed as shoot on sight. I repeat this is your one chance to retreat with your sorry excuse for what you deem as lives intact. ”
Science team? The only science Frank Wolve would be overseeing is D-Bee vivisections, Cantrell thinks when the Coalition commander makes a play to save his skin.

She'd already marked the CS escort as bad news before Wolve identified himself. The SAMAS suits bore the red skull insignia of the Head-Takers, a notorious group of veterans that made a name for themselves amid the widespread genocide of the Tolkeen campaign. Surrounded by killers, they'd stood head and shoulders above the rest for their cruelty and the creative ways they had of mutilating D-Bees. Wolve she knew only by reputation -- word in her old unit was, he was the one who first suggested saving e-clips when executing D-Bee prisoners, arguing it was good for morale to let the Dog Boys have 'em instead.

She's about to start hosing the whole group down with her railguns when another transmission comes in, this one a tight-beam signal straight to her suit.

<<Cantrell, is that you? That Triax armor you ran off with was pretty distinctive. Please, if that's you, and you're really with the Legion, you've got to help us! This is Dr. Anders from Camp Kander. Dr. Huai, the camp surgeon, and a couple of other techs are here -- we need you to get us out! We want to defect, but we haven't been able to make a move with these lunatics guarding us. The things they have us studying ... it's too much, too far over the line. We just want out. We'll go work for the Legion or just disappear, whatever it takes. But please help us!>>

The fear and disgust that prompted her own flight from the Coalition strikes Cantrell like a punch to the gut. After that, there's no hesitation, just a calm analysis of the scene in front of her, the positions of the innocent and the guilty. Her fingers tighten as her vision narrows, the targeting markers in her helmet HUD settling over the vulnerable joints of the Glitter Boy Killer in front of her.

"Sorry Wolve, we're not retreating. And neither are you."

Playing my Contacts Adventure Card. Once Lib plays his Joker-stealing card, I'll roll some dice to blast these murderous bastards.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 0/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Imp. Level Headed (Draw three cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll an extra Wild Die, don't roll triple 1s)
Adventure Cards: 2 Peace: Your hero is able to improve the attitude of a group in an encounter; It doesn’t work on true enemies—only
“neutrals” who happen to cross paths with your party; 20 Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt; 10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement); 9 Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force; 29 Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Current Effects:

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Libertas Magicum
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Libertas Magicum » Mon Sep 17, 2018 10:50 pm

OOC Comments
Playing the Steal a Joker card from Jude

Free action: Turn plane 45 degrees away from the enemy, continue flying 45" per round (-4 to be hit, -4 to Handling)

Primary Action: Use Gauntlet to cast Exalted Boost Trait: Shooting on self (Modifiers: Edges +2, MM +2, Staff +1)
Techno-Wizardry
Wild TW
Forgot Joker +2, but it doesn't really matter.
Raise: +4 Die-types to Shooting (d4 to d12)

Tail Action: Shoot!
Shooting modifiers: +2 Joker, +2 Machine Maestro, -2 Unstable Platform, -2 Bad Eyes (Total: Flat roll)
Shoot GBK w/ Smite-powered Particle Cannon:
Wild Shoot
Hit, no Raise.
Damage:
Total Damage w/Smite = 24 MD, AP 2

Greater Smite Round 2
Exalted Boost Shooting Round 1
.
Libertas banks the damaged plane away from the enemy, but as he does so, he enhances his marksmanship and then uses his tail to fire the Particle Cannon, this time at the GBK pilot that Cantrell seems to know. "Okay, boss, he's softened up for--" He cuts off when Wolve gets on the comms, and mentions Camp K. Goddammit, does the Coalition just grow goat-fellating toenail fetishists in a goddamn vat? 'Toenail fetishists'? Shush. I'm distracted trying to keep this plane in the air. They can't all be gems.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Pender Lumkiss
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Pender Lumkiss » Tue Sep 18, 2018 6:37 am

2 wounds taken
Commander Wolve Soak: Elan and Battle hardened. 2 bennies... wild Ace
The GBK faster than anything grabs a large boulder putting it between itself and Libertas’ fury. The boulder is demolished and the P-beam strikes the terrifying PA but its primary systems seem intact.

Over the radio his voice is gurgled and harsh, ” Nevermind, all bets are off... Even if you take us out, your lives are over. General Drouge will see to that... I don’t know how you figured out our mission but it is too late. What was started in camp Kander will be finished if not by me, then someone else. The head-takers will not rest until your heads are resting on a pike! Hey who is Anders talking too—-!” The coms go dead. The light railguns on the arms of the GBK glint with an odd silver sheen of the crackling firey wreckage of the MkIX. Any sharp eyed individual would notice this PA has some interesting leg servos that might lend itself to much faster than normal movement and perhaps even move-out of a GB blast.
Camp Kander
Also known as camp K... I noticed that Libertas’ story of Angriman did not include a camp name (I did only skim). Lets go with Camp K. Saavy?
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Cantrell
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Cantrell » Tue Sep 18, 2018 6:27 pm

Dakka dakka!
Action 1 = Full auto fire with the railgun, 2 shots at the GBK, 1 at the nearest SAMAS
1d12+6 -2 autofire -2 unstable platform

Shooting vs. GBK = Hit with a raise
Shooting vs. GBK = Hit with a raise
Shooting vs. SAMAS = Ace! = Hit with a raise
Wild
Wild = Ace!

EDIT: Missed the -4 for smoke vs. the GBK, so ignore the Raise damage

Damage 1 vs. GBK + = 17 damage, AP 14 = 1 Wound, 2 if he's still Shaken from failing to fully soak Lib's shot
Damage 2 vs. GBK + = 19 damage, AP 14 = 2 more wounds
Damage vs. SAMAS + = 4 Wounds


Action 2 = Full auto fire with the railgun, 1 more shots at the GBK, just to be sure, 2 at the remaining SAMAS
1d12+6 -2 autofire -2 unstable platform; GBK shot takes another -4
Shooting vs. GBK = Miss
Shooting vs. SAMAS = Hit with a Raise
Shooting vs. SAMAS = Hit with a Raise
Wild = Not good enough to hit GBK
Wild = Not good enough to hit GBK

Damage vs. SAMAS + = 4 Wounds
Damage vs. SAMAS + = 7 Wounds (since he's already Shaken)
Wolve doesn't get another chance to speak after Libertas takes his shot -- Cantrell opens up again with the Zone Ranger's railguns, her eyes once again tracing each burst as something sings in her blood.

You deserve worse, fucker, she thinks as the tungsten rounds tear open the Glitter Boy Killer, pulping Wolve's flesh like the hundreds of D-Bees he'd ordered cut apart and tortured while they breathed their last. [3 Wounds to the GBK, 4 if it was still Shaken from Lib's shot]

With half a thought and a flick of her wrist, she redirected the stream of metallic death to one SAMAS, then the next, reducing each to scrap metal and a cloud of red mist. [4 Wounds to one SAMAS, 11 to the other]

She was so amped, she had to purposefully stop herself from searching for further targets, letting the railgun barrels drop as the smoke swirled around the turret.

<<Okay Anders, you've got your freedom. Now what are you gonna do with it?>>
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 0/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Imp. Level Headed (Draw three cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll an extra Wild Die, don't roll triple 1s)
Adventure Cards: 2 Peace: Your hero is able to improve the attitude of a group in an encounter; It doesn’t work on true enemies—only
“neutrals” who happen to cross paths with your party; 20 Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt; 10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement); 9 Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force; 29 Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Current Effects:

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Pender Lumkiss
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Pender Lumkiss » Tue Sep 18, 2018 7:56 pm

OOC Comments
(Took 1 wound, so down to 3 Wounds and Shaken ) Frank Wolve’s last attempt to soak... Elan(+2), battle hardened(+2), nerves of steel(-2 from wounds)... wild
Bleeding out Wild
Through the smoke hot rail rounds hit the GBK like a bad habit. The 2nd to last hits the GBK’s in the right arm ripping it right off in a spray of metal, bone, and blood... A distant howl of a wolf strange and strangled erupts from the damaged suit! For whatever reason the Glitter Boy’s Suit comm flips on with a burst of static and perhaps startling recognition... ” I never... I never told you... I—“ Whatever the commander of the Head-Takers wanted to say does not come through.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Jude Maverick
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jude Maverick » Wed Sep 19, 2018 11:34 pm

Whitchwell Inn
Afteroon
Round 2
Adventure Card note
Just to make it official, I swapped the Joker’s Gone Wild card with Lib’s Bullseye! Lib then played the Joker’s Gone Wild and I played the Bullseye! to double his damage. And I just realized I can play two cards this quarter and next! Sweet!
As Jude settled into one of the firing ports in the Zone Ranger, Wolve’s transmission comes through. “Wait, what?” Jude said. “Hey, did they fire on us first?” Jude asked. He’d been...preoccupied. “That’s Frank “Wolverine” Wolve out there. He’s a national hero! He single handedly held a bridge at Rochester against a legion of demons so his company could escape during the Sorcerer’s Revenge.”

Libertas in his flyer took retaliatory hits. “Stay cool, Googles. I’ll try and talk us out of this. I met him at Camp Kander once with my dad--”

And then Cantrell and Libertas lit things up with the rail guns and particle beam.

“What the hell! We don’t have to kill these people!” Jude yelled. “Now you got us on a shoot to kill list! I don’t want to be shot and killed! What kind of idiots are you? That isn’t Lyboc out there! What if my sister had been up in one of those Sammies? Did Rory cross some wires when she was messing around in your head, Cantrell?”

Taunt vs Cantrell 9
Taunt 1d8+2 = 9: 7
Wild 1d6+2 = 3: 1
***
Conditions
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 15/6
Adventure Cards (play 2 in Q3&4 2018)
  • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
  • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


Mission Objectives
Investigate disappearance of Whykin. Question Hyperion corps about disappearance of Whykin. Save Whykin from poison.
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

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Jitters
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jitters » Thu Sep 20, 2018 9:47 am

Smarts 1
1d8 = 4: 4
Wild Die 1d6 = 4: 4
Wild Die 1d6 = 2: 2
1 Penalty from Race
-2 Penalty from Hindrances
Jitters listens to Jude's rant about attacking the CS first and about the fact that his sister pilots SAMAS power armor, he then speaks up saying
Jitters Fast Talking
"HeyJude,Igetit.Thisispersonaltoyoubecauseofyoursister,butcoolyourjetsforamomentbecauseI'mgoingtopointafewthingsouttoyou.First,IknewtherewasnowayshewasgoingtobeinoneofthoseSAMASbecauseofthefactthatwejustgotdonewiththewholeWhykin/BlackMarketdebacleearliertoday,plusthefactthatCol.Lyboc'ssonhadgonerogueandshewasawitnesstothat.Thatmeansshe'sgoingtobetiedupindebriefingforatleastaweek,ifnotlongerbecauseofthepoliticalaffiliationsthatMaj.Lybochadduetohisfather.Secondly,whenyouliveeitherasaD-Beeorapersonwithunnaturalabilities,likemagicormostmutationsthatgivepeoplemagiclikepowers,andeventheoddpsychicoutthereaswell,youlearntorunifyoucan,orshootfirstandhopeyoudon'tdie,becausetheCoalition'sdefinitionof'mercy'isaquickandpainlessdeathtothosetheydeemundesirable,andthereareplentyofCSsoldiersouttherethatareanythingbutmerciful.You'reluckyinthefactthatyouarenotofficiallyonthekilllistjustfortravellingwithusbecauseofyourfamiliespoliticalinfluence.Cantrell,they'dbejustaslikelytokillherforbeingatraitorastheywouldtobringherinalivetofaceaCourtMarshallandthendiefortreason,oratbest,livetherestofherlifeinprison.ButLibertasandI,weareautomaticallyonthekilllistjustforexisting."
Jitters then shouts up to Cantrell, telling her "I'mbringingSilverinclosertothemsothatwecanrenderwhataidwecan!" and proceeds to turn the Zone Ranger directly towards the CS APC.
Driving 18
1d4 = 1: 1
Wild Die 1d6 = 1: 1
Wild Die 1d6 = 2: 2
-1 Benny for Extra Effort 1d6+4 = 10: 6 Ace!
Extra Effort Ace 1d6+10 = 16: 6 Double Ace!
Extra Effort Double Ace 1d6+16 = 18: 2
Jitters cranks the steering wheel hard, causing Silver to start to roll, but Jitters turns the steering wheel hard in the opposite direction, stopping it from rolling and driving at the CS APC on two wheels. Over the Zone Ranger's loud speakers (or just shouting from the top of this lungs if the Zone Ranger doesn't have loud speakers), Jitters says "Pleasedon'tbealarmed,we'recomingtoprovideassistance!"
Last edited by Jitters on Thu Sep 20, 2018 2:20 pm, edited 1 time in total.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.

