Chapter Two: Go West!

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Venatus Vinco
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Chapter Two: Go West!

Post by Venatus Vinco »

Status wrote:
  • Update your sheets with your new purchases and any changes to your wealth die
After reporting in Team Fortune hits the town. Escabana is a major transshipping port for Northern Gun and the Manistique Imperium, as a result all manner of technological marvels are available. However, good deals are hard to find as mercenaries, adventurers, and small time governments are all shopping for the same things. Nonetheless, the group mostly finds what they are looking for and roll back into Adventure Incorporated’s temporary headquarters in time to meet Lady MacKenzie when summoned.

The Cyberknight has been busy buying maps and information for the journey and has had teams running around trying to find information about the lands west of Michigan. She looks up when the team enters her makeshift office in a private room behind the bar of a local inn

”I am splitting the company into small teams for this leg of our journey. The area from here to the Baronies is mostly wilderness and a large group would draw much attention and overwhelm any local communities we happen upon.” She unfurls a hand drawn map and points to a few landmarks, ”Lazlo and the Tomorrow Legion want up-to-date information on the Hivelands and Minnesota. So two teams will proceed overland through the former Wisconsin territory. I have also chartered space on an Air America transport heading from here to the Barony of Hope. My intention is that this group will establish a forward operations base to be ready when the company arrives and to begin to conduct information gathering on a potential passage over the Great Barrier Wall.”

She traces three lines on the map, one for the route of each expeditionary team, ”As you showed yourselves to be worthy of the values of Lazlo and the Legion, you may choose which operation to undertake.”

Two choices:
Ground
Pass through Xiticix Hivelands and CS Controlled Minnesota to gather up-to-date information on the situation there, then shoot across the wilderness to the Barony of Hope. Ground transportation would be provided in the form of a NG-AT46 Mammoth APC

NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
Air
Jump ahead of the expedition and go to the Barony of Hope via Air America flying transport. If you arrive safely, establish a base of operations to receive the expedition when it arrives and begin to gather information to assist with getting over the Rockies. Straightline travel is about 1,600 km (1,000 miles) but requires flying over Xiticix and CS controlled territory.

From Field Manual: “Traveling by flight is much more dangerous than overland travel since it attracts the dragons, demons, and raiders.”

“When traveling by air, Draw for an Encounter once per hour. Ignore Diamonds (Treasure) face card results, except for an Ace which is treated normally. Clubs (Obstacles) results include inclement weather or other threatening atmospheric phenomena.”
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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Ajax
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Re: Chapter Two: Go West!

Post by Ajax »

Ajax shudders at the thought of being trapped in an aircraft. “You’ll not shackle me in metal flying through the sky with no room to run. It reminds me of the boxes most plodders bury their dead in.” He shakes his head vigorously. “I’d prefer even the transport. I at least could run ahead as forward scout from time to time.”
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

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Mars
Posts: 53
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

Mars drums her fingers on the table, poring over the map. ”I cannot say I disagree with @Ajax. An air transport would certainly be faster, but it seems to me that going by ground will allow us to accomplish more of our expedition’s goals, even if it does expose us to greater risk. Tell me, will we be provided with a crew, as before, to help man the transport?”
Mars
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state)
Mars Character Sheet

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Icosa
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Location: 1st SET

Re: Chapter Two: Go West!

Post by Icosa »

Icosa considers the options, then says, "Though the top priority would be to establish contact with the Barony, I also wish to explore the intervening ground. Thus far the mission is not time-sensitive. The speed of air transport would sacrifice too much in terms of mapping, threat analysis, and the potential for discovery of smaller communities that overland transport offers."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

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William Rufus
Posts: 55
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Two: Go West!

Post by William Rufus »

William wants to fly but he speaks up, "I enjoy flying, my own craft that is. The idea of just getting flown to a place and setting up camp does not thrill me. On the other hand, I am suppose to see this world and help out. I think the ground is a better choice. maybe I can get something to fly or hover later."
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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Phoenix
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Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Two: Go West!

Post by Phoenix »

Pheonix looked up with a pen and parchment in hand. A supply officer had asked him for some kind of wish list... He smiled and said winking at @Mars, “Ground is fine by me. All sorts of ways we can get into trouble low and steady. Up in the air, trouble ends up crashing down. Besides I got another 500 pamphlets made describing how great New Lazlo and her ideals are. You can’t distribute them to the savages in the air.” That said he glanced back down at the requisition form wondering what kind of gear he would want before he died. Most of the gear he got ended up exploded in some manner... He clicked his toungue wondering if self healing nano bots could be a thing. Or maybe a weapon that could pierce dimensions and be used while ghosting.

He shrugged his shoulders cooly moving to the back and passed @Icosa. She had barely said anything to him. Even when he asked her to go shopping she had given him the cold shoulder. Maybe it had been the paint drying crack, but Maybe something else was going on with her. Usually you had to know me to not like me. Still... The demo man kept one eye on her and the other on @Mars’ attractive backside.

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Mars
Posts: 53
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

Mars notices @Phoenix’s gaze. Not that the attention is unwelcome, but she cannot help but recall an old Roman saying about setting up the mess too close to the latrines.

I will need to be careful with that one, she thinks.
Mars
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state)
Mars Character Sheet

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Tiny Tim
Posts: 43
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Two: Go West!

Post by Tiny Tim »

"I would prefer to go via Ground and the APC. Gives me a chance to stretch my legs... and there is no way I could keep up with the flying transport with my wings. If I held onto the outside of it, my claws would damage it. Also Huxley and I can run ahead of the APC for scouting... and I guess Ajax too."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 20/20
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (1d10) in Human Form
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 4/3
Base Amount
+1 due to Interlude

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Tex Arcana
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Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Two: Go West!

Post by Tex Arcana »

Tex nods as he hears the teams preferences. "I definitely don't care to be on a ship. Ground seems to give us more options, than being in the air. What do we know of the Xiticix? What can we do to not be noticed. I think I heard during the war, some CS general manage sneak threw the hive lands. Does anyone know how he did it?"

Knowledge of Xiticix:

Common Knowledge [dice:15835cfh]63857:0[/dice:15835cfh]
Wild Die [dice:15835cfh]63857:1[/dice:15835cfh]

Survival [dice:15835cfh]63857:2[/dice:15835cfh]
Wild Die [dice:15835cfh]63857:3[/dice:15835cfh]

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Mars
Posts: 53
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

Tex Arcana wrote:
Mon Mar 02, 2020 12:58 pm
Tex nods as he hears the teams preferences. "I definitely don't care to be on a ship. Ground seems to give us more options, than being in the air. What do we know of the Xiticix? What can we do to not be noticed. I think I heard during the war, some CS general manage sneak threw the hive lands. Does anyone know how he did it?"
Mars shakes her head. ”I, too, have heard this story. It does not make sense to me, but I would be very curious to know how it was done. “
Mars
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state)
Mars Character Sheet

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William Rufus
Posts: 55
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Two: Go West!

Post by William Rufus »

William thinks Then Speaks to the group, "Don't we have a Ex CS asset? Because, I have absolutely no idea about these Buggies! Except they are bad, they hit, not one at a time but in large numbers. They have special weapons."'
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

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Icosa
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Posts: 608
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Two: Go West!

Post by Icosa »

Icosa came over, smiling excitedly.

"I'm really looking forward to the chance for a firsthand encounter with them. When I was talking to people in Escabana, quite a few had stories to tell. But it's very hard to corroborate those stories! They seem like a perfect example of an invasive species, which are notoriously hard to root out once they've taken hold. This is the first recorded instance of a sapient invasive species though."

She notices Phoenix then and goes over to him.

"I apologize for earlier. I had some errands to run before I went shopping, but I should have said more to you. Perhaps I can make it up to you? A drink? What kind do you like?"
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

User avatar
Erebus Caine
Posts: 35
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Two: Go West!

Post by Erebus Caine »

Survival for Xiticix 9
Survival [dice:2knk6q5v]64068:0[/dice:2knk6q5v]
Wild [dice:2knk6q5v]64068:1[/dice:2knk6q5v]
Merc Bay
Afternoon
Round 0

“Yes. I know Xiticix,” Caine said darkly. “They’re more dangerous than the stories let on. Xenophobic. No chance at peaceful communication. You’ll end up with eggs hatching in your belly and eating you from the inside,” he said. “There are lots of stories about how they managed to pass through the Hivelands, but who knows which is true.”
Translation
Player doesn’t know a damn thing LOL He’ll relate any information the GM gives.
“But you need to get through Minnesota before you get to the Hivelands,” Caine reminded. “It’s still occupied territory, with plenty of resistance cells running around, too. Everyone’s on hair trigger, shoot first and maybe ask questions of the corpses. Though I will admit there’s a few officers there I wouldn’t mind getting in my scope.” He gave a cruel smile.

***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Rifle Ammo: 60/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 4/4
Medi-Gel: 10/10
Wealth: d8
Bennies: 4/3
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.