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Cantrell
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Cantrell » Thu Sep 20, 2018 10:24 am

Jude Maverick wrote:
Wed Sep 19, 2018 11:34 pm
“What the hell! We don’t have to kill these people!” Jude yelled. “Now you got us on a shoot to kill list! I don’t want to be shot and killed! What kind of idiots are you? That isn’t Lyboc out there! What if my sister had been up in one of those Sammies? Did Rory cross some wires when she was messing around in your head, Cantrell?”
Test of Wills 15
Spirit 1d4 = 2: 2
Wild 1d6+2 = 6: 4
Wild 1d6+2 = 7: 5 + Benny for EE and Elan 1d6+9 = 13: 4
EDIT: Was a Red Benny, so another 1d4 = 2: 2
"I'm sorry, Jude, I didn't hear all that, so I'll assume what you said was, 'Hey Cantrell, I'm going to sit the fuck down and shut my mouth, rather than yap about things I don't understand and undermine my commanding officer during a combat engagement.'"

When she's sure that Wolve isn't moving, Cantrell turns to Jude, a hard edge still in her voice.

"Open your eyes, Jude. You don't get to paint that red skull on your armor because you joined a special club in SAMAS school. Those pilots were worse than murderers, they were torturers and genocidal killers. Wolve was worse than any of them. You might not have had the clearance to see beyond the propaganda horseshit they spread about him, but I did, and I don't even want to think about the things he was involved in, the horrors he dreamed up."

A little gentler, she continues. "Your sister is an exception, like some of the scientists we just rescued may be exceptions. But you need to wake up, Jude. Even good people can do bad things, and sometimes they suffer the consequences. When they put on that black armor, all bets are off. No hesitation. That's an order."

Dismounting from the turret, she shoulders her rifle and goes to check on the Glitter Boy Killer.

"Now let's see if the bastard needs another kick to send him on his way to the hell he so richly deserves."
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 0/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Imp. Level Headed (Draw three cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll an extra Wild Die, don't roll triple 1s)
Adventure Cards: 2 Peace: Your hero is able to improve the attitude of a group in an encounter; It doesn’t work on true enemies—only
“neutrals” who happen to cross paths with your party; 20 Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt; 10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement); 9 Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force; 29 Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Current Effects:

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Pender Lumkiss
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Pender Lumkiss » Thu Sep 20, 2018 9:03 pm

Small Fastforward of like 12 seconds or so... Libertas, notice TN4
Two CS soldiers run for a small rock outcropping each holding a limp body on their backs. Most likely the crew of the MKIX. The rock out cropping is about 20” or so from The MKIX and everyone.
4EAECCDC-E152-4135-82F3-628369A84914.jpeg
Haui
C0E26D5C-63E7-4A89-AD59-8164B9B1FA14.jpeg
Anders
Dr. Anders and Dr. Huai look up from Commander Frank Wolve. The two nod and Anders looks at Cantrell disgusted with herself, ” I know... I know... Stupid. But we couldn't let him just bleed out.”

Dr. Huai nods in emphatic agreement, ” Had to staunch the bleeding. He might need a cyber arm. Maybe more, but he will live. He saved my two brothers during the revenge. Shure as shit they would have died.”

Anders wipes the blood off, ”At least we can get away, and do our work in peace. He might be a hero of humanity but he was a sick bastard just the same. Ughh all the twisted things he did to quick fl—-“ She sort of trails off seeing Jitters... ” So lets just leave him... Some of us owe him that much. Got a place we can head too? I think they radio’d in the attack and asking for a hammers worth of back up. If we could make it to the leyline I think we would be safe.”

Dr. Huai shakes her head, ”Frak, I just can’t leave it at that Anders. He saved my family. You guys get out. I’ll make something up. I just got to make sure he lives... Umm... I might be able to get out in a month. Silly as it sounds I got invited to a wedding up in Salt St. Marie, along the coast. A sammie I saved a few years back is getting hitched. Anders if you and the others can get me out then. Lets do it.” Huai’s eyes flare like she is channeling a major himdrence of some sort. Anders and the two others nod ready to move out as Huai is adamant about staying.

Rory exclaims giggling, ” Nice. We got more docs and scientists.” Rory pulls out some tools and heads to Cantrell. ” Oh come here Cantrell, I think I did something to your hearing. Jude said something and you heard something else completely.” With a playful twinkle in her eye she twirls her can opener.
Radio Trasmission
Monkey man George laughs over the radio, ” How ya 13th! I got a nice present from Big Boss Mikey over here at this Witchwell inn. A couple of knights been chattiing me up, seem they know you. Hopefully we see you soon.”
Player Directions:
Combat is over. Lets each make a post to load up and move out. RP as necessary. Unless specified otherwise I’ll have you go to the witchwell inn.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Libertas Magicum
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Libertas Magicum » Thu Sep 20, 2018 9:09 pm

OOC Comments
Notice (or not) 1d4-2 = 1: 3
Wild Notice 1d6-2 = -1: 1
Libertas' eyes are now aching so bad he can't track the movement down on the ground. He radios down to Silver. "Boss, we done here, then? I gotta limp this thing to someplace it can set down and get repairs. And Jude, I get it, I do... But we're gonna need to work this out on the ground, over a good meal."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Cantrell
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Cantrell » Fri Sep 21, 2018 12:35 pm

Libertas Magicum wrote:
Thu Sep 20, 2018 9:09 pm
"Boss, we done here, then? I gotta limp this thing to someplace it can set down and get repairs. And Jude, I get it, I do... But we're gonna need to work this out on the ground, over a good meal."
"Nothing to work out," Cantrell says as she double-taps a pair of laser blasts into Wolve's chest then another pair of shots into his face, just to make sure.

"Anybody who wants out, load up in the Zone Ranger now. If you're staying, do what you like, we won't bother you. But if you happen to see General Drouge, tell him I'll be coming for him soon. Tell him ... tell him I know about Blackthorn. I had a little chat with Llyboc, and I remember everything."

Without waiting to see who follows, she boards the Zone Ranger and starts checking her gear.

It's only then that whatever had been flooding her system with adrenaline abruptly stops, the sudden crash making her catch her breath and lean back in the seat.

What in all the living hells did you assholes do to me? she thinks, as her mind starts playing through recovered memories like a child peaking into a box full of snakes.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 0/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Imp. Level Headed (Draw three cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll an extra Wild Die, don't roll triple 1s)
Adventure Cards: 2 Peace: Your hero is able to improve the attitude of a group in an encounter; It doesn’t work on true enemies—only
“neutrals” who happen to cross paths with your party; 20 Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt; 10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement); 9 Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force; 29 Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Current Effects:

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Jude Maverick
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jude Maverick » Mon Sep 24, 2018 1:13 am

Witchwell Inn
Afternoon
Round 0

Jude just stared at Jitters as he rattled off what Jude assumed were words, only catching about every third.

“I don’t know what the fuck you just said,” Jude told the quick-flex, shaking his head.

"I'm sorry, Jude, I didn't hear all that, so I'll assume what you said was, 'Hey Cantrell, I'm going to sit the fuck down and shut my mouth, rather than yap about things I don't understand and undermine my commanding officer during a combat engagement.'" Cantrell said.

Jude scowled, but he shut up and strapped in as Jitters nearly overturned the Zone Ranger.

Jude glared back at Cantrell, but then shook his head and rubbed his face wearily. “Brittany wasn’t a bad person,” he said quietly. “I get it if they’re shooting at us. That’s self-defense. But these weren’t. Wolve was a hero of Tolkeen. I’m sure he had to do some bad things in the war. Everyone does.” Jude looked down at his hands. They were shaking. He had never wanted to be in the army. He was supposed to have been a beaurocrat, like his dad. Nici had been the fearless one, the action junkie.

Jude climbed out of the Zone Ranger and headed over to the fallen Coalition hero and the two scientists. He stares at Anders a she shakes out her long brown hair.

“Pleasure to meet you, Doctor. I’m Jude.” He offered the scientist his hand.

Then Jude turned to Dr. Huai. “I really think you should reconsider,” he said. “You don’t want to trust that the Coalition will believe your story. What if I can assure you he will live?” he asked her. Jude pulled out a small, rune-carved stone from one of the utility pouches on his belt. “It’s magic,” he admitted, “but it will heal him. Won’t grow back his arm, though. And if they have reinforcements on the way, it won’t be long until they find him. I’ll activate his armor’s tracking beacon.”

And then Cantrell filled Wolve full of holes.

Jude stared down at the hero of Rochester. “Or...not…” he said. He looked back at she scientists. “Seriously, if you are wanting out, now is your best chance. You don’t know if you will get another opportunity later. Maybe...Maybe that wedding never happens…”

Jude helped Anders into the Zone Ranger. “Can I get you something to drink?” he offered, flashing her a handsome smile.
Renown 3; they have not heard of Jude's great deeds
1d100 = 3: 3
Persuasion 11, but that's a 1 on the Persuasion die
Persuasion 1d12+8 = 9: 1
Wild 1d6+8 = 11: 3
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

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Jitters
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jitters » Mon Sep 24, 2018 3:38 pm

Smarts
1d8 = 3: 3
Wild Die 1d6 = 2: 2
Wild Die 1d6 = 6: 6 Ace!
Wild Die Ace 1d6+3 = 6: 3
-1 Penalty from Race
-2 Penalty from Hindrances
Jitters sees the two doctors and says "Susan? What are you doing here? I thought you were with Jez and Kat and the rest of G.I.R.L.S. of MercTown?" After a moment, Jitters pulls a book out of his back pocket and flips a few pages before putting it away and saying "Sorry, I was wrong, never mind. Carry on."

When Libertas says that he's got to limp the plane in, Jitters asks "Hey, you need to set a wing donwn on the Ranger? I saw that in an old pre-apocalypse vid!"

Wolve leaves Jitters divided as he wants to save him so he can face a court marshall for his actions while he also believes that he would never suffer any real consequence, if any at all. Any torn emotions about him are put to a permament end as Cantrell fills him with more laser blasts. And then he heard the dissension in the ranks from Jude. "Hey Jude, I have a question for you. What are politics but downplaying the bad and promoting the good? What would the CS media say about D-Bees and what have you personally learned? See what I mean here? What's more believable? That he was everythign that the CS said he was, or that he did things that were officially unsanctioned but supportedby more ruthless members of CS High Command and therefore were covered up to make him look better?"
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.

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Jude Maverick
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jude Maverick » Tue Sep 25, 2018 12:11 am

Witchwell Inn
Afternoon
Round 0

Jude looked at Jitters with a frown. “You mean deebs like that dragon that just tried to kill us?” he asked the quickflex. “Or Viggo? Wolve was down and out. Aren’t we supposed to be better than that? If Lucretia were here…” Jude sighed and looked over at Dr. Haui. “I’m sorry,” he told her. Then he turned to walk back to the Zone Ranger.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

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Jitters
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jitters » Tue Sep 25, 2018 5:10 am

Jitters looked at Jude wounded and asks "And what am I? Chopped liver?" He then sulks off to be alone with his thoughts until Cantrell says it's time to move.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.

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Libertas Magicum
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Libertas Magicum » Tue Sep 25, 2018 5:36 am

Lib replies to Jitters. "I try to set this thing down on anything but a nice, level patch of ground, it's gonna be tumbling across the ground like a Bouncing Betty firework--and if I try to pull a stunt like that right now, I'd probably wreck Silver AND the plane. But thanks for the vote of confidence."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Pender Lumkiss
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Pender Lumkiss » Tue Sep 25, 2018 7:26 am

Click me to find out how the CS Docs reacted to Wolve’s killin’
Dr. Huai just looks down at the man she had sworn herself to protect. Even the two other doctors, Susan and an unnamed one... Lets call him Bill started stammering in disbeleif. The Hero of Rochester was dead!

Dr. Huai starts screaming at Cantrell and Jude who tried to persuade her, ” Cantrell, why the hell! We just saved him! No way I am going with you murderers! I-I-I mean argghhh!” A dark hole, crispy and black, forms from her eye. It erupts in flame and fire as she cries out clutching her face. Susan and Bill have similiar reactions. Quicker than a flash the three scientists are on the ground dead each with a smoking hole in their face.

Dr. Anders nods to the group clutching a small transmitter, ” There will be no more complaining. You are right of course Cantrell. General Douge needs to be sent a message.” She slips in with Jude laughing and flashing him a wicked smile on her face, ” I am thirsty love, just what do have to drink?” She does little to hide the fact during the trip a keen interest in Jitters. When lulls in conversation occur she peppers him with a multitude of question about his origins and travels.
Welcome to the Witchwell Inn Situated on a leyline is a multistory wooden building that has a small sign hanging above the door that says “Witchwell Inn”. Outside the Inn a few people are milling about looking at a suit of power armor. A familiar face stands next to a Glitter Boy that has seen better days. At least everything seems to be there. Boom gun check, stabilizers check. Some massive holes and missing armor plating would indicate there is a fair amount of work that needs to be done on it. The raven haired beauty, Akaidia smiles warmly at the group patting the Glitterboy as the 13th approaches.

”That was something wasn’t it? Big Mikey send this as his thanks.” She pats it gently with a soft clang, ”Needs some love, and I am sure you guys can give it.” With a wink she nods, and gives Cantrell a hug then heads over to the line and gates out. ”Well I’ll see you guys around. Mikey Danger always pays his debts.” The glitter boy is a peice of fantastic machinery and certainly will hold some kind of surprise! In fact one of them steps arround its frame.

Stepping from behind the Glitterboy a familiar cyberknight, Knight Zee Hail! He grins mercilessly keeping a watchful eye on the group especially Libertas, ” Mikey Danger eh? Conspiring with the black market? What have you “legends” been up too.” He coughs slightly and gives a set of orders to Cantrell, ”Ma’am, orders for me to join your team. Seems like you need a pilot as well... I beleive Libertas could function as a co-pilot in the gunners seat.” He sneers slightly as if trying his best to smile, ”Pender gives you all his best regards...”
Legion’s Orders
Knight Zee Hail is to join the group and function as security and pilot if need be. He also has 100k for the group requisitioned by Pender Lumkiss. Orders come directly from Legion’s High Command.

Note: The knight does not actually give over the creds until the orders are accepted...
But wait there is more. From the otherside of the glitterboy another cyber knight approaches.

Comming into the scene is another knight, perhaps with a more grim yet friendly countenance. Sir Seth Merihk! He smirks chidding Knight Zee Hail. ”Come know Hail, your pursuit for the wretched is legendary initself, but lighten up... These are genuine heroes!” Seth extends a hand offering a warm welcome to each of the four members. He frowns slightly, ”What happened to Maximillian? I saw him make it out of the cavern... Did those water warriors get him?” He looks genuinely worried but nods to Cantrell. ” Cantrell, Permission to join the 13th. I believe we are headed to the same area... The Federation of Magic and quiet possibilty Dweomer.” He seems to want to say more, but glances at Knight Zee Hail who seemed to have muttered Oathbreaker at Sir Seth Merihk‘s entrance. ”I am no pilot, but I can drive circles arround most should you have need of a skilled driver.”

Rory giggles slightly at the meeting of so many familiar faces. ”Well... Looks like this inn is something. If you guys go on in I’ll see to your vehicles and these two knights can keep me company.” She winks at them, and then gestures to a couple of women hanging out outside the in as well. One is barely even wearing what you would consider clothes, and the other looks like some kind of ice princess. A cold blue gown, ice like hair, and a glance that could freeze the warmest of hearts. The Gnome says , ”I see some old friends that I need to catch up with too. Anders come with me, lets lleave the knights to stowing away the gear. They make great porters!” Jude feels a slight pinch on his tuckas as Dr. Anders walks away with a small sexy small just for Him. Knight Zee Hail seems to about to protest being religated to such duty as the two women walk over to Rory’s friends.

Sir Seth, flashes a glance that shuts up the other knight. ”Cantrell, if you allow me and Sir Hail to have some private words... We’ll see to your gear and vehicles, and get this Glitter Boy situated... Perhaps mull over your orders and my request to join.”

Well the inn beckons forth... RP here if you like or go HERE for the Inn. Who knows whom you will find there.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Libertas Magicum
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Libertas Magicum » Tue Sep 25, 2018 9:13 am

Libertas pointedly ignores Zee Hail's presence, instead nodding amiably to Rory, whom he blinks at owlishly. "Do you know if there are parts available here? If not, we might just need to let this thing limp back to Castle Refuge under the control of a more skilled pilot than myself. If so, I'll see if I can get the repairs done tomorrow morning before we leave. Before they get put away, though, let me get my gear up to my room."

Ignoring any contradiction on that point, he pulls out the Puzzle-Box and summons up four clockwork soldiers, who then stack the two crates with Lib's NG-S2 on top of them, and then leads them inside.

Amazingly, he only momentarily glances at the Glitterboy they were sent, as if his mind were on something else, entirely. He does manage a quick chuckle, though. "Big Mikey always pays his debts."
OOC Comments
Attempted, or in Cantrell's case, successful countermands to Lib's stated intention can be posted here, and I'll reply accordingly. Will begin posting in the Witchwell thread now, too, though.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Cantrell
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Cantrell » Thu Sep 27, 2018 3:37 pm

Cantrell is still too amped up and distracted to pay much attention as the number of Coalition asylum-seekers is winnowed to one. By the time the SET reaches the Witchwell Inn, she's more herself, scrutinizing their surroundings and running her free hand over the temporal lodestone set into her gauntlet.

Looks like magical weirdness is the order of the day ... as long as there's no timey-wimey bullshit, we should be fine.

She smiles to see Akadia and considers asking her to stay awhile ... but is reminded she'll need to be on her toes as the zealot Zee Hail steps out from behind the battered Glitter Boy sent along by Mikey Danger.

She gives Hail's orders a look, sparing a quick glance toward Libertas, then shrugs and puts her hand out, waiting for him to hand over the credstick mentioned in the message.

"You can report to Corporal Maverick for now, until we figure out where we need you," she says. Her reaction is much different when Merihk appears -- she greets the grizzled cyber-knight with a handshake and a warm smile.

"Merihk! Of course you can join us -- we'll be lucky to have you along. Max is off chasing his lady love, leaving us down a heavy-hitter or two. And we should definitely compare notes soon ... I'm interested to hear about your recent travels and any updates on our, uh, mutual acquaintance."

She flashes him a look of thanks when he offers to keep Hail occupied. "Find me inside later and we'll get a drink. Lots to discuss."
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 0/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Imp. Level Headed (Draw three cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll an extra Wild Die, don't roll triple 1s)
Adventure Cards: 2 Peace: Your hero is able to improve the attitude of a group in an encounter; It doesn’t work on true enemies—only
“neutrals” who happen to cross paths with your party; 20 Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt; 10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement); 9 Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force; 29 Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Current Effects:

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Jude Maverick
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jude Maverick » Mon Oct 01, 2018 3:41 am

Witchwell Inn
Afternoon
Round 0

Jude stares in disbelief at the fallen scientists, then looks up at the coldly beautiful Dr. Anders. “Was...Was that really necessary?” he asked her.

Jude helped Dr. Anders get situated in Zone Ranger and takes a seat next to her. He hands her his everfull flask when she says she is thirsty. It was filled with very good bourbon.

Once they finally reached the inn, there were more friends waiting for them. Akaidia turned over a wrecked glitterboy suit. And then the insufferable Zee Hail arrived. He didn’t seem to hold a grudge for Jude giving him a mind whammy with his magic choker. Or at least he wasn’t showing it. Sir Merikh was a much more welcome sight.

“Max had to go find an old friend,” Jude said, shaking Sir Merick’s hand.

Jude noticed the two women standing off by the inn, one barely wearing anything. He flashed them a smile, then jumped slightly as Dr. Anders pinched his bottom as she passed. He gave her a wary smile and a nod.

Jude headed into the inn, curious to see what all was here.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

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Jitters
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jitters » Thu Oct 04, 2018 8:30 am

Smarts 2
1d8 = 7: 7
Wild Die 1d6 = 1: 1
Wild Die 1d6 = 4: 4
-1 Penalty from Race
-2 Penalty from Hindrances
-2 Penalty from bein Nervous around Dr. Anders
Jitters sees the doctors dying and almost jumps into action, looking for the culprit, until he sees the truth of the situation. He eyes Dr. Anders warily, unsure as to what else she may be willing to do in order to secure her freedom. He's even more unnerved by the fact that not only did she have a plan to kill the three other scientists and planted the devices on them, somehow, but her overall lack or remorse at killing them, but also apparent ability to find humor in the situation. Her very presence leaves Jitters nervous and jittery, and if she asks him why he's so jittery, his reply will be "Well how do you think I got my name?" As she presses him for questions, Jitters will intentionally keep his answers as vague as possible.

Upon getting to the Witchwell Inn, he breathes a sigh of relief at seeing the two cyber-knights, and asks Sir Merihk for a moment alone to talk, Jitters will say
Jitters Fast Talk
"HeysowejustgotintoafightwithsomeCSforcesalittlebitthatway.I'lladmitthatIfiredfirstmoreoutofagutreaction,butJudegotupsetbecausetheCSforceswerebeingledbyWolve.I'mprettysureyouhaveheardofhim.Anyway,Judeapparentlythoughttheworldofhim,butCantrellhadadecidedlydifferentviewofhim,andinthiscaseI'mgoingtolistentoCantrellasIfeelthatsheknowstherealWolve,nottheonethattheCSPropagandamachinestoutshimtobethatJude'sheardabout.Butthat'sneitherherenorthere,becausethereweresomeCSscientistslookingtodefectandwhenwegottotheirAPC,wefoundthatWolvewasveryinjured,butstillalive.WellCatrellputanendtothat,whichcausedmostofthescientiststogoballistic,atleastthatisuntiladevicethatwaseitherimplantedinthemoronthemorwhateverwentoffandburnedtheirheadsfromtheinsideout.Thedevicewastriggeredbytheonescientistwhowasn'tupsetatWolve'sdeath,Dr.Anders.What'smoreisthatnotonlywasshenotbutthedeathofWolveandtheotherscientists,butsheseemedtoenjoyit.WhatI'mtryingtogetatisthatIamworriedDr. AndersmaybewayworsenewsthananyonesuspectsandIwouldappreciateitifyoucouldhaveSirZeeHailtokeepaneyeortwoonherforanysuspiciousbehavior."
With all that said, Jitters goes into the Inn.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.

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Pender Lumkiss
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Pender Lumkiss » Sat Oct 06, 2018 11:39 am


Sir Merhik RP is Here
Things wrap up nicely at the Inn, the flyer is fixed and the group is ready to set out. It is a cool morning, unusually so for this time of year, but the sun shines and the federation of magic beckons like a fire and the 13th is the little moth. Jesse the inn keeper of the Witchwell finds the members of the 13th prior to their departure. She hands them a note and four match books with an eerily familiar scripted F. As she sets food on the table she smiles, ” Seems your friend, Rory left early with two other striking women, that CS doctor, and a blob like man... Most disgusting thing ever really. Just up and rifted out. But she told me to give you this.”
She sets the note down for all to read...

13th members of the tomorrow legion. I must thank you for your help in escaping the Black Market, I had found my self so deep under cover that I had almost no way out. You killed my chief competition within the ranks fo the Family. That up and coming dragon poser got what he deserved. Two things bothered me about your group... One, I wondered why Big Boss Mikey put you through that unorthadox trial, but it seemed clear he was judging the merrit of your techno wizard. What value he found out of that I am not sure. The second, this did not become clear until I had the pleasure to observe your commanders brain and your team’s interaction with Commander Frank Wolve. It was only then everything came into focus. Camp Kander... The soldier, the shadow of his father, the designer, and the subject. I do wonder if Angriman, the cheif scientist, knew this day would come where all the peices he had set in motion would finally interlock. I have provided you with four passes and if you have the courage to find us in Dweomer you may get the chance to ask him yourself. Safe travels and I really enjoyed all the wild times- Rory.

After done reading the note two cyber knights come out of the Sauna room rested, relaxed, ready to go, and arguing.

Knight Zee Hail shakes his head, ” So that is why you left the order?”

Sir Merkith nodded grimly, ” No worse than what you did to the last mage you found dealing in the dark arts.”