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Venatus Vinco
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Re: Chapter Two: Go West!

Post by Venatus Vinco »

March Through the Hivelands
The CS General Jericho Holmes lead an army through the hivelands to attack Tolkeen unexpectedly from the flank. It was a decisive move in the war. Account vary but the gist is he marched the army is a very close turtle formation, keeping most troops buttoned up inside robots and armored vehicles. No matter how close the bugs got the army did not attack just moved forward at a steady, nonthreatening pace.

It is said Xiticix don't attack everything on sight but only those things they perceive to be a threat. Don't aggravate them or get to close to sensitive areas and they may tail you but not attack. So the story goes.
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Didn't have a signature but wanted the 1 EP for using OOC tags!

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Venatus Vinco
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Re: Chapter Two: Go West!

Post by Venatus Vinco »

Lady Alexandre nods as the group makes their decision, "Very well. We will begin loading the Mammoth for your journey. Do you require any special equipment?"
Persuasion
Make a Persuasion roll at +2 and narratively describe something the group needs. This might some of you a wish list item.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Mars
Posts: 53
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

Mars looks at her companions and then back at Lady Alexandre. ”In truth, we are a formidable group. But it would not hurt to have a weapon or two on hand to serve as a counter to some of the larger creatures or even robot armors we may encounter.”

Persuasion 5 for Rocket Launcher or Similar
Persuasion [dice:2wirh1ax]64076:0[/dice:2wirh1ax]
Wild [dice:2wirh1ax]64076:1[/dice:2wirh1ax]
Mars
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state)
Mars Character Sheet

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Phoenix
Posts: 45
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Two: Go West!

Post by Phoenix »

Pheonix looked up at Lady A. He was wondering when she would ask him for a special favor. One night was more than enough with you... Shoot the ladies were swarming. @Icosa was chattering about something, and @Mars’s cold shoulder was the kind he could look at for days.

He slapped @Icosa a hi-five letting what she was laying down roll off his back with ease, “No worries Icosa. It just wasn’t meant to be. Maybe next time we can paint the town red eh?” He loweed his voice asking her the only question that mattered, “What do you think of Mars? The way she screams is like a heavenly voice no? Or the way she ignores you is like...” His eyes lost focus for a sec imagining just exactly what could happen if Mars ignored him enough...

After a moment he caughed and put forth his requisition from Lady A, “Since we don’t have time for more cuddling... How about a whole bunch of grenades and explosives? I feel like we might need to blow shit up.” Whethere they actually cuddled was speculative, Phoenix did not really remember the last night, but he did remember he offered up his services, so odds were good.
Persuasion 6 total
Persuasion [dice:ioiqd9cs]64079:0[/dice:ioiqd9cs] wild [dice:ioiqd9cs]64079:1[/dice:ioiqd9cs]

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Icosa
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Silver Patron
Posts: 608
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Two: Go West!

Post by Icosa »

"If we're going to be moving through hostile territory, we'll need good recon capacity," Icosa suggests to the Lady. "I would suggest either a smaller, faster transport capable of low-profile operations...or perhaps some kind of drone or other means of collecting data at range unobtrusively and returning it to the main group. We'll need to be aware of what's in our path if we're to get through this."

Rolls: Persuasion 7
Persuasion at +2: [dice:1kji1ia5]64081:0[/dice:1kji1ia5] or [dice:1kji1ia5]64081:1[/dice:1kji1ia5]

Going for an item from her wishlist; either a personal conveyance (geared for recon) or 'a sensor of some type,' which I'm currently envisioning as a small drone type robot she can interface with and send ahead to scout for us.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

User avatar
William Rufus
Posts: 55
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Two: Go West!

Post by William Rufus »

OOC Comments
Spend a Benny for a reroll.
Persuasion :
[dice:31u6qfq0]64088:0[/dice:31u6qfq0]
wild Dice
[dice:31u6qfq0]64088:1[/dice
Persuasion
[dice]1d8[/dice:31u6qfq0]
wild dice
[dice:31u6qfq0]64088:2[/dice:31u6qfq0]
[dice:31u6qfq0]64088:1[/dice:31u6qfq0]
5+2=7 Solid Success

William After listening to the others, speaks to Lady Alexandre, "With the information we have about these creatures, do you think we can get some upgrades to the vehicle like camouflage, ertra equipment to study these creatures on our way thru the hive land and insect repellent of some sort. I think we will be moving slowly and steady , and because of that weapons are our last resort, I like the Idea of several small drones to help with scouting and guarding the perimeter around us. I think the extra sensory equipment might be able gather information and it might be sakle able to some scientist, we might be able to plant some equipment boxes along the way. might help understand them and keep a close eye on the hives."

"Lady Alexandre, someone or the government here might foot part of the bill."
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

User avatar
Tex Arcana
Posts: 39
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Two: Go West!

Post by Tex Arcana »

Tex steeples his fingers as he listens to the team's requests of Lady Alexandre, "Techno-Wizard modifications for stealth and silence would be my preference, so I would go with Williams request; however after having fought with this team twice already I know that sitting still and being quiet is not what my fellows are good at. Please Lady Alexandre, any sort of additional heavy weaponry, perhaps magical might be best. If you could see your way to fulfilling both requests, that would be most appreciated."

Persuasion 11
Persuasion: [dice:1lh9degi]64104:0[/dice:1lh9degi] (Possibly only +1 due to Disconnected Hindrance)
Wild Die: [dice:1lh9degi]64104:1[/dice:1lh9degi]

Spend a Benny. 4 Bennies remaining

Persuasion: [dice:1lh9degi]64104:2[/dice:1lh9degi]
Wild Die: [dice:1lh9degi]64104:3[/dice:1lh9degi], Ace 1: [dice:1lh9degi]64104:4[/dice:1lh9degi]

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Ajax
Posts: 41
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Two: Go West!

Post by Ajax »

Persuasion, success
Persuasion
[dice:3dqja62f]64109:0[/dice:3dqja62f]
Ace with prior
[dice:3dqja62f]64109:2[/dice:3dqja62f]

WD Persuasion
[dice:3dqja62f]64109:1[/dice:3dqja62f]
Ajax slow-blinks as the offer of requisition is extended. He listens, though he drifts in and out of really paying attention. The mention of heavy weaponry jars him a little. "Widespread violence."
He leaves the thought hanging in the air for a moment, then realizes he said it out loud. He shakes his head slightly to collect himself, then finishes his thought. "Caine is an accomplished sniper. I've seen his work. I am nearly his equal, perhaps without as much training as he. However, only one life is taken with each squeeze of the trigger. Rockets and explosives are fine for clustered enemies or heavy targets...but what of scattered foes? Especially the bugs, should they decide we are appetizing. We will need rapid fire to deal with them." He slowly sinks back into his comfortable stupor, satisfied that his request made sense when spoken out loud.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

User avatar
Tiny Tim
Posts: 43
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Two: Go West!

Post by Tiny Tim »

Phoenix wrote:
Sat Mar 07, 2020 12:19 pm
Pheonix looked up at Lady A. He was wondering when she would ask him for a special favor. One night was more than enough with you... Shoot the ladies were swarming. @Icosa was chattering about something, and @Mars’s cold shoulder was the kind he could look at for days.

He slapped @Icosa a hi-five letting what she was laying down roll off his back with ease, “No worries Icosa. It just wasn’t meant to be. Maybe next time we can paint the town red eh?” He loweed his voice asking her the only question that mattered, “What do you think of Mars? The way she screams is like a heavenly voice no? Or the way she ignores you is like...” His eyes lost focus for a sec imagining just exactly what could happen if Mars ignored him enough...

After a moment he caughed and put forth his requisition from Lady A, “Since we don’t have time for more cuddling... How about a whole bunch of grenades and explosives? I feel like we might need to blow shit up.” Whethere they actually cuddled was speculative, Phoenix did not really remember the last night, but he did remember he offered up his services, so odds were good.
Persuasion 6 total
Persuasion [dice:250ukes6]64079:0[/dice:250ukes6] wild [dice:250ukes6]64079:1[/dice:250ukes6]
Persuasion to Assist Phoenix 5 so +1
Persuasion (+2 due Difficulty, -2 due Outsider)
  • Persuasion: [dice:250ukes6]64146:0[/dice:250ukes6]
    Wild: [dice:250ukes6]64146:1[/dice:250ukes6]
    Result: 5 - Success. +1 for Phoenix.
"OOOoooOOO. I like to see explosions!!! Yeah... if you can give Phoenix anything that causes explosions, it would be a good idea."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 20/20
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (1d10) in Human Form
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 4/3
Base Amount
+1 due to Interlude

User avatar
Erebus Caine
Posts: 35
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Two: Go West!