Sir Merkith and Zee Hail turn to the group as they see them in dinning area of the inn, ” So what’s up with you? Ready to head out? Where are we going?”

Libertas
Ressurection unbounded... I am not 100% sure if you recall Libertas lost the memory of an important promise. The after effects of the resurrection spell restore that memory. My thought is that it is the promise to protect the Valient Blade... Libertas’ family was its keeper, and in fact the knife, Libertas’ father’s knife has the ability to take any ordinary blade and turn it into that blade itself. An Elvish family, last name Hub, in Dewomer kept safe the string that the blade was meant to cut.

Interlude time: The poignant note left by the gnome Rory hopefully jarred something loose connecting you all to Camp Kander. Go ahead and let us know your part in this CS Black Site known as Camp Kander. We know that Frank Wolve and Dr. Anders are both involved possibly. Libertas’ background makes mention that he was inolved in a camp where Angriman made him design many evil things.

Notice Rolls: Please make a Notice Roll vs TN——. Wow, No notice roll needed... This will affect the next GM post where the CS were trying to place a few Fusion block bombs on your two vehicles. 1d10 = 1: 1 Wild 1d6 = 1: 1, Cooperative Roll 1d10+2 = 10: 8
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Jitters
Posts: 173
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jitters » Sat Oct 06, 2018 4:54 pm

Notice 9
1d6 = 6: 6 Ace!
Trait Die Ace 1d6+8 = 9: 1
Wild Die 1d6 = 4: 4
Wild Die 1d6 = 3: 3
+2 Bonus from IF
Smarts 2
1d8 = 4: 4
Wild Die 1d6 = 2: 2
Wild Die 1d6 = 5: 5
-1 Penalty from Race
-2 Penalty from Hindrances
As the note is read, the Jitters' M.O.M. implants start whirring and bobbing up and down in and out of his skull as he starts getting a headache that drives him to his knees as experiences a flashback. For whatever reason, his mind is projecting the visual and auditory experiences that he's recalling.

Several bodies in various states of undress are performing various sexual acts as lights flicker and loud music blasts. A table with a sound board sits in the middle of the half wall facing the stage, while screaming fans are just on the other side of the half walls that enclose the work area. A young Quick-Flex male wearing a Drei Marbles Left t-shirt is making out with a female who can't be seen because the two are so close to one another. He's about to unzip his pants when he first feels it, like space itself was collapsing in on itself, and with a sudden pop that happened right as a series of pyrotechnics light the place up, everything goes dark. The young Quick-Flex finds himself laying on the ground, face down, once he's able to push himself up, he sees that it's night time and he's inside some sort of prison camp, Coalition by the looks of it as almost all of the assumed prisoners look like D-Bees. All of a sudden, warning sirens blare out as the search lights come on and the barking of Dog Boys can be heard. Just as he begins to push himself up off of the ground, he's tackled hard by a Doberman Dog Boy, and then kicked until he was knocked out while one soldier looked on.

When he comes too, he's strapped down on an operating table with his head cut open as cybernetic devices are being implanted into his head. In the corner is a young man with curly red hair and very thick glasses holding a clipboard and standing next to another man obscured by shadows. Just as the final cybernetic device is connected to his brain, the Quick-Flex alien begins to shake at such an incredible speed that he actually phases right through solid matter. There's a lot of shouting as people start frantically trying to figure out what to do, the man obscured by shadows shouts orders at them to blow the devices, but the Quick-Flex feels the same sensation as before and he pops out again.

When the young man comes to again, he is laying face down again, but this time underneath a bed. The bed is squeaking as it moves back and forth when there is a sudden banging on the door followed immediately by the door opening and a voice from that area saying "Ole' Butch sensed something weird over here. Wait what's going on? Pvt. Gibbons? You're supposed to be on duty! Report to my office at once! And you, I want you rear end out of here, YESTERDAY!" The two people who had been on the bed start quickly getting themselves together and left the room. As soon as that happened, quietly as can be, the young man rolled out from under the bed, spotted a window that was up high which was open. He jumped up high enough to grab the window sill, then climb through the window, from which he was able to a dump truck that was going past outside of the fence. He stayed in there until the sun was low on the horizon at which point he waited until it slowed for a turn in the wilderness and jumped to a tree from there.


As they walk toward Silver, Jitters spots a man in Coalition armor setting a bomb under the driver's seat of the Ranger, so Jitters tries to sneak up on him as he pulls Vibe and Rator from their sheaths and cross them near the attempted sabetuer's hand, saying "UnhandthatbomborI'llunhandyou!"
Stealth 7
1d6 = 3: 3
Wild Die 1d6 = 5: 5
Wild Die 1d6 = 1: 1
+2 from Edges
If the CS grunt does anything but surrender, Jitters will chop the hand off and threaten to do the same to the other one.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.

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Jude Maverick
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jude Maverick » Thu Oct 11, 2018 1:46 am

Witchwell Inn
Morning
Round 0

Jude gave Jesse a kiss when she came over as the 13th was preparing to leave. “I intend to come back and deliver on my promised dalliance,” he told the pretty, redheaded barmaid. “Thank you for the hospitality.”

Jude took the matchbook and note from Rory with a frown. “She was with the Family?” he said with a bit of surprise and disgust. “And to think I let her play with--” Jude cut off and looked up. “Cantrell’s brain,” Jude quickly amended.

Jude read the rest of the note with a frown. “Why does Camp Kander sound familiar?”

***

Jude sat on the desk in the office playing flirting with the secretary. He was wearing his uniform, and the starched black fabric and sharp creases draped nicely on the handsome young man. The secretary, Angel, seemed to appreciate it. She slipped him a card with her address on it.

“Thank you,” Jude smiled handsomely.

“Maverick!” Governor-General Beauregard snapped. “Get over here!”

Jude hopped to his feet quickly and straightened his uniform. “Yes, sir!” he said, giving a quick raised hand salute before hurrying over to the impressively mustachioed old admiral. Jude caught a disapproving look from the other man with the general, Jude’s father Major James Maverick of Coalition Army Logistics.

“There was a mess hall back when we came in. Get us some coffee,” Beauregard snapped to his underling.

“Yes, sir!” the young protocol officer said. Jude spun on his heel and left the officers to their meeting with the head of Camp Kander as they were escorted into the commandant’s office.

Jude found the mess hall easily. However, the coffee pot was empty, so he started in on the process of making a new pot in the percolator. He leaned idly against the wall as he waited for it to brew. The commissary was mostly empty. Oddly, though, it seemed one of the prisoners was sitting in the corner, a red-haired and bespectacled young man about Jude’s age who was flipping through some paperwork or schematics of some kind and making notes.

While odd, the young man didn’t particularly interest Jude. In the bit of time he had away from the governor-general, Jude pulled out a small photograph of a beautiful redheaded woman with green eyes. It looked like it had been part of a larger picture and the left side had been cut out. The black arm of a military uniform could be seen along the cut.

Jude smiled at the woman in the picture, touching her face lightly, and sighed in longing. This was turning out to be a long and boring political visit. Jude wasn’t supposed to be here, but the governor-general’s normal attaché had taken ill, so he had snatched Jude out of his wife Michelle’s entourage.

“Thanks, Dad,” Jude muttered, sensing his father’s hand behind the move. Did his father suspect his and Michelle’s relationship? Was this his way of discouraging it? Or was this just another attempt at giving Jude’s career a leg up?

“Maverick!” came the governor-general’s bellicose voice over Jude’s comm, and the young man jumped, looked around, and quickly shoved the photo back into his jacket pocket. “Where the hell is that coffee?”

Jude slapped his comm and checked the percolator. “Coming right now, sir. Had to make a fresh pot, so it should be hot and good.”

The governor-general harrumphed. “It’s military coffee. It’s supposed to taste like shit.” He closed the channel.

Jude quickly did up two cups of coffee just the way his father and the governor-general liked, adding a good dose of bourbon to the governor-general’s cup.

Jude nearly slipped on something he stepped on and looked down. Juggling the coffee, he reached down and picked up the pencil.

“Hey, Glasses, I think you dropped this,” Jude told the redheaded young man in the prison jumpsuit, placing the pencil down beside the papers he was working on. Then he headed back to the camp offices to meet with Dr. Angriman and the Hero of Rochester, Colonel Frank Wolve.

***

“So did you take advantage of any of the nice...amenities of the inn, Sir Merikh?” Jude asked with a wink as the cyber-knights joined them. “And Sir Hail, did you get that stick pulled from your ass yet?” He grinned at Zee Hail.

Jude’s levity faltered as he saw someone messing around with around with their Zone Ranger. “Aw, man! Can’t we catch a break?” Jude asked, readying his rifle and peeling off for a better angle to shoot the Coalition saboteur.

Mission Objectives
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

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Cantrell
Posts: 385
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Cantrell » Fri Oct 12, 2018 2:27 pm

Camp Kander. Angriman. The words, like snakes with heads at either end, conjured other names, equally laden with foulness: Blackthorn. Drouge.

What the fuck is waiting in Dweomer? Cantrell thinks, forcing a smile as she gives the order for the SET and its new cyber-knight escort to mount up.

The Witchwell Inn had been a pleasant diversion (filled with a number of pleasant diversions, she thinks) but it hadn't stopped her entirely from delving into the dark well in her brain that had opened up after her chat with Llyboc and whatever kind of cybernetic rupture occurred back at the Black Market base. The memories weren't fragmented -- she had the feeling everything was there, if she was willing to look -- but they were still separate, somehow, like they had been purposefully stored on a different partition in her brain that had only recently been reconnected.

Much of it was unpleasant. Months of indoctrination and advanced training between Chi-Town and her "first" assignment in Wichita Falls. Cantrell had always prided herself on being an independent thinker, had thought herself above the brainwashed grunts who'd served under her. She realized now she'd fallen under the spell, too, hypnotized and programmed more slowly, but more deeply. They'd done the heavy-lifting at Camp Kander, where the commandos destined for Project Blackthorn were fine-tuned and honed to serve some shadowy purpose she still didn't entirely understand.

"Here, here and here."

Drouge indicated each target with a laser pointer. Half a second later, Cantrell incinerated each one with a precision laser blast. Only she, and the technician in the attached lab, could tell that each shot was a half-inch off-center.

"Still some calibration to do. Don't worry. Angriman will get it all worked out. This is good, Golden Age human tech, just perfected a bit. None of the experimental shit that red-headed ... wizard ... is cooking up for him. There will be hell to pay for that, I have no doubt, but at least they're testing it on D-bees before putting any actual people at risk."

Cantrell just nodded, holstering the C-18 she'd been using to fire at the targets. A lab tech was already wheeling away the remains.

"Here, and ... here.

The smell of burnt flesh triggers a flash of memory, briefly over-writing the white glare of the fluorescents in the surgical theater. Angriman is hunched over Cantrell, making some minute adjustment to the adrenal control cluster installed near her spine a few weeks earlier.

"The new neuro-fiber cabling we're getting from the NGR significantly reduced the throttling we were seeing, but the timings in the base unit have to be adjusted. Can you imagine what we could do if they'd let us combine this with the M.O.M. technology we got from Hailhurst? But Drouge wants to see some testing first among the sentient non-humans. That Quick-Flex they brought in last week seems the most promising ... perhaps Lt. Cantrell and her squad can track down some more of those for us ... I've heard they're relatively plentiful in the warrens outside Chi-Town."

There's a hiss of cauterization and another whiff of charred meat as the doctor closes up the skin over the implant and applies the nu-flesh spray, then Cantrell's up, the cocktail of anesthetics and stress-reducers making her feel like she's swimming through molasses.

"Twenty-four hours of rest and she should be ready to head back to testing. I know the governor-general wanted to observe, along with that major, Maverick."

The pain in the base of her skull is back, emerging like a reverse fade-out as the painkillers wear off. Cantrell watches a fly dance across the ceiling over her bunk as the curses of the D-bee engineer echo out of the vent under the bed.

"Taint-nuzzling turtle-touchers. Fart-sucking poodle-punchers. Cob-gobbling whore-dumpsters. Don't worry, Lib. You'll make it out of here. Keep your eyes on the threads. Gotta be one that leads out ..."

Her door rattles, the handle jiggling as someone tries to open it, followed by giggling.