Post by Erebus Caine »

Persuasion 4
+2 difficulty
Persuasion [dice:2o8ugxte]64158:0[/dice:2o8ugxte]
Wild [dice:2o8ugxte]64158:1[/dice:2o8ugxte]
Merc Bay
Afternoon
Round 0

Caine considered what might be useful. “Something to easily get up to a sniper’s perch would be good,” he said. “Or something in case we end up on the wrong side of a supernatural creature or something that’s resistant to normal weaponry. Or anything to deal with hard targets.”
Looking for
Jetpack, something to deal with resistant creatures, or heavy targets.
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Rifle Ammo: 60/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 4/4
Medi-Gel: 10/10
Wealth: d8
Bennies: 4/3
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.

User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2451
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Two: Go West!

Post by Venatus Vinco »

Status wrote:
  • Update your sheets with your gear.
  • Choose your role for the Journey (refer Journey rules in Field Manual)
Gearing Up
Hearing the requests Lady Alexandre nods agreeably, "Very well. I have forwarded your requests to the company Quarter Master. Given your journey is long and unpredictable it seems wise to provide you with as much support as we can. Also, our stores are still flush as we are early in our journey. See Master Ironsides for your equipment and vehicle assignments. I am sure he will give your a rigorous orientation."

She hands Tex a handwritten piece of paper with something written in Dragonese to give to the Quartermaster before launching into an overview of the Xiticix situation, "Lazlo, along with the Coalition ironically, has been one of the few nations with the stomach to face the Xiticix threat. The Council of Learning is continually looking for ways to send them off this world and have even proposed outright eradication. A bold statement from such a peace loving people. They Xiticix are alien in every sense of the word and cannot be communicated or reasoned with, they operate with a single hive mind and expand aggressively. However, they do not attack on sight unless those travelling make aggressive moves or enter a certain radius near their hives and nurseries. Some wilderness scouts report that you can spoof the Xiticix drones by using glands from fallen bugs. However, this would require killing some in the first place. In addition to above ground towers their hives extend for miles underground and have proven extremely difficult to completely destroy. Even Coalition nuclear strikes are estimated to be of limited effect. Lazlo is experimenting with using Earth elementals to assault a hive in force, but is loath to ask any being to sacrifice so much. Your mission is to record any activity and be on the lookout for new hives and towers that may be forming.

As you reach the western edge of Xiticix territory Coalition patrols from Minnesota will increase drastically. Be wary. Tomorrow Legion refugee operations tend to be south of the ruins of Tolkeen and you will be approaching from the north. Little is known about current activity in these CS held zones but Tolkeen Retribution Squads and leftover creatures from the war are very present. Observe and report. Support the Tomorrow Legion if they are encountered."


Quarter Master
Image
Oin Ironhide is a cantankerous, but brilliant, operator. Rumor has it he was nearly eaten alive by a dragon during the Tolkeen war but it spit him out because he was so bitter. Regardless, he has a lot of cybernetics and a lot more attitude! As the group approaches he looks at Lady Alexandre authorization with equal parts glee and disdain. Happy to show off his wares, disappointed to part with them to a bunch of hacks.

"Bug country eh?" He scowls at some unspoken memory then starts making a list on a proper datapad, "I don't know why that blasted woman insists on writing things by hand, and in that stupid elf language too. Blech. The elves don't have a proper word for rail gun. Morons."

He instructs the group to return in a few hours, when they do he has the NG-AT46 Mammoth APC loaded and ready to go. He hands over a datapad, in American, with a manifest of supplies (Supply Die d8 for this journey) and highlights a few special request items.

”So, you people seem like my kind of people. Too tall but you like stuff that goes bang and boom that makes you alright for humans. I rigged up a couple of things you’ll need.”

Ajax: ”When dealing with swarms a high rate of fire is your friend. The humans here make decent rail guns, but I rigged one up for a Centaur to take advantage of his stable firing platform. This should mow down Xiticix like orcs under a warhammer.”
NG-303x
NG-303 Rail Gun
Standard NG-303 with 2 HJ results:
  • Ruggedized: May spend a Benny to avoid making a Technical Difficulty roll any time one is called for. In addition it has +2 Hardness if attacked.
  • Stabilization System: Ignore up to 2 points of penalties to Shooting rolls, including those from Called Shots, Cover, Illumination, Range,
    and Relative Speed.
  • Custom fitted to a Centaur. Humanoids are -4 to use and get no HJ benefits
Mars: ”Personally, I don’t like the idea of giving a crazy person a missile launcher but since we’re near the Manistique Imperium I scrounged up one for ya. Painted an arrow on it to show which way faces the enemy in case you get confused.” (WI-23 Missile Launcher)

Phoenix: He gives Phoenix the hairy eyeball before passing him a case full of plastique, ”Might not be enough here to take out a whole hive, but you’ll put a dent in one for sure. Be careful with this stuff.” (4 lbs. MD Plastique)

Icosa & Caine: ”For you two, I managed to rig up some Falcon 300s to attach to your armor. They are battery powered but you’ll be able to charge them on the Mammoth.” (Falcon 300 Jetpacks (Electric), converted to work with your body armor)

Tex, William, Tiny: ”I had to pull some serious strings for these. We brought them in from Lazlo. No such thing as a Techno-Wizard in this town - ever since NG sold out to the Coalition. These were supposed to be replacements for team Arcana. Don’t lose ‘em we don’t have anymore in supply.” (TW Shadow Cloak)

Moving Out
With the ATV loaded and special gear orientation completed the team is free to move out toward Xiticix territory. Passing through Northern Gun toward their western border is a breeze, they have a fully functioning highway system and frequent patrols by well armed mercenaries. In some ways Northern Gun is more secure than any Coalition State. However, once past the border zone the highways disappear and the terrain becomes dense woodlands.

Roles
  • Navigator (-2 due to forests):
  • Lookout:
  • Pilot (-2 due to forests):
  • Scout:
  • Vehicle Fatigue:
Travel Time: You can cover about 9 miles in six hours. You can push on for longer but will suffer fatigue penalties. The Mammoth has sleeping space so shifts are also possible if you want to do two shifts to avoid Fatigue. Although Vehicle Fatigue will still apply (Driving roll, -1 for each six hours past the first).

No driver was assigned. You’re on your own.

NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).[/ooc]
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

User avatar
William Rufus
Posts: 55
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Two: Go West!

Post by William Rufus »

William through the Woods

William listens to Lady Alexandre
Lady Alexandre
scouts report that you can spoof the Xiticix drones by using glands from fallen bugs. However, this would require killing some in the first place. In addition to above ground towers their hives extend for miles underground and have proven extremely
William listens to the Lady then ask the group, “A quick question for the group, does anyone know where these glands are located? ”
Lady Alexandre
Your mission is to record any activity and be on the lookout for new hives and towers that may be forming.
William thinks .Yes we should record that and send it back. Need to make logs of the things we finds and safe places if any.
Lady Alexandre
As you reach the western edge of Xiticix territory Coalition patrols from Minnesota will increase drastically. Be wary. Tomorrow Legion refugee operations tend to be south of the ruins of Tolkeen and you will be approaching from the north. Little is known about current activity in these CS held zones but Tolkeen Retribution Squads and leftover creatures from the war are very present. Observe and report. Support the Tomorrow Legion if they are encountered."
“Copy that Lady Alexandre.”

Oin Ironhide, Quarter Master

Wiliam heads with The others to the Quarter Master, he is new to this type of person not sure is he a dwarf or a gnome? Will both would be upset if I mention that I could not tell the difference, best to keep my mouth shut oh I have that question.
Oin Ironhide
"Bug country eh?" He scowls at some unspoken memory then starts making a list on a proper datapad, "I don't know why that blasted woman insists on writing things by hand, and in that stupid elf language too. Blech. The elves don't have a proper word for rail gun. Morons."
“Excuse me Sir, I’m new to this world and I am wondering if there is a video or information about the buggies, glands, weapons that we could also have loaded on the vehicle ‘s computers?”

Tex, William, Tiny: ”I had to pull some serious strings for s to the Lady these. We brought them in from Lazlo. No such thing as a Techno-Wizard in this town - ever since NG sold out to the Coalition. These were supposed to be replacements for team Arcana. Don’t lose ‘em we don’t have anymore in supply.” (TW Shadow Cloaks)
William looks at the cloaks, he has heard of these and now he has one along with Tex and Timmy.
He looks at Oin, "Thank you sir and I will be sure to take care of mine."

Moving Out
With the ATV loaded and special gear orientation completed the team is free to move out toward Xiticix territory. Passing through Northern Gun toward their western border is a breeze, they have a fully functioning highway system and frequent patrols by well armed mercenaries. In some ways Northern Gun is more secure than any Coalition State. However, once past the border zone the highways disappear and the terrain becomes dense woodlands
Role: Pilot
Pilot
[dice:2bfyzw02]64171:2[/dice:2bfyzw02] -2 (-2 due to forest):
Wild Dice
[dice:2bfyzw02]64171:0[/dice:2bfyzw02]
[dice:2bfyzw02]64171:1[/dice:2bfyzw02]

((So the pilot has a 3 need some help,Support ! let's blame the Navigator! ))
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

User avatar
Icosa
Silver Patron
Silver Patron
Posts: 608
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Two: Go West!

Post by Icosa »

"I do NOT know," Icosa replies cheerfully, "But I'd really like to! Maybe we can dissect a few on our way through. That would REALLY help catalogue their threat level!" She gave a big thumbs up at the idea of that.

Later, with Oin Ironside...

She brightened on seeing the jetpack, then winced a little as she looked back at Oin himself.

"There is just...one thing," Icosa said.

The dwarf scowled at her. "Of course there is. Out with it then."

"I haven't actually got any armor. Would this adhere to my back directly, do you think?"

Oin stared at her. Icosa lifted her eyebrows, then stared speculatively at the jetpack. It would, she thought, be possible to mold a sort of housing for it in her back by rearranging the nanotech that made up her outer layer. That would pretty much ruin her ability to infiltrate though...

"Fine," Oin said finally. "Hold still. Don't touch anything." Then he was gone. Icosa remained statue-like until he appeared again, shoving another package through to her. "If you say anything about this to anyone, I'll say you're damn liar, and a thief, and you probably stole it. I've got a reputation to uphold."

Icosa opened the package curiously. Within the box was a suit of very light armor...basically just thin ceresteel plates that would cover the vitals attached to a ballstic fiber body stocking with a helmet. Utterly useless to her of course...except...the back plate of it had anchoring points. For a jetpack.

"OH!" she exclaimed, wide-eyed. "This is PERFECT! It's so...RUSTIC! What is it, late 21st Century tech? It's ADORABLE!"

Oin glared at her and pointed out the door.

Later, on the journey west...
Icosa took up a position first in the open bed of the APC, but quickly moved atop the cab, sitting on the main railgun turret. From that vantage, her various arrays of sensors could operate at peak effectiveness, scanning the area around the APC out to the horizon to spot incoming trouble. It also put her in easy reception of the team's scout...and with her jetpack, she could back him up in seconds!

Rolls: Notice 19
Position: Lookout
Notice: [dice:1blaacd1]64189:0[/dice:1blaacd1] or [dice:1blaacd1]64189:1[/dice:1blaacd1]
Superaces! [dice:1blaacd1]64189:2[/dice:1blaacd1] or [dice:1blaacd1]64189:3[/dice:1blaacd1]
...
I...uh...okay.
[dice:1blaacd1]64189:4[/dice:1blaacd1] or [dice:1blaacd1]64189:5[/dice:1blaacd1]
I can't help but feel like I'm wasting these aces, even though I know that's not how dice work.
[dice:1blaacd1]64189:6[/dice:1blaacd1]
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

User avatar
Tex Arcana
Posts: 39
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Two: Go West!

Post by Tex Arcana »

Gearing Up

"Thank you, Lady Alexandra for your information and supplies, my team and I appreciate it greatly," Tex says as he takes the note from her. He reads the information provided about the Xiticix. Hmm, if we don't get to close, and we might make it without firing a shot.

When the quartermaster hands out the Shadow Cloaks, Tex whistles, "Thank you good, sir! I knew asking for TW modifications to the vehicle was unlikely to be granted, but this is a fine alternative. This is most welcome."

Moving Out

Tex skills do not run towards driving, navigating, or scouting. But he does use his magical senses to provide guidance to any ley lines with in range that are in the direction that they want to go. He uses his magic to assist the others.

Spellcasting [dice:1416xm8h]64200:0[/dice:1416xm8h]
Wild Die: [dice:1416xm8h]64200:1[/dice:1416xm8h]
Result: Success. Provides +1 to whomever needs the bonus.

If Caine needs support: Tex uses his magic to create a magical wil o' the wisp to point the correct direction to travel. (Boost Survival)

If Pheonix needs support: He uses his magic to enhance the Demolition Man's senses to better help him ferret out dangers ahead of them. (Boost Stealth)

If William needs support: The Ley Line Walker enhances his ability to control the large vehicle (Boost Driving)

User avatar
Erebus Caine
Posts: 35
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Two: Go West!

Post by Erebus Caine »

Survival 7; I will grab Tex's Support roll to get the Raise to 8 and get the +1 bonus to the other rolls
-2 difficulty, +1 compass/inertial mapper
Survival [dice:y5gq3r9r]64213:0[/dice:y5gq3r9r]
Wild [dice:y5gq3r9r]64213:1[/dice:y5gq3r9r]
Merc Bay
Afternoon
Round 0

Erebus Caine tried to hide his distaste as they approached the quartermaster. A dwarf. Well, they weren’t the worst of D-Bees, but still filthy. But he supposed he was going to have to get used to that, traveling with those in this party. Caine said nothing as he took his jet pack from the D-Bee and turned and walked away, climbing into the Mammoth and tossing his tear onto a bunk to claim it.

Caine made sure to get some rest as they traveled through Northern Gun territory, where there were roads and the going was easy. They would hit the border soon enough, and then it would be all hands, most likely. He did wonder what this Tomorrow Legion was that Lady Alexandra had mentioned, and why should they help them? He knew he’d shoot at Coalition officers if need be, but he usually left the grunts alone. Most were poor farm boys like himself.

Once they hit the forested frontier, Caine roused himself and strapped on his new jetpack. No time like the present to get practiced with it. He hefted his rifle, grabbed his necessary gear, and fired up into the sky for a look around, using the vantage point to try and orienteer a route over the next few miles.

***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Rifle Ammo: 60/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 4/4
Medi-Gel: 10/10
Wealth: d8
Bennies: 4/3
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).

User avatar
Ajax
Posts: 41
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Two: Go West!

Post by Ajax »

Support - Stealth - Adds +1 to the lead Stealth roll
[dice:em58r42n]64226:0[/dice:em58r42n]

WD Stealth
[dice:em58r42n]64226:1[/dice:em58r42n]
Ajax, eager to stretch his legs, runs ahead of the APC to help in advance scouting. As big as he is, when the time comes to sneak, he handles his bulk well, making little noise and darting in and out of trees. He keeps a keen eye out for a blazed trail that will make the APC's going a little easier.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

User avatar
Mars
Posts: 53
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

wrote: Mars: ”Personally, I don’t like the idea of giving a crazy person a missile launcher but since we’re near the Manistique Imperium I scrounged up one for ya. Painted an arrow on it to show which way faces the enemy in case you get confused.” (WI-23 Missile Launcher)
Mars practically snorts. "If I were a 'crazy person,' as you say, would it not be unwise to hand me a weapon and then provoke me, dwarf?" She examines the missile launcher for a moment and then smiles. "Of course, you have nothing to fear. Like my brother, Vulcan, you make and purvey impressive weapons of war, which is a form of worship in itself."

Slinging the missile launcher over one shoulder, she raises her right arm in the traditional sign of her brother's sect, with the thumb extended and middle and index fingers held off to one side with the pinky and ring fingers to the other, forming a sort of "v" in between them. "Live long and prosper," she says, giving the customary farewell and trusting the smith to understand it.

Patting herself on the back for her cultural awareness, she heads to the team's new vehicle.

Out in the wild, she rides with the others, hopping down where needed to clear a path with her vibro-sword to allow the others to range freely or to keep the vehicle rolling through the thickest of the wildlands.
Athletics to Support Where Needed 5, +1 to Roll
Athletics [dice:uedmbt1f]64164:0[/dice:uedmbt1f]
Wild [dice:uedmbt1f]64164:1[/dice:uedmbt1f]
Having some roller issues, here. Trying again: [dice:uedmbt1f]64231:0[/dice:uedmbt1f]
Wild [dice:uedmbt1f]64231:1[/dice:uedmbt1f]
Mars
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state)
Mars Character Sheet

User avatar
Tiny Tim
Posts: 43
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Two: Go West!

Post by Tiny Tim »

Leading Scouting 10
Stealth (+4 due Chameleon Scales, +1from Ajax for total +5)
  • Stealth: [dice:3fccr408]64233:0[/dice:3fccr408]
    Wild: [dice:3fccr408]64233:1[/dice:3fccr408]
    Result: 10 - Success with Raise.
Running through the forest, Tiny Tim basically disappeared into the foliage. With a few suggestions from Ajax and Caine, Tiny Tim was able to come up with a safe path for William to drive the APC.
Last edited by Tiny Tim on Sun Mar 15, 2020 8:57 am, edited 1 time in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 20/20
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (1d10) in Human Form
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 4/3
Base Amount
+1 due to Interlude

User avatar
Phoenix
Posts: 45
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Two: Go West!