"I told you we should have turned left -- that's where they keep the D-bees, and there are always empty rooms, they go through them so quick. Would you still like me if I was a D-bee, Jude? I bet you would, you naughty boy. Do you want to pretend I have pointy ears, so you can bend me over like one of those elf whores in the refugee ward? Mmm, or maybe I'll pretend my tongue is a tentacle like in one of those Canadian comic books that got Gen. Granger fired ..."

Soon enough, the voices fade and Cantrell is left alone with her thoughts, which seem to skate from one thing to the next, like cards being dealt in a gambling parlor. Something in that last upgrade had been ... off. Cantrell wondered what they were planning to do to her, what the ultimate purpose was supposed to be. But whenever she tried to concentrate on the question, it was like a switch turned on, and more cards started flashing by, each one stamped with a different face. Some were people she'd known. Many were people or D-bees she'd killed. The last one was someone she didn't know, she was sure, but familiar all the same. A pink-skinned devil girl, with piercing blue eyes.

Remember those eyes, Cantrell, a strange voice, comforting but unknown, whispered in the dark part of her brain. Remember the eyes, and you'll be ready when it comes. You must be ready when it comes. Time's malleable, but I can only hold here for so long.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 0/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Imp. Level Headed (Draw three cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll an extra Wild Die, don't roll triple 1s)
Adventure Cards: 2 Peace: Your hero is able to improve the attitude of a group in an encounter; It doesn’t work on true enemies—only
“neutrals” who happen to cross paths with your party; 20 Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt; 10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement); 9 Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force; 29 Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Current Effects:

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Libertas Magicum
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Libertas Magicum » Mon Oct 15, 2018 10:55 pm

Libertas reaches out to the food on the table as everyone is talking, snagging a tomato and pulling out his father's knife to carve it up. It's a surprisingly deft bit of work, turning the two halves into matching flowers on his plate. He studies them for a bit, keeping his face down.

******************

Never look up.

That's the first rule you learned in the Camps. Before schedules, before protocols, before even simple obedience. Never look up. If you look up, if you catch their gaze, they notice you. You force them to consider your existence, as something other than part of the furniture. That's when it invariably goes sideways. If you're very lucky, a screaming rebuke and a single blow. If you're a little lucky, a beatdown and extra duty. Not so lucky, you get sent to dig the trenches. Very unlucky, well, you were the one the trenches were being dug for.

There were a lot of trenches at Camp Kander.

Angriman liked his tomato plants. So after a trench was filled, it would be covered over, and the tomatoes would be planted there, and they'd grow, feeding off the death and destruction of the place, and then Angriman would have fresh tomatoes for his guests. He was fond of showing off for the guests from CS High Command; many of them probably found him to be an odious little popinjay, but he would strut around his despicable little slice of Hell on Earth, and graciously show them the tomato gardens, and the barracks. And truly special guests got shown the labs; how much of the labs they got to see, of course, depended on just how special they were.

During these tours, there was often a piece of scenery to one side of the room, a gaunt prisoner, head shorn and with a barcode tattoo across the back of his scalp, in the camp's protocol for the more human-looking captives ("Can't have them vile magic-wielders mingling with their moral betters, now can we, right?" Angriman would say, even as he benefited from the fruits of that 'vile magic' in all sorts of ways, both obvious and subtle.).

The prisoner, of course, never looked up. You associated voices not with faces, but with footwear.

It was easier, naturally, when they gave him a prop to use, like a clipboard. His notes there never actually meant anything--when he was doing his <U><s></s>real<e></e></U> work, he would be at a large draftsman table, with a guard posted nearby in case he tried anything. During these show-tours, he was just part of the scenery--and scenery wasn't supposed to interact with the guests. He was just there to let Angriman show off how he was 'rehabilitating' the prisoners he'd been sent, as if it weren't an unspoken but universally known fact that as soon as the war was over, no matter who won, all the prisoners, 'rehabilitated' or not, would be tomato food.

This wasn't rehabilitation, it was last-ditch exploitation, nothing more.

Still, it was important for Angriman to put on a show, both to pretend to believe that's what he was doing, and to pretend that his guests didn't know better. Angriman's shoes, scuffed and needing repair; military dress boots, shined to a perfect gleam. "Of course, General Maverick--we have to try to be humane, after all. Perhaps some of these fools may yet be brought back to the cause of humanity. The D-Bees, of course, are another matter, though we get a fair bit of labor out of them before they fall. Some of them do an impressive amount of work before they tip over."

Some of the guests were, of course, a bit less... focused on the camp's mission.

High heels and stockings; dress shoes, scuffed, but in a way that made them seem well-traveled, rather than the shabbiness of Angriman's shoes. "What about that --" "Oh, don't worry about that one, you handsome, naughty lad. He knows better than to speak to his betters, or of them. See, he even brought us the bottle I wanted to share with you, and uncorked it. Come with me, down this corridor, and we should be able to get some real privacy."

It was even possible, with experience, to navigate the trickier areas of the camp without looking up. Like the firing range, when you were sent to carry gear to the practicing troops.

Two pairs of combat boots, one belonging to a voice he knew, Wolve, aka (among the prisoners, at least) The Beast; the other to a woman's, fierce and strong enough to almost make him break the first rule. "I'm still not liking the after-effects; better than a rig, of course, but you could still be left to collapse in a bad situation." "Sir, I can take it." Best to move along; he didn't know if the rumors about Wolve's 'special dinners' were true, but it was better not to risk having your heart served on a plate surrounded by Angriman's prized tomatoes.

Of course, you couldn't look up at your fellow prisoners, not if you were a known collaborator, either. So you couldn't even join the others in cheering on the lone figure with bare feet pounding across the dark compound, and going not over, but THROUGH the fence.

And the absolute worst time to look up would be when you were standing with your back to a wall, along with all the other prisoners, during the post-breakout lockdown, and using one hand to surreptitiously remove the wire from the cork that you'd placed here after palming it, causing a short in the central lab's psi-dampening power supply during a key experiment. It would be a very bad idea to look up then.

But getting a glimpse of the expression on Angriman's face was worth the risk.

*****************

Looking up from his plate, Lib gives Cantrell a smile. "Just so you know, Boss, this Valent Blade? When the time comes, I can get it. We gotta see a guy named Hub, in Dweomer, first. I'd say more, but the fewer details known, the fewer can be scanned by telepaths."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Pender Lumkiss
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Joined: Thu Mar 09, 2017 9:00 pm

Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Pender Lumkiss » Tue Oct 16, 2018 9:25 pm


The bar has been reset to its original set up. Only the 13th and other npc patrons are there.
+1 benny, +1 xp for the interlude(add now).

Jesse looks at the heroes ready to leave. She smiles sweetly and says, ” Oh Hans got your Flyer in order, uhh he asked me to collect. 72,000 creds and he said non negotiable...” She rolls her eyes and mutters, ” Greedy dwarves are so cliché.” She puts forth a credit transfer unit, it has a weird TW symbol on as well as an interesting blue crystal attached to the side. Jesse looks at Libertas and quietly says regarding the kids, ” I can’t see there future but I can see yours. You are going where no kid should. I can find them work here, and in 3 weeks send them to the legion when the caravan from Storm Spire comes through.”

Jesse touches Judes arm and whispers in his ear, ” You need to be there hun. No way arround it... 33 days and counting.” She gives him a kiss and a slap on the ass. ” Go be a hero.”

After the monetary gymnastics the group heads out the two cyber knights follow in tow. The Altara sauna attendant waves good by and gives Cantrell a travel kit of bath soaps that will remove all fatigue and wounds after 1 hour of soaking( 4 applications). No sign of Rory or Dr. Anders... Although Jitters tail has a schematic in hand so to speak... A schematic of what exactly will need a science roll at -2, and kn politics roll at -2 to figure out.
Wow someone crit failed with bombs. The outside of the inn has a few vehicles parked outside and the flyer seems to be in working order. Jitters rushes a man getting out of the groups Zone Ranger. He is in huntsman armor, a brown shirt, and beige pants. Laser rifle, and two pump pistols at his side. The man is human and aptly hides a snear when jitters confronts him threatening to dismember him.

He lets go of the device, some large block that is counting down, leaving it on driver seat. ” Sorry friend, did not know whose rig this was. Some guy ducked out, kind of shifty and I was just trying to be a good simaritain and check it out. Found this block thing... Is it weird that it is counting down?” He looks really uncomfortable being so close to a large bomb counting down. ” Uhh... If we live word is that rusty GB over there is yours and I would love to drive it if you don’t got a pilot lined up. The name is Mac—-“

The device on the driver seat beeps cutting him off and nearby a unmarked Mountaineer blows up in a mini nuclulear explosion. Several folks run out of the exploded vehicle on fire, missing arms, or faces. The heat is tremendous but not unexpected. The folks fleeing on fire all seem to have gladiator or hunstmen armors on. Mac mouths we need to move... 6... 5...

Knight Zee Hail glances at the flyer, and shakes his head pointing to the rush job the badguys did on the flyer, ” Sabatours... Look at the bomb, its not even attached to the flyer. Just lying on the ground. I hate amateurs.”
The other Cyber Knight Seth grimaces and sets his eyes on helping.

The two knights support the heroes as best they can. Players can get a +2 bonus to the scene by describing how the cyber knight helped them.
The work of a hero is never done. Help some blown up victims of Explosives, save your own mountaineer, save the flyer, what to do with Mac... Make skill roll of chloce at -4 to deal with the situation. Minimum of 5 successes needed. Every multiple of 5 results in a small boon.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Libertas Magicum
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Libertas Magicum » Wed Oct 17, 2018 11:04 am

2 Successes towards group total
Techno-Wizardry 1d12+1 = 7: 6
Wild TW 1d6+1 = 5: 4
Extra Effort Benny (spending the one we got for the interlude): 1d6+7 = 9: 2
11 after Elan, still just shy of a third success.
Libertas nods at Jesse. "Agreed that the kids can't come with us. But someone should get word to Mickey Danger about them. They should be ready for travel in three weeks, regardless--right now, the nanites are kinda wearing them out. If Big Mikey is out of contact, or doesn't have anyplace for them, then yeah, Castle Refuge is the best place to go." He turns to the kids while Jesse flirts with Jude--sure, there's other things going on there, but it's a woman and Jude; flirting is always part of the interaction--and tells them that Jesse will be caring for them, and eventually they'll get settled into new digs, either back with Big Mickey or at Castle Refuge; he spends a few moments talking up the Legion as a cool joint to hang around, finishing with a wink. "Just don't annoy the Cyber-Knights too much; some of them have cobalt sticks up their backsides."

Stop teaching them bad habits, Libertas. Okay, I'll teach them some good ones, instead.

Then he looks at the transfer unit, and grins at Jesse. "If that's what passes for greed among dwarves, they're doing it wrong." He pulls out his personal credstick and pays the fee, almost happily. "Sure, 72K for a simple repair job's good, but becoming the legally responsible--and thus officially recognized owner of a TK Flyer fully equipped with a Particle Beam for 72K? That's what real greed looks like." The look he gives Zee Hail couldn't have an iota more smugness in it.

That was NOT what I meant, and you know it! Oh, come on, worst-case scenario, Hail insists I have to accept a 72K payment from the Legion to compensate me for the repairs.

That smugness lasts all of 30 seconds before people start shouting outside about bombs. "Hey, you llama-fondling wormhole-lickers! Get away from MY damned Flyer!" Even as he starts running outside, he pulls out the puzzle-cube and summons a small army of clockwork soldiers, spacing them out to form 'bucket brigades' that grab the fusion blocks and toss them down the line until they're either thrown far enough away to do no damage at all, or just blow up in the unlucky bot's hands, making for a truly spectacular game of Hot Potato.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Jitters
Posts: 173
Joined: Sun Dec 17, 2017 9:52 pm

Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jitters » Wed Oct 17, 2018 11:30 am

Smarts 2
1d8 = 1: 1
Wild Die 1d6 = 2: 2
Wild Die 1d6 = 4: 4
-1 Penalty from Race
-2 Penalty from Hindrances
Fighting 21
1d12 = 7: 7
Wild Die 1d6 = 4: 4
Wild Die 1d6 = 5: 5
+2 Bonus from Professional/Expert Edges
-4 Penalty from Scene

-1 Red Benny Extra Effort 1d6 = 6: 6 + 1d4 = 4: 4 +7 = 17 with twin aces
1d6 = 1: 1 + 1d4 = 3: 3
Jitters sees the bomb and as he begins to move, Lib's Clockwork Soldiers start a game of hot potato with it, so Jitters decides to help it along it's way. While it's mid-air, Jitters delivers a powerful high kick that sends it flying like a football where it detonates safely in the air. He then whirls on the man by Silver and grabs him with his tail and demands "Which way did he go?!" As he turns to run in the direction and activating his suit's Speed power, he shouts to Libertas "Keep your eyes on him in case he's the saboteur!", and hen appears to vanish as a trail of electricity follows him. He searches high and low for the supposed bomber.
Notice 7
1d6 = 5: 5
Wild Die 1d6 = 1: 1
Wild Die 1d6 = 2: 2
+2 Bonus from IF
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.