Post by Phoenix »

Support driving Electronics [dice:22v9tdo6]64310:0[/dice:22v9tdo6] Wild [dice:22v9tdo6]64310:1[/dice:22v9tdo6]

Nodding to Lady A who seemed agreeable and slapping the cantankerous dwarf in the rear because that was how short people seemed to say hi the EOD specialist got into the craft and started diddling with the sensors. Something popped off them. Pheonix laughed siliently clearly distracted by @Mars’s beauty, “Well... Probably don’t even need that part...”

There was something about that chick. Maybe it was the way she killed or ignored him, but hot damn she was plastered deep inside the Psi Ghost’s mind. “Ok sweet Willy, I uh think I boosted the sensors so it will be easier to churn through the forest... Just don’t let those trees call you a pussy.” Sadly he did not actually help anyone, except himself when it came to watching Mars.

User avatar
Venatus Vinco
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Posts: 2451
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Two: Go West!

Post by Venatus Vinco »

Cheeseheads
Status wrote:
  • A crashed ship?
  • A Xiticix Outpost
  • Vehicle Fatigue: None.
  • Supplies: d12
Roles
  • Navigator (-2 due to forests): Caine (Tex +1) = 8 (raise). +1 to Lookout, PIlot, Scout
  • Lookout: Icosa (+1 Caine) = 20 (raise). Party cannot be ambushed.
  • Pilot (-2 due to forests): William (Mars +1, Caine +1, Phoenix +0) = 5 (success). No negative effects.
  • Scout: Tiny (Ajax +1, Caine +1) = 12 (raise). Draw two Encounter cards. Pick One.
Picking a path through the dense forests of former Wisconsin is no easy task, fortunately Caine is an experienced woodsman. With his trailblazing, supported by Tex’s magic, the team is able to make a fairly straight line toward Tolkeen. Going is slow, even with the mighty Mammoth APC, as there are no roads or trails to speak of. William manages to keep the APC moving forward with Mars peering over the bow to call out and clear obstacles before William gets stuck in them. Phoenix tries to help with some repairs but spends most of the time putting something in the wrong way, then having to put it all back again. Atop the big rig, Icosa keeps a watchful eye.

With the APC moving so slow Ajax and Tiny get way out in front leaving lots of lead time for any trouble. Suddenly, a trail of flame shoots across the sky and something crashes into the earth. The pair hear a deep thud and then spot a thin line of smoke on the horizon where the object crashed down. It’s impossible to say if it was a meteorite or something else, but if it came from space it's valuable to somebody.

Not far past the crash site a line alien towers reach about twenty yards into the sky. A Xiticix outpost. Outposts are much smaller than true colonies with only a small subterranean network. The Xiticix use them to guard and support their borders, or to scout unfamiliar territory for expansion. Regardless, moving into range of the crash will bring the group dangerously close to the Xiticix. For the moment, however, they have not sent a group to investigate...it's not too late to move along unseen.

Scouts: 1 mile to target
Mammoth: 4 miles to target (top speed 90 mph, but way less due to forests)
NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

User avatar
Mars
Posts: 53
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

Mars shields her eye as she watches whatever it is crash to earth. To @William Rufus she calls, ”Let us head that way! Bring this beast of a machine around, and we can claim whatever just fell from the sky before someone else gets to it.”

She cannot say why, but she is driven to investigate the crash. There’s something there.
Mars
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state)
Mars Character Sheet

User avatar
Ajax
Posts: 41
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Two: Go West!

Post by Ajax »

Ajax radios back to the APC. "Something has fallen from the sky. From...above the sky. It could be no mere aircraft." He peers through his optics system, hoping to glean some information. He clicks his radio again. "The insect towers are near the crash site. Whatever has landed should not be left to those creatures. I am moving to investigate. Hurry to my position." He calls out to his scout-mate. "TIM! Let us see what the gods have sent to us, and keep it from being claimed by our enemies!"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

User avatar
Icosa
Silver Patron
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Posts: 608
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Two: Go West!

Post by Icosa »

Icosa runs the numbers silently, maintaining her vigil atop the APC. Something falling from orbit? She knew more than anyone in the team about how unlikely that was. The Republic maintained a tight grip on orbital space, and had for over a hundred years. If something had penetrated the killsat security zones, it would mean either a full scale assault from some other inner or outer solar system settlement, or that the Republic had sent this object down themselves. Or, she reflected, that the object had been tough enough to resist the killsat weaponry.

None of these options was reassuring.

The least threatening, that the object came from the moon, was also the least likely. Icosa periodically updated the Republic on her movements and activities, but they didn't have real-time telemetry on her position. Dropping something from orbit anywhere near her would be extraordinarily dangerous. Furthermore, an orbital descent was all the things the CAN Republic had hoped to avoid in this operation...big and flashy and threatening. It would be impossible to conceal the nature and origin of such an object, either from those on Earth, or from any observers in other lunar colonies. It was why they'd found another way to send Icosa to Earth. Even if they HAD sent something down, they would have informed her...as it would have severely affected her ability to carry out the mission.

Another possibility presented itself. That the object was not intact, but fragmentary. Perhaps something had attempted to breach Earth's orbit space and had been destroyed, but not completely. The wreckage was then either not targeted, or was in enough pieces that the sats couldn't destroy every last bit before some hit the ground.

That could explain the relatively soft landing. For something to move quickly enough to slip past the satellite network, it would have to hit the surface with far more energy than that had. If it had been intercepted and shot down, perhaps had even had time to undergo braking maneuvers first...yes, that could explain this.

Who would be trying to reach Earth though? It was no secret that the place was a disaster zone, and that it was blockaded by the preeminent military power in the solar system.

One thing was certain. If this hadn't been sent by the Republic, they would definitely want to know more about it. Her duty was clear. As of the present Icosa was still very much on task for Stage 1 of the Initial Contact protocol. She had not discussed her origins or purpose with anyone yet. This would endure until suitable candidates for contact were selected and relayed to her. There was a possibility that this object could interfere with those plans, but it couldn't be helped.

"I suggest we stop the APC before approaching too closely and proceed on foot from there," she said over the comm. "That might buy us some time before the xiticix notice us, or see us as a threat. I can scout ahead using my jetpack once we're in range so we take the most direct route in and out again."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

User avatar
Phoenix
Posts: 45
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Two: Go West!

Post by Phoenix »

Pheonix saw the crash flashed @Mars a winning smile. He clasped his friend’s shoulder and whispered to @William Rufus , “I would only bring this arround if folks wanted to die. Sure us... We might be able to get out fine. But brining something so big to the hive towers is pretty idiotic even if the one suggesting it is so damn beautiful. Just keep it nice an easy, go around.”

He looked at the ones chomping to go investigate, “Yeah sounds good. Lets go, I can grab my explosives and the New Lazlo pamphlets I had made up... But, Icosta, the second best lookin’ had a good thought, lets make sure we have our rig here go around. No need to drive it up and say hello.”

User avatar
Mars
Posts: 53
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

Phoenix wrote:
Sun Mar 15, 2020 10:54 am
He clasped his friend’s shoulder and whispered to @William Rufus , “I would only bring this arround if folks wanted to die. Sure us... We might be able to get out fine. But brining something so big to the hive towers is pretty idiotic even if the one suggesting it is so damn beautiful. Just keep it nice an easy, go around.”

He looked at the ones chomping to go investigate, “Yeah sounds good. Lets go, I can grab my explosives and the New Lazlo pamphlets I had made up... But, Icosta, the second best lookin’ had a good thought, lets make sure we have our rig here go around. No need to drive it up and say hello.”
Mars, who can hear the sound of a hummingbird’s wing at 50 yards, can easily overhear Pheonix’s comments from just inside.

Though, of course, Phoenix then shouts his intention for all the team to hear.

Mars practically growls. ”Leave our mobile bunker behind? And what will you do when the prize is too large to carry? Or when a speedy withdrawal is needed? Or a glorious battle? You would leave @William Rufus out of such a combat? Shameful.”
Mars
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state)
Mars Character Sheet

User avatar
William Rufus
Posts: 55
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Two: Go West!

Post by William Rufus »

William sees the Fiery streak across the skies, A shooting Star or a Satellite? Which one he listens to his friend Phoenix and smiles he Hears the others opinions.
He looks to the area that it went down, then speak, "We all are going toward the site. In case the buggies start to come around I want to be able to get everyone back together to fight off the Bugs!"

Over the Radio, "We are heading toward the crash site, we should be there in about 10 Mikes."

William Continues, "OK radar up, all sensors up. Nav plot are route out of there. and away from the towers, look for a place to limit the bugs attack. Phoenix if need be we need to blow the site , yes explosives. I'm thinking if there is trouble on our way out might need a good diversion, and I know you like to Boom Boom. "
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

User avatar
Phoenix
Posts: 45
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Two: Go West!

Post by Phoenix »

Pheonix looked at @Mars with a strange look. The kind that was all warm and smooshy. “Mars you are my kind of lady. Why scout when we can just bring it all. I love it. We got so many folks so well suited to go in and check it out, but damn girl and sweet willy why even bother. This world is the kind of world that rewards rushing in.” He blew Mars a kiss and tossed her a copy of his room key for later. He whispered, “I look forward to all the fun we will soon have.”