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Cantrell
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Cantrell » Wed Oct 17, 2018 2:39 pm

Notice 12, 3 Successes
Using Notice for the challenge: 1d12+4 -4 for Scene
Notice 1d12 = 6: 6
Wild 1 1d6 = 3: 3
Wild 2 1d6 = 5: 5
Using a Benny for EE + Elan 1d6+8 = 12: 4
Cantrell accepts the travel kit from the Altaran masseuse with a smile and a wink.

I am really going to miss those magic hands ... but duty calls.

Outside, she's just about to give the order to mount up when things start exploding, and a bunch of idiots in standard-issue "this is what mercenaries wear" body armor start running around.

There was an off chance that a few of them weren't undercover Coalition agents, but luckily Cantrell has the experience and cybernetically-enhanced observational skills to see through their disguises. As she drags the wounded away from the blast area, she tags the imposters in her HUD and transmits the data to the others in the SET so they can run them all down.

The price tags are still on half of these suits, she thinks, mentally chastising whoever was in charge of planning and executing the assassination attempt.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 0/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Imp. Level Headed (Draw three cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll an extra Wild Die, don't roll triple 1s)
Adventure Cards: 2 Peace: Your hero is able to improve the attitude of a group in an encounter; It doesn’t work on true enemies—only
“neutrals” who happen to cross paths with your party; 20 Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt; 10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement); 9 Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force; 29 Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Current Effects:

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Jude Maverick
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jude Maverick » Fri Oct 19, 2018 1:07 am

K. Politics 9
-2 difficulty
K. Politics 1d8-2 = 4: 6
Wild 1d6-2 = 4: 6
Ace 1d6+4 = 9: 5
Healing 6; 1 success
-4 difficulty, +1 first aid kit, +any benefit from the healing stone?
Healing 1d6-3 = 3: 6
Ace 1d6+3 = 6: 3
Wild 1d6-3 = -1: 2
Witchwell Inn
Evening
Round 0

Jesse touched Jude’s arm and whispered in his ear, ”You need to be there hun. No way around it. Thirty-three days and counting.” She gives him a kiss and a slap on the ass. ”Go be a hero.”

Jude smiled. “I owe you,” he told the waitress. He considered her words. Thirty-three days. Nicole’s wedding. Yes, he needed to be there. God, why hadn’t the Coalition already told her Jack was dead? They couldn’t have missed his body!

“What’s that you have, Jitters?” Jude asked, taking the paper from the quick-flex’s tail and studying in. “Something sciency. But also politics.” He gestured Libertas over to have a look as well.

But then a Mountaineer exploded and Jude had other things to worry about.

“You got the bomb?” Jude asked Libertas before rushing off to help the injured, pulling his healing stone from his pocket and a first aid kit from his pack.

Jude knelt down next to an injured woman and rested the stone on her chest. “Okay, here goes nothing.”
Mission Objectives
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

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Pender Lumkiss
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Pender Lumkiss » Sun Oct 21, 2018 4:39 pm

The CS Love Jude!
Jitters
You run and run and run, finally getting about a mile away from the Inn. So sign of the sabatour, but you do see a woman CS soldier. Helmet off, but wearing distinctive deadboy armor. She is sitting with her back to a grey granite rock with her rifle to one side. Her hands are in her face and she is sobbing. ”I... I just can’t do it... Damn it... I still love him.”
Jude and Cantrell
Despite pulling out parts, bodies, heads, arms, legs almost all of them are far too gone to be saved in any meaningful way. Cantrell’s training tells her that at least four fusion blocks must have gone off in that awefully disguised CS ATV. Jude was able to get to one with his healing stone. Her eyes flutter as her charred skin heals. Despite the CS tattoo hidden beneath her colar she has a pleasant voice and woozily quite out of it she says, ”Jude, you came back?”
Libertas
Libertas, it feels like a spector reached out from far away and touched me!! Indeed perhaps or perhaps not. But a note is on Libertas’ tail. Phase 1 done... The brotherhood of the magi have been delt with. See you in Dweomer, the Diamond Hotel.
The heroes solve the sitution with great skill and determination. Their two cyberknight allies take pause and note just how amazing the 13th truely is. The two knights pounce on this so called Mac as Jitters rushes off. They drag him mercilessly before the heroes.

Knight Zee Hail without compassion says, ” Here is the one responsible. Major Mac Jones Maverick. I would recognize that swagger anywhere.” The knight uncerimoniously pulls off the hunstsman armor helmet revealing a rather handsome face of a human with striking blue eyes and blonde hair. He has a scar just above his right eye. Somehow that scar just did more to accentuate Mac’s pleasant facial features.

Knight Seth Merikh frowns slightly perhaps or perhaps not at the similiarity between Mac and Jude. The perceptive knight does ask a few pointed questions, ” Maverick eh, Zee Hail you know this guy? Jude you know this guy?”
The two knights look at the heroes of the 13th wondering what will happen next.

Still paying attention to Mac Knight Zee Hail looks at the sun still rising and the direction of Whykin, ”Well we can either kill them, tie them, or beat them until they change sides... Cantrell, Jude weren’t both you part of the Coalition how did you change?”

Sir Merikh just about bowls over laughing, ”Haha, Zee Hail good one. Regardless we better figure out what to do and get a move on. Where we headed to anyway, was it Dweomer?”

Knight Zee Hail nods in agreement, ” The Legion’s Vehicles are preped and appear ready to go.” He stresses the word Legion.

Player Directions:
Please include 1 notice roll and note danger sense if you have it and under what circumstances if any it triggers.

Feel free to RP as you will. Make any skill rolls you feel are pertanent. Once we get a clear idea of where we are going I’ll move the story along.

+1 Benny to Jude if he does indeed know Mac Maverick, like uncle Mac or something like that.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Jude Maverick
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jude Maverick » Mon Oct 22, 2018 5:51 am

Witchwell Inn
Morning
Round 0
Notice #
Notice 1d8 = 1: 1
Wild 1d6 = 2: 2
Jude blinked in surprise as the woman he saved opened her eyes and greeted him.

“Cherie?” he said. “What are you doing here?” He helped her up even as the others dragged another suspect forward and yanked off his helmet.

“What? Uncle Mac?” Jude exclaimed. “Yeah, I know him. He’s my uncle. Learned everything I know about girls from him,” Jude said with amusement. “My dad’s youngest brother.”
Mission Objectives
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

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Libertas Magicum
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Libertas Magicum » Mon Oct 22, 2018 3:53 pm

Notice Success, Danger Sense Fail
Notice 1d4 = 1: 1
Wild Notice 1d6 = 4: 4
-2 for auditory Notice.

Danger Sense 1d4-2 = 0: 2
Wild DS 1d6-2 = -1: 1

Libertas smirks at Zee Hail. "So, you have the 72K to compensate me for the repairs, then? Because I work for the Legion, and they pay me, not the other way 'round."

Internally, he simply thinks, Don't worry. I need to talk to Cantrell about it still, but not in front of Zieg Heil, here.

Then he blinks, as if having just heard something said a moment ago, and turns to Jude. "Jizzum H. Christ, Jude--is there anyone in Chi-Town who isn't either your family member or your bedmate? Because at this rate, I gotta warn you--sooner or later, you're gonna find out someone who was the latter is the former, as well. Inbreeding's never pretty, even if the people involved are, m'man."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Jude Maverick
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jude Maverick » Tue Oct 23, 2018 3:18 am

Witchwell Inn
Morning
Round 0

Jude flashed Libertas a wry smile. “What can I say? I was popular,” he said.

Mac chuckled. “We’re a badass family. Runs in the genes,” the captured Coalition agent said. “All the way back to the Founding.”

“You probably shouldn’t be talking, Uncle Mac,” Jude pointed out. “But yeah, he’s right.”
Mission Objectives
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

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Cantrell
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Cantrell » Wed Oct 24, 2018 2:13 pm

Still paying attention to Mac Knight Zee Hail looks at the sun still rising and the direction of Whykin, ”Well we can either kill them, tie them, or beat them until they change sides... Cantrell, Jude weren’t both you part of the Coalition how did you change?”
"Electrocution is pretty effective. You have a neural mace? Internal application for best results," Cantrell deadpans, keeping her poker face up even as she wonders if the fanatical cyber-knight would go that far ...
“You probably shouldn’t be talking, Uncle Mac,” Jude pointed out. “But yeah, he’s right.”
"Actually, he better start talking, in great detail and without any of the Maverick family flair for embellishment or omission, or I'm going to personally see to his conversion," Cantrell says, favoring the elder Maverick with her most menacing smile.
Intimidation 15
Intimidation 1d10+3 = 8: 5
Wild 1 1d6+3 = 9: 6 = Ace! 1d6+9 = 10: 1
Wild 2 1d6+3 = 9: 6 = Ace! 1d6+9 = 11: 2 + Benny for Extra Effort + Elan 1d6+13 = 15: 2
"The Coalition equipped me with a particular set of skills, and I'm happy to demonstrate if I don't get some straight answers, tout-fucking-suite, explaining why all these people are dead and some dipshit commando-in-training was trying to plant a bomb on my transport," she says. "Seeing as he's family, he gets one chance to come clean before I break out the rusty implements. But just the one. Now, Jude, help the nice cyber-knights get your uncle and any of your old girlfriends that survived loaded onto the Zone. I want to get rolling toward Dweomer as soon as Jitters gets back with the dumbass saboteur."
Notice 13, Danger Sense
Notice 1d12+4 = 13: 9
Wild 1 1d6+4 = 10: 6 = Ace! 1d6+10 = 11: 1
Wild 2 1d6+4 = 9: 5

Has Danger Sense, which activates (at Notice -2) in case of any threat.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 0/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Imp. Level Headed (Draw three cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll an extra Wild Die, don't roll triple 1s)
Adventure Cards: 2 Peace: Your hero is able to improve the attitude of a group in an encounter; It doesn’t work on true enemies—only
“neutrals” who happen to cross paths with your party; 20 Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt; 10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement); 9 Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force; 29 Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Current Effects:

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Jude Maverick
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jude Maverick » Thu Oct 25, 2018 2:05 pm

Witchwell Inn
Morning
Round 0

Jude sighed. Well, at least his uncle wasn’t going to get the Wolfe treatment, and Cherie wouldn’t be getting the Sarah treatment from Cantrell.

Jude eyed Cantrell. She seemed a lot more...tightly wound recently.

“Come on, Cherie,” Jude said, helping the young woman up and toward the Zone Ranger. “You too, Uncle Mak. You can tell us all about why you’re here. And tell it straight. Cantrell has a bullshit detector stronger than any I’ve seen. She might even be immune to the Maverick charm.”

Mac raised an eyebrow. “What, is she, you know…?” He waggled his eyebrows.

Jude rolled his eyes.
Mission Objectives
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

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Jitters
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jitters » Sun Oct 28, 2018 12:28 pm

Notice 7
1d6 = 2: 2
Wild Die 1d6 = 5: 5
Wild Die 1d6 = 4: 4
+2 Bonus from IF
Smarts 4
1d8 = 7: 7
Wild Die 1d6 = 5: 5
Wild Die 1d6 = 4: 4
-1 Penalty from Race
-2 Penalty from Hindrances
Jitters is running at top speed looking for the CS operatives that planted the bomb, swords drawn and at the ready, when he spots the female CS soldier sobbing, causing him to skid to a stop. Sheathing his swords, he cautiously approaches the crying woman and says "Hey, are you ok? Do you need some help? Would you like to speak to my superiors? I'm sure Cantrell is busy, but maybe you'd like to speak to her XO, Jude Maverick?"
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.

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Pender Lumkiss
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Pender Lumkiss » Tue Oct 30, 2018 5:48 am

Can I go home please? Zee Hail holds the scruff of Mac Maverick’s collar keeping the man down. He eyes Libertas cooly and mutters, ” Talk to your commander wizard. She has the cred stick.” The knight’s eyes stare at Libertas ” I’ll find out why you threw that contest of skill with the dwarve if it is the last thing I do.” But then his attention turns back to his prisoner who is struggling against Cantrel’s verbal abuse.