User avatar
William Rufus
Posts: 55
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Two: Go West!

Post by William Rufus »

William informs the scouting team over the radio, "Scout team we are proceeding toward the crash site but won't go in unless you request Assistance we will be about 1 mile away waiting your call if needed . we will inform you of the bugs coming out ."

Watching Radar for Bug activity
notice Alert +2 notice Danger Sense +2 notice=5 or 7
OOC Comments
[dice:329x610f]64354:2[/dice:329x610f] Ace [dice:329x610f]64354:4[/dice:329x610f]
Wild DiceAlertness +2 notice
Danger Sense +2 notice
[dice:329x610f]64354:3[/dice:329x610f]
[dice:329x610f]64354:0[/dice:329x610f]
[dice:329x610f]64354:1[/dice:329x610f]
when I added the bonuses it re rolled the dice original was 2 and 3 that is
Last edited by William Rufus on Sun Mar 15, 2020 4:23 pm, edited 4 times in total.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

User avatar
Mars
Posts: 53
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

Phoenix wrote:
Sun Mar 15, 2020 2:07 pm
Pheonix looked at @Mars with a strange look. The kind that was all warm and smooshy. “Mars you are my kind of lady. Why scout when we can just bring it all. I love it. We got so many folks so well suited to go in and check it out, but damn girl and sweet willy why even bother. This world is the kind of world that rewards rushing in.” He blew Mars a kiss and tossed her a copy of his room key for later. He whispered, “I look forward to all the fun we will soon have.”
Mars catches the key in one hand and raises an eyebrow. "We don't have quarters. What does this even open?"

When William halts the vehicle, Mars hops off and draws her blade and her pistol. "Fine. On foot, it is, then."
Mars
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state)
Mars Character Sheet

User avatar
Erebus Caine
Posts: 35
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Two: Go West!

Post by Erebus Caine »

Merc Bay
Afternoon
Round 0

“If we leave the Mammoth behind, we leave our heavy firepower,” Caine reminded. “Icosa and I can back up the advance team while the rest of you move in.” He grabbed up his rifle and looked at Icosa. “Want to give these things a try?” he asked, indicating his new jetpack. “Never used one before,” he admitted as they headed toward the scouts.

***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Rifle Ammo: 60/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 4/4
Medi-Gel: 10/10
Wealth: d8
Bennies: 4/3
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).

User avatar
Icosa
Silver Patron
Silver Patron
Posts: 608
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Two: Go West!

Post by Icosa »

"Neither have I," agreed Icosa brightly. "And I do want to give it a try, very much."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

User avatar
Tex Arcana
Posts: 39
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Two: Go West!

Post by Tex Arcana »

Seeing the smoke trail and subsequent thud causes Tex to let the threads of magic he had been holding to make it easier for Caine to navigate. He listens to Ajax and Tiny Tim's report. "Got to be careful of the bugs, but I agree we should go check this out." Tex checks his pistol and holsters it. He grabs his Shadow Cloak, and hops off the vehicle to follow the others towards. As he walks, he spins the cloak around so it settles on his shoulders. "Based on the info we received from Lady Alexandra, this crash will excite the Xiticix. They are probably going to beat us to the target."

Tex can't help but cringe as he steps on every branch and twig on the ground. Glad I've got the cloak, but need to conserve my mana until needed.

Notice [dice:ogw47vx2]64371:0[/dice:ogw47vx2]
Wild Die [dice:ogw47vx2]64371:1[/dice:ogw47vx2], Ace 1: [dice:ogw47vx2]64371:4[/dice:ogw47vx2]
Total: 9

Stealth [dice:ogw47vx2]64371:2[/dice:ogw47vx2]
Wild Die [dice:ogw47vx2]64371:3[/dice:ogw47vx2]
Total: 2

Bennies Remaining: 3
Last edited by Tex Arcana on Mon Mar 16, 2020 10:22 am, edited 1 time in total.

User avatar
Tex Arcana
Posts: 39
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Two: Go West!

Post by Tex Arcana »

Tex Arcana wrote:
Mon Mar 16, 2020 8:27 am
Seeing the smoke trail and subsequent thud causes Tex to let the threads of magic he had been holding to make it easier for Caine to navigate. He listens to Ajax and Tiny Tim's report. "Got to be careful of the bugs, but I agree we should go check this out." Tex checks his pistol and holsters it. He grabs his Shadow Cloak, and hops off the vehicle to follow the others towards. As he walks, he spins the cloak around so it settles on his shoulders. "Based on the info we received from Lady Alexandra, this crash will excite the Xiticix. They are probably going to beat us to the target."

Tex can't help but cringe as he steps on every branch and twig on the ground. Glad I've got the cloak, but need to conserve my mana until needed.

Notice [dice:24u7vwwj]64371:0[/dice:24u7vwwj]
Wild Die [dice:24u7vwwj]64371:1[/dice:24u7vwwj], Ace 1: [dice:24u7vwwj]64371:4[/dice:24u7vwwj]
Total: 9

Stealth [dice:24u7vwwj]64371:2[/dice:24u7vwwj]
Wild Die [dice:24u7vwwj]64371:3[/dice:24u7vwwj]
Total: 2

Bennies Remaining: 3

User avatar
Ajax
Posts: 41
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Two: Go West!

Post by Ajax »

Ajax scoffs at Tex's last transmission. "No creature on this planet can beat me to anything unless they are already there. Even then, it will be a close race." Eager to prove his speed, he breaks into a full gallop towards the crash site, outpacing his draconic compatriot.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

User avatar
Tiny Tim
Posts: 43
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Two: Go West!

Post by Tiny Tim »

Ajax wrote:
Sat Mar 14, 2020 10:04 pm
Ajax radios back to the APC. "Something has fallen from the sky. From...above the sky. It could be no mere aircraft." He peers through his optics system, hoping to glean some information. He clicks his radio again. "The insect towers are near the crash site. Whatever has landed should not be left to those creatures. I am moving to investigate. Hurry to my position." He calls out to his scout-mate. "TIM! Let us see what the gods have sent to us, and keep it from being claimed by our enemies!"
Looking over to the Centaur, Tiny Tim sighs to himself.

He is going to need me to help him if those Xiticix notice him... or if there is any quantity of stuff to transport quickly back to the rest, he will need my help to carry the stuff back to the others. I should be able to transform to my Human form, load up, and transform back to bring more back... without giving up my Chameleon Scales bonus.
Ajax wrote:
Mon Mar 16, 2020 10:05 pm
Ajax scoffs at Tex's last transmission. "No creature on this planet can beat me to anything unless they are already there. Even then, it will be a close race." Eager to prove his speed, he breaks into a full gallop towards the crash site, outpacing his draconic compatriot.
"On my way, Ajax. We should slow down a bit so we can sneak up and see what is happening before getting too close."

With that, Tiny Tim runs off after Ajax towards the crash site with his scales shifting colours so he is difficult to see.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 20/20
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (1d10) in Human Form
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 4/3
Base Amount
+1 due to Interlude

User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2451
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Two: Go West!

Post by Venatus Vinco »

A Hole New Problem
Status wrote:
  • Approaching a fresh impact crater
  • A Xiticix outpost tower is nearby
  • Vehicle Fatigue: None.
There is almost no debate as the team agrees to investigate the newly formed hole in the ground, despite the obvious danger of getting too close to a Xiticix hive. William wrangles the big ATV a little close, but still keeps a respectable distance from the hive while Caine and Icosa lift off in their new jetpacks.

Up ahead Ajax rushes with abandon toward the impact site, ignoring Tiny’s suggestion of stealth. Ajax bursts through the trees into the impact site, the explosion having cleared the area of all vegetation. As soon as he breaks the treeline he can feel a wave of heat emanating from the hole, what is down there is very hot for him to be able to feel the heat this far away. A thin line of smoke wafts up from the abyss.

Before too long Caine and Icosa hover nearby, while Tiny skirts the tree line looking for signs of trouble. They too can feel the intense heat coming up from the hole.

The hole is much deeper than expected, going way down into the ground. Penetrating the bleak darkness is nearly impossible and even advanced optics are scratchy and full of static. As the others cautiously investigate, Mars,Tex, and Phoenix emerge from the trees. William and the Mammoth are about a minute away at top speed.