Mac looks at Cantrell meeting her gaze with fire that Cantrell has often seen. That man was a patriot, ” Shove it Lt. I got those same skills, its what made me see your potential and why I got you assigned to Kandar. You think for a second that armor, the way out was not orchestrated?” He gives her a pointed look, ” That this meeting was not on the books? We need people dedicated to the CS on the outside as much as inside...” He sneezes slightly, ” Damn Alergies creep up when Deebs are arround.” A weird statement to be sure as Jitters is not there and everyone looks human.

He glances at Jude, ” Yeah it was a hard assigment to take. But Jude, you guys are top of the list. Two CS checkpoints between here and anywhere. Your vehicles are marked, you three identified as Alpha 1 targets... Silver Bluff, The sixth armored division, Gloom, Whykin’s garrison, project Blackthorn’s scientists...” His litany of CS encounters seems pretty complete. Alpha 1: Kill on sight. The three he gestures too are Jude, Libertas, and Cantrell. ” No it has not been a good run. Cherie and I will just walk back to Whykin, a couple day walk and I got my survival pack. It will give you at least a two day head start, three if I am slow on the debrief.” He puts a CS badge in Jude’s hand, ” This should help with any checkpoints until I report it missing. Good luck.” He looks up at the two knights holding him with a winning innocent smile.

OOC Comments
1d8+2 = 10: 8 ace 1d8 = 6: 6wild 1d6+2 = 4: 2
After Mac Maverick’s speal Zee hail looks at Cantrell, ” I have no quarry against this man. The CS are despicable but I must laud their ruthlessness in keeping humanity going. What of you Oath Breaker? I heard rumors of your activity during the war. None of it strikes me as heroic.”

Knight Merihk raises the face plate of his armor and looks at knight Zee with fury in his eyes peppered with mirth. ”No I imagine not Zee Hail, but then I do not require the lime light. My tales are not told in our hallowed halls of training. Cantrell, Jude, Libertas, and Jitters can keep their fate. But I will not be a party to murder or torture in any way.” His bodily language would suggest the earnest cyber knight might have done the exact opposite once upon a time. He raises a finger pointing to the horizon, ” I wonder like Libertas how many more women are out their that have spent time with Jude Maverick.” He cracks a smile and then frowns slightly, ”So I would love to get going, but anyone seen Jitters?”
Jitters
The CS soldier is really something striking undeath her mess of hair and tears. Her blonde hair just cascades in slow motion down the right side of her head as she lifts it to look at Jitters. Her sparkling blue eyes perk up with an internal radiance. Her voice is soft, ” Jude? He made it? I just couldn’t believe he was going along with it. Or any of the soldiers. We all just love Jude. I grew up just down the street from the Mavericks... I couldn’t do it. He said he would kill me once they came back for refusing an order... But if Jude is alive then it must be ok now. “ One last tear rolls down her perfectly dimpled cheek. She stretches out a gloved hand dainty like to get up, ” Thank you. I would love to see—-“

Out of the corner of your eye you see a blue speck of lightning. Savitar, he is fast... Really fast... Even for you his hand is almost a blurr as he comes zooming near reaching out for the woman with the intent of phasing into her heart. Jitters hears the foul menacing voice, ” Daddys stuck here son, and your life is about to become hell!”

Quick Combat: make a combat skill roll at -6, failure and the woman dies. Success you deflect the blow and Savitar flees away to strike another day. Raise, and you can do whatever you like.

Feel free to react and RP some more. When your ready to roll out, let the knights know where too. If needed I will respond for the NPCs.

Jitters you got a roll to make.

Notice:
Jude fail
Libertas fail
Cantrell danger sense success
Jitters success.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Jitters
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jitters » Tue Oct 30, 2018 8:05 pm

Smarts 1
1d8 = 1: 1
Wild Die 1d6 = 4: 4
Wild Die 1d6 = 1: 1
-1 Penalty from Race
-2 Penalty from Hindrances
Fighting 11
1d12 = 6: 6
Wild Die 1d6 = 1: 1
Wild Die 1d6 = 6: 6 Ace!
Wild Die Ace 1d6+2 = 5: 3
-6 Penalty from Scene
+2 Bonus from Professional/Expert
-1 Benny for Extra Effort 1d6+7 = 11: 4
Man, does this guy ever give up? Jitters thinks to himself in the micro-second that he notices the distinct blur of Savitaar's hand going towards the heard of the female soldier, but since he had already activated his suits powers of speed, it gave him enough of an edge to get his vibro-sword, Vibe, out and in front of the god-like creature. He holds it firm and steady and Savitaar's own momentum works against him and forces the sword to cut through this arm.
Jitters Fast Talk to Daddy
"Heyoldman,maybeyou'rejusttoofastforyourown good!"
With his tail, Jitters picks up the soldier and starts running at full tilt back to the inn where the vehicles are, keying the radio to report in
Jitters Fast Talk Radio Transmission
Guys?ItlookslikeImightbecominginhot!Also,letJudeknowthatIambringingsomeonewithmewhowantstoseehim."
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.

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Libertas Magicum
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Libertas Magicum » Wed Oct 31, 2018 7:10 am

Libertas smiles at Zee Hail. "So, let me see... If Cantrell's got the credits, and she's my CO, then your actual authority on the matter is..." He starts tapping away at his wrist computer/comm thing that they got back in the day. A complex equation starts to form on the screen, along with a convoluted graph. "Hm... Carry the 3, take the square root... Ah, here we go--Diddly-Plus-Shit. Well, that clears things up. Oh, as for the incident in the bar, I admit I was off my game. Comes from spending nearly an entire day without sleep in order to unmake the natural order of things. I understand, you'd probably prefer I left those kids to be taken by the vultures, but I guess we just have different priorities."

When Mac sneezes, Lib brings his tail into view, waving at the man. "I may be Earth-born and bred, but the tail's a recent immigrant." He looks to Jude and Cantrell. "I could seize control of his will and force him to confirm what he's telling us, if you like. But I'll be honest, the process isn't pleasant for the guy on the receiving end."

And of course, he can't possibly pass up a subsequent opportunity to needle the Knight. Speaking to no one in particular, he opines, "Gee, Sir Sieg Heil lauds the CS's 'ruthlessness'. Who woulda thought a reactionary neo-fascist would find something in common with Empie Prosek?"
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Cantrell
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Cantrell » Wed Oct 31, 2018 12:34 pm

Cantrell yawns as the elder Maverick delivers his speech.

"Well, I see the gift of gab runs in the family. But I've been exposed to enough of that in the past year to develop an immunity. Shuck him out of that armor and scan him for anything that might transmit, then cuff him, shove a sock in his mouth and strap him into the Zone. Do the same with the girl, although you can skip the sock if she'll keep her mouth shut. Any others that survived we'll just tie up and leave here, but smash their radios first."

She looks to Zee Hail and Merikh to be sure her orders are understood.

"Everything clear? Okay then, let's get moving ..."

She sighs when Jitters' radio message comes through, then motions everyone toward the vehicles.

"Come on then. Looks like we'll need to make room for a third passenger. Same drill, shuck, shackle and strap in. Dweomer's waiting."
Notice 9
Agility 1d12 = 2: 2
Wild 1 1d6 = 4: 4
Wild 2 1d6 = 2: 2

Notice 1d12+4 = 9: 5
Wild 1 1d6+4 = 6: 2
Wild 2 1d6+4 = 5: 1
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 0/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Imp. Level Headed (Draw three cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll an extra Wild Die, don't roll triple 1s)
Adventure Cards: 2 Peace: Your hero is able to improve the attitude of a group in an encounter; It doesn’t work on true enemies—only
“neutrals” who happen to cross paths with your party; 20 Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt; 10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement); 9 Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force; 29 Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Current Effects:

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Libertas Magicum
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Libertas Magicum » Wed Oct 31, 2018 3:27 pm

OOC Comments
Common Knowledge 1d12 = 3: 3
Wild Smarts 1d6 = 2: 2

Huh. Guess Lib doesn't point out the problem, here... *Chuckle*
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Jude Maverick
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jude Maverick » Thu Nov 01, 2018 1:25 am

Witchwell Inn
Morning
Round 0

Jude paled a bit as his uncle spoke. Well, it made sense. They had killed a lot of Coalition soldiers in the last month or so. He took his uncles Coalition badge reluctantly. It would be helpful.

”I wonder like Libertas how many more women are out their that have spent time with Jude Maverick,” Merikh said.

Jude smiled. “No one named Merikh that I know of,” he said. “So probably not your sister,” he teased back. He handed Cherie his everful bottle of bourbon again, and she took a hefty swig to calm her nerves.

“Guys?ItlookslikeImightbecominginhot!Also,letJudeknowthatIambringingsomeonewithmewhowantstoseehim," Jitters came through on the radio.

“What did he say?” Jude asked with a frown.

They strip down the Coalition prisoners and bind them into the Zone Ranger. “So what are we going to do with them?” he asked Cantrell quietly. “We bring known Coalition soldiers into the Magic Zone, the Feds are going to have a lynching. And they might not discriminate.”
K. Politics #
K. Politics 1d8 = 5: 5
Wild 1d6 = 5: 5
Mission Objectives
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

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Pender Lumkiss
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Pender Lumkiss » Thu Nov 01, 2018 7:39 am

Blonde Bombshell
The female soldier Jitters brings in is the one Jude let get away. For whatever reason, detiny, fate, timing it just never worked out. The way she looks at Jude with her soft blue eyes it makes it clear her feelings never went away. Matthew feel free to name her.
Knight Zee Hail, with a look at Libertas that says someday this will be you, gets some rope and chain and drags Mac to the hood of the Mountaineer. But Seth says some private words to him and they end up helping to secure tMac and the others in the Zone itself. The two knights really do a fantastic job tying them up with the rope and chain to the point you would most likely have to turn intangibile or teleport out.
Secured with a 13
Boating roll: 1d12 = 12: 12 Ace 1d12 = 1: 1wild 1d6 = 4: 4
Both Jitters and Cantrell catch a glance between Mac and the two female soldiers that seems to say Its ok, everything is going according to plan, well not according to plan but not complety off the rails. We got a mission to do and this lets us do it. We are heroes of humnanity and can deal with anything. Maybe there was more to the glance but Mac starts sneezing, ”Damn Deebs”

Jude knows bringing CS into the Fed is a bad idea plus bluffing the check point with CS soldiers (even if not in their armor there is still a lottery of eyebrow winks, finger wiggles that the CS uses to communicate incognito) in chains might not be the best idea.

The two knights have a side bar seperatly with the players just before they take off.
Merihk
While Zee Hail is making final preparations for the flyer cyber knight Merihk approaches the group. His eyes are hard and jaw grim. It’s like he is a man who knows that the devil rides with him. ” I must say my mind to you. Zee Hail cannot be trusted. The fact that he was reassigned to this group bolds ill. Someone or something has drawn him near and from the stories we tell on our halls of training it will end unpleasantly for his target. He is a legendary tracker and hunter of men. Keep and eye out and be wary.”
Zee Hail
Cyber Knight Zee Hail approaches the group while Merihk makes final preparations on the zone ranger. The knight in his gleaming armor seems almost noble. His gaze looks north out to the federation of magic. ” Taking the oath breaker with us is a risky gamble. He turned on his friends, mentor, and order at a drop of his hat. I heard when the order tried to bring him back to the fold he killed the woman he loved, a knight herself come to collect. I would never place the blame for the order splitting during the war solely on him, but on one hand I can count the knights responsible and he is one. Be warned he is an albatross and a harbinger of I’ll tidings. Ultimately his word is worthless and he cannot be trusted.”

Feel free to RP...

I’ll post in a few days the next scene which will be some fun combat
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Cantrell
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Cantrell » Thu Nov 01, 2018 10:34 am

Jude Maverick wrote:
Thu Nov 01, 2018 1:25 am
“So what are we going to do with them?” he asked Cantrell quietly. “We bring known Coalition soldiers into the Magic Zone, the Feds are going to have a lynching. And they might not discriminate.”
Cantrell shrugs and responds to Jude in a voice that, while still conversational, is loud enough for others to hear.

"We can always dump them at the border. But in the meantime they could be useful as hostages, should we run into either the Coalition or the Fed."

Once the prisoners are loaded, she gives orders to mount up, but rearranges the seating a bit.

"Hail, I want you to drive the Zone Ranger, with Merikh riding shotgun to keep an eye on the prisoners. I'll man the railgun turret. Jitters, you take Maverick and help Libertas with his TK Flyer. I don't want Jude in the same vehicle as his uncle or his old flames, in case he starts to suffer a conflict of interest."

Once everyone is seated, she opens an encrypted radio channel that goes only to Libertas, Jude and Jitters.
13th SET Private Channel
<<Alright you guys. At this point, I don't trust anyone that isn't wearing a 13th SET patch on their god damn shoulder. Hail gives me the creeps, our Coalition guests are up to something, and as much as I want to track down Lucretia, I can't risk you three or our mission on Merikh. So I want you three to stay together in the Flyer, ready to bug out on short notice. If the shit hits the fan, we can ditch the Zone Ranger -- I'll disable the railguns and catch up to you with my jet pack. The Zone's served us well, but if we can get all the snakes in one basket, we'll leave 'em behind.>>"
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 0/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Imp. Level Headed (Draw three cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll an extra Wild Die, don't roll triple 1s)
Adventure Cards: 2 Peace: Your hero is able to improve the attitude of a group in an encounter; It doesn’t work on true enemies—only
“neutrals” who happen to cross paths with your party; 20 Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt; 10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement); 9 Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force; 29 Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Current Effects:

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Libertas Magicum
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Libertas Magicum » Thu Nov 01, 2018 10:45 am

After both Cyber-Knights have had their say and gone to finish preparations, Lib murmurs to Cantrell, as if dictating a letter, "Dear Lord Coake and Elle of Owls. The wisdom of the Cyber-Knights is, of course, without question. Therefore, we have decided to follow the counsel of the two Knights you sent to us--specifically, on the advice of each, we ditched the other, in order to prevent distractions or even treachery. You will find them both in the bottom of an outhouse outside the Witchwell Inn. We figured it was the most appropriate venue for them to continue their pissing match. In the meantime, we're off to save the world, again, but would be happy to discuss this matter more fully once the Earth is nice and safe. Sincerely, the Silent Ones."

He catches his C.O.'s gaze from behind the thick goggles. "Yeah, I know, but a guy can dream, can't he?"
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Pender Lumkiss
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Posts: 2872
Joined: Thu Mar 09, 2017 9:00 pm

Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Pender Lumkiss » Thu Nov 01, 2018 11:03 am

Hail looks at Cantrell a bit surprised as he is sure his transfer papers mention he is an ace pilot. But he heads into the Zone and sits next to Merihk. Merihk grins at the other knights discomfort at being behind a ground bound vehicle, ” Hail, this little thing is the clutch, that pedal makes it go. This thing puts it into drive and or reverse.”

Knight Hail shakes his head in disgust, ” Ground blunders await I suppose. It is too bad we did not have the opertunity to lash our guests to the hood. They would make for a good splash guard.”

Tied up and gagged Mac Maverick tried to say WTF guys!

Hail turns on the engine and honks the horn, ”All aboard the Dweomer bound express!”
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Cantrell
Posts: 385
Joined: Thu Mar 02, 2017 10:57 pm

Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Cantrell » Thu Nov 01, 2018 11:23 am

Noticing the apparent mix-up, Cantrell has Merikh and Hail switch seats.

"Sorry, momentarily forget which of you was the flyboy and which the wheelman. Merikh, you drive, Hail can watch the prisoners. Just try not to kill anyone unless they really deserve it. Maiming is okay."
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 0/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Imp. Level Headed (Draw three cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll an extra Wild Die, don't roll triple 1s)
Adventure Cards: 2 Peace: Your hero is able to improve the attitude of a group in an encounter; It doesn’t work on true enemies—only
“neutrals” who happen to cross paths with your party; 20 Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt; 10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement); 9 Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force; 29 Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Current Effects:

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Jitters
Posts: 173
Joined: Sun Dec 17, 2017 9:52 pm

Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jitters » Thu Nov 01, 2018 4:05 pm

Smarts for Fast Talking 12
1d8 = 8: 8 Ace!
Smarts Ace 1d8+5 = 12: 7
Wild Die 1d6 = 6: 6 Ace!
Wild Die Ace 1d6+3 = 9: 6 Double Ace!
Wild Die Ace 1d6+9 = 12: 3
Wild Die 1d6 = 5: 5
-1 Penalty from Race
-2 Penalty from Hindrances
As final preparations are made, Jitters gives Merikh a hand and asks him "Hey, can I ask you something? Sir Zee Heil keeps calling you Oathbreaker, what's that mean? Also, is it weird that every time I say or hear Zee Heil's name, I want to tap my right hand to my left shoulder and extend my right arm out at a 45 degree angle with my hand flat?"

When Merikh address the rest of the 13th while Sir Hail is busy, Jitters responds with "You don't say!"

After the CS Soldiers are all loaded up, Jitters jumps on to the hood of the Zone Ranger, draws Paul Bunyan out and points it in the general direction of Dweomer and shouts "To victory! Hi ho Silver, AWAY!!!" but is disappointed when Cantrell orders him to the TW Flyer, protesting with "But there's only two seats, ma'am! Hey, I got a great idea!" And with that, Jitters bounds over to the TW aircraft and wraps his tail tightly to the underside of the fuselage like so.
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.

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Pender Lumkiss
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Posts: 2872
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Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Pender Lumkiss » Sat Nov 03, 2018 6:27 am

Knight Seth Merikh looks at the enigmatic quickflex for a heart beat as if trying to assertain his sincerity. Perhaps in that moment the quickflex realizes the knights normally grim and dour face is a sheild that hides a great sadness. Seth sighs long and deep as if steeling himself against something unpleasant. ” Jitters, you are aware that the Cyberknights were split over the war of Tolkien? It was a great rift that even now is not fully repaired. Part of the cyber knight training is to swear an oath to each other and in some ways to swear an oath to the order itself. But more importantly it is to swear an oath to be true to yourself. The war of Tolkien took a toll on our order as many felt their conscience dictated they must help Tolkien against the CS, but our leader chose not too.”

His eyes looked up at the leyline hovering over the whitchwell inn. Its blue energy crackles softly. Seth frowns and whispers ”I am called oathbreaker because I cast the first stone and broke ranks with the order. I had to help Tolkien. What were we supposed to do?”
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Jude Maverick
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Posts: 639
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jude Maverick » Tue Nov 06, 2018 12:53 am

Witchwell Inn
Morning
Round 0

"We can always dump them at the border. But in the meantime they could be useful as hostages, should we run into either the Coalition or the Fed," Cantrell said.

“Okay,” Jude said, then turned. “Bree!” Jude exclaimed with surprise as Jitters brought over another female Coalition soldier. He fell into her blue, blue eyes and the world seemed to stop around him, nothing but the quickening beat of his heart.

Then someone jostled him, breaking the spell, as they loaded Bree into the Zone Ranger with Mac and Cherie.

“Do you need to chain them so tight?” Jude asked the cyber-knights. He tried to adjust the restraints a bit for Bree and Cherie. “Damn, they really did these good! Let me know if you need anything.” He tried to make them as comfortable as possible.

When Mac sneezed and muttered, Jude gave him a glare. “Watch yourself, Uncle Mac,” Jude warmed. “These deebs are keeping you alive. Might not want to make them rethink that decision.”

They were interrupted by Merihk coming and expressing his concerns about the trustworthiness of Zee Hail. “We’ll keep an eye on him,”Jude promised, recalling the man’s mad-on for Captain Pender back at the castle. Just why had he been sent to them anyway?

And then Zee came up to express similar concerns about Merihk. Jude frowned. “We need to put the war behind us,” he said. “Focus on the future. That means forgiving past sins. Cantrell and I both come from the Coalition. The others don’t hold that against us. Merihk has looked out for us in the past. He looked out for Lucretia. He fought the Family with us. He has proven himself. But thank you for your concern. We will keep it in mind.”

And then Cantrell pulls rank and orders Jude out of the Zone Ranger and into the Flyer, away from Mac, Cherie, and Bree. Jude frowned. “Cantrell...you want me in the air? Like, off the ground?” He looked to the Zone Ranger. “They going to be alive and in one piece when I come down?” He tried not to think about the thing crashing, or getting shot down.

Jude sighed and gathered his gear, trudging over to the Flyer. “Just don’t kill us,” he told Libertas.

Then Cantrell piped up on a private channel. Jude couldn’t fault her logic for the division of the rides.

“Fair,” Jude allowed, replying back over the private channel. “You sure you don’t want someone watching your ass?” he asked with concern. “Back! I meant to say back!”

Jude stopped at the Flyer when he saw Jitters hanging underneath. “You do know there are more than enough seats,” he pointed out. “We’ll have more room than those in the Zone Ranger.”

Jude tossed his gear inside and climbed into the death trap, crossing himself as he took his seat. He glanced around inside. “You know, this needs a stripper pole,” he told Libertas.
Mission Objectives
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

User avatar
Jitters
Posts: 173
Joined: Sun Dec 17, 2017 9:52 pm

Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jitters » Tue Nov 06, 2018 6:12 pm

Pender Lumkiss wrote:
Sat Nov 03, 2018 6:27 am
Knight Seth Merikh looks at the enigmatic quickflex for a heart beat as if trying to assertain his sincerity. Perhaps in that moment the quickflex realizes the knights normally grim and dour face is a sheild that hides a great sadness. Seth sighs long and deep as if steeling himself against something unpleasant. ” Jitters, you are aware that the Cyberknights were split over the war of Tolkien? It was a great rift that even now is not fully repaired. Part of the cyber knight training is to swear an oath to each other and in some ways to swear an oath to the order itself. But more importantly it is to swear an oath to be true to yourself. The war of Tolkien took a toll on our order as many felt their conscience dictated they must help Tolkien against the CS, but our leader chose not too.”

His eyes looked up at the leyline hovering over the whitchwell inn. Its blue energy crackles softly. Seth frowns and whispers ”I am called oathbreaker because I cast the first stone and broke ranks with the order. I had to help Tolkien. What were we supposed to do?”
"I suppose whether you really are an oath breaker or not depends on what your motivations were for disobeying Lord Coake. Protecting the innocent, or fighting the Coalition? Did you approve of the tactics used by Tolkien, agree that they had to be as ruthless and aggressive as the CS to stand a chance at winning? Or did you only go to help those caught in the middle? It's a strange thing, having been ordered not to go where it's all but obvious where you'll be needed the most, but also the only real choice Lord Coake had, given the situation politically speaking. Lord Coake isn't just another Cyberknight, but the first one and their leader, so in the CS's mind if he allowed his knights, or even personally went to Tolkien and did not fight with the CS, they would have taken that as a sign, regardless of why the knights were there, that they were enemies of the Coalition to be gunned down without thought or remorse, and any protection members of the order might have had, albeit unofficially, by their reputations of protectors would have been destroyed. I am positive that Lord Coake understands." Jitters says to the knight.

Jitters looks to @Jude Maverick and says "Of course I'm not going to fit in there, otherwise I wouldn't have to do this, now would I?"
Jitters
Jitters
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 20/30
Bennies: 3 Red 5 Regular

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
none
Adventure Card
Contact
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Enemy
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.

User avatar
Jude Maverick
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Posts: 639
Joined: Tue Feb 28, 2017 6:17 am
Location: Chicago suburbs

Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Jude Maverick » Wed Nov 07, 2018 5:36 am

Devil’s Road
Noon
Round 0

Jude blinked. “There are eight seats in the flyer, and only three of us,” he said. He shook his head. “Suit yourself, but if you fall off, we aren’t coming back for you.” He paused. “And if you make us crash, I will haunt you for eternity. And find your daughter or sister or mother and go Patrick Swayze/Demi Moore/Whoopi Goldberg on them.”
Mission Objectives
Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
Get something that belongs to Lord Dunscon.
Trade caravan with dog boy crazies to Stormspire.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

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Libertas Magicum
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Posts: 620
Joined: Fri Feb 17, 2017 3:02 pm

Re: Part 3.4 SoD: Journey to Witchwell Inn

Post by Libertas Magicum » Thu Nov 08, 2018 2:47 pm

Lib chuckles. "If we start to go down, head to the side-door; I can get us all wings, at least long enough to get down to the ground." A pause. "That said, do try not to crash it, Jitters, or I'll have to bill you."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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