Nearby there is no movement from the Xiticix.
The Hole
It’s a deep dark hole. You can’t see the bottom and optics seem to be on the fritz when looking down there.
It’s Getting Hot in Here
Anyone without EBA include a Vigor roll with each post while investigating or entering the hole - even if you are normally immune to heat. Failure results in a level of Fatigue.[/occ]

Map is on Roll20: https://app.roll20.net/join/5737597/lc2Hbg
NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

User avatar
Mars
Posts: 53
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

Mars, already pulling out her climbing gear, says, ”Anyone coming with? Can anyone else see down into that hole?”
Psionics 11 for Darksight
Psionics for Night Raider (darksight + shroud) [dice:32mxdcu0]64418:0[/dice:32mxdcu0]
Wild [dice:32mxdcu0]64418:1[/dice:32mxdcu0] + [dice:32mxdcu0]64418:2[/dice:32mxdcu0]
Active powers
darksight w/shroud trapping (+1 to Stealth)


She concentrates a moment, her eyes glowing briefly red, and then the shadows from the hole seem to stretch towards her a bit, as if straining to gather around her.
Mars
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state)
Mars Character Sheet

User avatar
Icosa
Silver Patron
Silver Patron
Posts: 608
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Two: Go West!

Post by Icosa »

Icosa ventured closer to the crater's edge, pausing when her own cooling systems began to overload. Fortunately the armor she'd obtained to attach the jetpack to also had its own cooling system as well. In concert, they were able to keep her working properly.

Peering over the side, she experienced a very disorienting surge in her optics creating static and other artifacts.

"There's a lot of...interference of some kind down there," she said. "Radiation maybe. Just a moment."

She fished her holocom out and began adjusting it, trying to create a sort of 'map' of the frequencies that the interference was strongest on so she could get a sense of what might be causing it. Different sorts of radiation would affect the signals differently...

After a moment, the answer was plain enough, especially in conjunction with the persistent high temperatures around the crash site.

"Yes. Definitely high levels of ionizing radiation. Anyone lacking protection should withdraw to a safe distance right now."

She looked over the edge again. "The level is really high though. I don't think naturally occurring radioactive elements would explain it. It may be something with a ruptured nuclear reactor, or radioisotope power plant."

Rolls: Science 9
SCIENCE! [dice:inocptlc]64419:0[/dice:inocptlc] or [dice:inocptlc]64419:1[/dice:inocptlc]
...I'll actually benny that.
[dice:inocptlc]64419:2[/dice:inocptlc] or [dice:inocptlc]64419:3[/dice:inocptlc]
Ace [dice:inocptlc]64419:4[/dice:inocptlc]
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

User avatar
Tex Arcana
Posts: 39
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Two: Go West!

Post by Tex Arcana »

Tex approaches the crater cautiously, the feeling of heat hitting his skin makes him stop. He concentrates and activates his Light Ley Line Walker armor. I don't really feel that safe, but it's what I got.
Icosa wrote:"Yes. Definitely high levels of ionizing radiation. Anyone lacking protection should withdraw to a safe distance right now."

She looked over the edge again. "The level is really high though. I don't think naturally occurring radioactive elements would explain it. It may be something with a ruptured nuclear reactor, or radioisotope power plant."
"Nope, definitely not safe, is everyone adequately protected?" Tex says. He casts Environmental Protection upon himself (and others if needed).

With that out of the way, he begins to take a critical eye on what he is seeing (Notice and Repair). What is this thing? More importantly, is there anything alive in there, and if not what can we claim as our own?

Environmental Protection: Radiation
Cost: 1 PPE (cost reduced by 1 by Channelling)
Duration: 2 hours (duration doubled from Concentration))
Spellcasting [dice:gu9eyctn]64423:0[/dice:gu9eyctn]
Wild Die: [dice:gu9eyctn]64423:1[/dice:gu9eyctn]
Total: 9

Notice: [dice:gu9eyctn]64423:2[/dice:gu9eyctn], Ace 1: [dice:gu9eyctn]64423:6[/dice:gu9eyctn], Ace 2: [dice:gu9eyctn]64423:7[/dice:gu9eyctn]
Wild Die: [dice:gu9eyctn]64423:3[/dice:gu9eyctn]
Total: 13

Repair: [dice:gu9eyctn]64423:4[/dice:gu9eyctn]
Wild Die: [dice:gu9eyctn]64423:5[/dice:gu9eyctn]
Total: 6

PPE Remaining: 18/20
Bennies: 3

User avatar
William Rufus
Posts: 55
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Two: Go West!

Post by William Rufus »

William parked the NG-AT46 Mammoth APC he continues to use the equipment on the APC to monitor the group.
He mentions over the radios, "If that thing is deep, It might have caved in a few bug holes. They might be trying to dig out their broods and then attack whatever did this. You know like knocking of a hornets nest off a roof."

Notice
[dice:3pjt1ts6]64424:0[/dice:3pjt1ts6] +2
Wild Die
[dice:3pjt1ts6]64424:1[/dice:3pjt1ts6]
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

User avatar
Ajax
Posts: 41
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Two: Go West!

Post by Ajax »

Ajax stops short at the edge of the crater, feeling the heat overwhelm his senses. His shiny new optics helmet was no use against the strong radiation and darkness. "I can't see a thing down there. Blast!" He paces a bit at the edge of the crater, debating whether he can resist the radiation long enough to assess what's down there. He curses, spits, and then digs out his climbing gear. "Climbing has never been my gift. I am able to act as an anchor point for any who wish to descend, however. If you need a rapid ascent..." He shrugs. "Scream, or shake the ropes, I suppose."
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

User avatar
Mars
Posts: 53
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

Ajax wrote:
Wed Mar 18, 2020 6:38 pm
He curses, spits, and then digs out his climbing gear. "Climbing has never been my gift. I am able to act as an anchor point for any who wish to descend, however."
”Excellent. Here you are, then.” Mars gives Ajax a moment to get his harness on and his feet set so he can be an effective anchor.

Teasingly, she asks, ”Are you strong enough, do you think, son of Neptune, to haul a god?”

She will give @Icosa and any others nearby a quick nod before beginning her descent along the line, anchored by Ajax.
Active powers
darksight w/shroud trapping (+1 to Stealth)
Mars
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state)
Mars Character Sheet

User avatar
Ajax
Posts: 41
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Two: Go West!

Post by Ajax »

Ajax chuckles and scoffs @Mars. "HA! I can have you on the surface almost before you know you've asked to climb! A god you may be, but you are lighter than a feather to me." He takes the rope offered by Mars, bows his head, and locks the rope tightly around his shoulders.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

User avatar
Erebus Caine
Posts: 35
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Two: Go West!

Post by Erebus Caine »

Edge of Hivelands
Afternoon
Round 0

Erebus Caine arrived at the impact zone and hovered over the pole. His optics went on the fritz as he stared down into the darkness. Icosa tried something with her comm to discover radiation. His armor would protect him from that, but he unhooked a dosimeter from his gear harness to scan the area too.

Then Mars and Ajax were securing ropes and descending into the hole. “Maybe let me or Icosa go down? We can get out quickly if there’s danger…”

Of course, his suggestion fell on deaf D-Bee and Crazy ears. God, he missed working with professionals in the Coalition. He signaled to Icosa. “Moving into overwatch. Keep your eyes peeled. Keep an eye on the bug mound, too.”

With that, Caine flew a bit south to the edge of the treeline to find a good perch for himself and his rifle.

***

Move Caine two squares south to the edge of the trees. He will settle on a perch twenty or so feet up with good sight lines and hopefully some concealment.

***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Rifle Ammo: 60/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 4/4
Medi-Gel: 10/10
Wealth: d8
Bennies: 4/3
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).

User avatar
Tiny Tim
Posts: 43
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Two: Go West!

Post by Tiny Tim »

"I will lead the way down. I am not the fastest flying or toughest of Dragons, but being able to fly and my small size will allow me to navigate easier. I am also probably the best to carry out anyone or anything we find down there. My eyes are normally better than most creatures for seeing in the dark, but that is by seeing heat. Almost everything is getting washed out by all of the radiant heat. I would appreciate it if anyone could help me with that before I head down. If absolutely NEEDED, I could carry someone in my claws to bring them down, but that may interfere with my landing."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 20/20
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (1d10) in Human Form
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 4/3
Base Amount
+1 due to Interlude

User avatar
Tex Arcana
Posts: 39
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Two: Go West!

Post by Tex Arcana »

Tiny Tim wrote:
Thu Mar 19, 2020 1:12 pm
"I will lead the way down. I am not the fastest flying or toughest of Dragons, but being able to fly and my small size will allow me to navigate easier. I am also probably the best to carry out anyone or anything we find down there. My eyes are normally better than most creatures for seeing in the dark, but that is by seeing heat. Almost everything is getting washed out by all of the radiant heat. I would appreciate it if anyone could help me with that before I head down. If absolutely NEEDED, I could carry someone in my claws to bring them down, but that may interfere with my landing."
Tex moves over to the diminutive dragon and says, "Hold still while my magic changes improves your vision." Tex casts Darksight on Tiny Tim.


Darksight
Cost: 1 PPE
Duration: 2 Hours (Concentration)
Effect: Can See in the Dark, ignore up to -4 in illumination penalties
Spellcasting [dice:190n459f]64443:0[/dice:190n459f]
Wild Die: [dice:190n459f]64443:1[/dice:190n459f]

PPE: 16/20 (Includes additional -1 to cast Environmental Protection on Ajax)
Bennies: 3

User avatar
Phoenix
Posts: 45
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Two: Go West!

Post by Phoenix »

Pheonix blew @Mars a grinning kiss, and knelt by the hole. A good sign that she kept the key...He scattered a few red pamphlets outlining the benefits of New Lazo for whatever savage creature was waiting to kill whomever went in. No doubt the pages just listlessly twittered down the hole in the darkness... Hopefully they can read in the dark. He had seen enough holes to know this was the wrong kind. So he went to work making sure when the group came scurrying out, with hells demon on their heels because they could not leave well enough alone, there would be a big boom that would seal the Xictic, Thorn Head demon, or whatever foul demonix was down there.

He hit the coms keeping them apprised, ”I’ll stay topside with Willy and Ajax, this is no country for folks to be alone. I am setting a charge here at the mouth of the hole, should be a nice big explosion should something be lurking which you might want to keep buried.“

Near him his great white wolf Huxley prowled translucent keeping an eye on him and the tree line.

GM let me know what kind of roll you want here.

User avatar
Icosa
Silver Patron
Silver Patron
Posts: 608
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Two: Go West!

Post by Icosa »

“Moving into overwatch. Keep your eyes peeled. Keep an eye on the bug mound, too.”

"Okay!" Icosa agreed cheerfully. Then she added, "I don't think I'll be able to see the bug mound from inside the crater, but I'll be sure to keep you informed. Also, there's a very good chance we'll be out of communications once we're down there, due to the interference! Wish us luck!"

Then she too descended...electing to use the line rather than the jetpack, so as to minimize the chances of squishing someone when she landed.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

User avatar
Venatus Vinco
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Posts: 2451
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Two: Go West!

Post by Venatus Vinco »

Six Feet Under
Status wrote:
  • Half the team descending into the hole
  • Half staying above to provide support
  • Radiation- Anyone without EBA, or magical protection, include a Vigor roll with each post while investigating or entering the hole. Failure results in a level of Fatigue.
  • Electronic Interference: The topside and underground teams cannot communicate via radio.
  • Vehicle Fatigue: None.
The group quickly comes up with a plan of action. Phoenix sets charges to collapse the hole at a moment’s notice while Mars and Ajax prepare a rope for the journey down. Thanks to Tex everyone who asks is offered protection from the radiation and the ability to see into the inky blackness.

For those who can see, the hole is very deep. It appears the impact fell through the roof of some existing underground cavern or cave.
Demolitions
Roll Repair -2 to set a large enough charge. This may be negated by your demolitionist edge. Critical failure you waste 2 lbs. of plastique. Failure, the blast is ineffective and 1 lbs. of plastique is unrecoverable. Success, the hole will collapse as expected, expending 2 lbs. Of plastique. Raise, it only takes 1 lbs. Of plastique due to your awesome-sauce-ness.

Mars, Icosa, Tex, Tiny
Descending by rope is tricky. The walls of the crater are still warm to touch, even through modern body armor and there are many jagged edges. Even Tiny has trouble flying as he is buffeted by escaping heat and tries to avoid jutting rocks. Part way down, the wall changes from craggy rock to some sort of purple alien resin. It appears the object may have crashed into the underground portion of the Xiticix outpost.

All make Athletics at -2 to avoid a level of Bumps and Bruises (those climbing and flying).

Ajax, Phoenix, William, Caine
On the surface things seem fairly quiet until William hears some beeping on the electronics panel of the Mammoth. He thinks it’s radar.
Electronics
Failure you can’t tell what’s happening but know something is up. Success, there is movement at the outpost tower. Raise the Xiticix are flying out of the tower but moving very erratically
Notice
Those at the crater can make a Notice roll at -4 to visually observe the same information in “Electronics” above.
SURFACE MAP

Rock Bottom
The descent team touches down on the bottom. The strange Xiticix resin is crumpled from the impact. Dozens of dead Xiticix are strewn all over the place. Many appear to have been killed in the blast, but others quiver listlessly on the ground. It appears the alien radiation is poisonous to them!

A massive meteorite is deeply lodged into the floor of the cavern.

CAVE MAP
NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Ajax
Posts: 41
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Two: Go West!

Post by Ajax »

Notice - failure
Notice, -4 from scene, +2 from optics helmet
[dice:3ueh1lih]64472:0[/dice:3ueh1lih]

WD Notice
[dice:3ueh1lih]64472:1[/dice:3ueh1lih]
Ajax stamps anxiously, scanning the surroundings for evidence of the Xiticix or some other secondary impacts from the object that made the crater. He laments his inability to do more than hold a rope. "A pity this thing dug into the earth. One wonders what it is that we have discovered. Sadly, unless some other allowance is made, I may not get to see it with mine own eyes." He adjusts his grip on the ropes, keeping them locked into his body.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

User avatar
Mars
Posts: 53
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

Athletics 9 to Climb
Athletics [dice:1bn34ukm]64473:0[/dice:1bn34ukm]
Wild [dice:1bn34ukm]64473:1[/dice:1bn34ukm]

Benny to reroll [dice:1bn34ukm]64473:2[/dice:1bn34ukm] + [dice:1bn34ukm]64473:4[/dice:1bn34ukm]
Wild [dice:1bn34ukm]64473:3[/dice:1bn34ukm]
Mars descends smoothly down the climbing rope, landing softly on the floor of the depression. She quickly and quietly draws her blade and pistol and begins to search the area.

So these are the Xiticix up close, she thinks. She takes a moment to examine one, familiarizing herself with the creature she may soon be facing in combat, before turning her attention to the fallen object.
Notice 7
Notice [dice:1bn34ukm]64473:5[/dice:1bn34ukm]
Wild [dice:1bn34ukm]64473:6[/dice:1bn34ukm]
Active powers
darksight w/shroud trapping (+1 to Stealth)
Mars
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state)
Mars Character Sheet

User avatar
William Rufus
Posts: 55
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Two: Go West!

Post by William Rufus »

ELECTRONICS
[dice:1adwcc4h]64474:0[/dice:1adwcc4h]
WILD DICE
[dice:1adwcc4h]64474:1[/dice:1adwcc4h] ACE [dice:1adwcc4h]64474:2[/dice:1adwcc4h]

William sees the radar scope and the changes that are happening around the bug's Hive. He keys his mic, "Crater Crew, We have flying critters at the Tower. They seem a bit confused, that won't last long."
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

User avatar
Tiny Tim
Posts: 43
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Two: Go West!

Post by Tiny Tim »

Athletics 9
Athletics at -2 (Difficulty)
  • Athletics: [dice:3i7e2ty0]64498:0[/dice:3i7e2ty0]
    Wild: [dice:3i7e2ty0]64498:1[/dice:3i7e2ty0]
    • Bennie Reroll: [dice:3i7e2ty0]64498:2[/dice:3i7e2ty0]
      • Ace: [dice:3i7e2ty0]64498:4[/dice:3i7e2ty0]
      Wild: [dice:3i7e2ty0]64498:3[/dice:3i7e2ty0]
    Result: 9 - Success with Raise. No Fatigue.
The air currents due to the heat are difficult for Tiny Tim to compensate for, but he narrowly avoids the jagged and jutting rocks as he flies down the hole.

"Wow! That meteor sure looks cool! I wonder what it is made of, and how this radiation is killing the Xiticix? I thought those bugs were like cockroaches and were immune to almost anything! Does anyone know Science-like stuff enough to tell me if I should claw a few pieces off of it? As big as it is, I would be surprised if it wasn't too heavy for me to bring it up in one piece."
Last edited by Tiny Tim on Sun Mar 22, 2020 2:04 pm, edited 1 time in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 20/20
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (1d10) in Human Form
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 4/3
Base Amount
+1 due to Interlude

User avatar
Phoenix
Posts: 45
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Two: Go West!

Post by Phoenix »

Repair +2 mr fixit, +2 armor, ignores 4 pts of pen [dice:h16qo2gj]64501:0[/dice:h16qo2gj] wild [dice:h16qo2gj]64501:1[/dice:h16qo2gj]
Notice [dice:h16qo2gj]64501:2[/dice:h16qo2gj] wild [dice:h16qo2gj]64501:3[/dice:h16qo2gj]
Spicey charge: [dice:h16qo2gj]64501:4[/dice:h16qo2gj] wild [dice:h16qo2gj]64501:5[/dice:h16qo2gj] benny reroll [dice:h16qo2gj]64501:6[/dice:h16qo2gj] wild [dice:h16qo2gj]64501:7[/dice:h16qo2gj]
In half the time with half the material Pheonix had the charge set and ready to collapse the hole. He set it up with two to detonate. Near Ajax he explained what it’s deal was so that the centaur’s child like intelligence could understand. “Well Ajax... The bomb is set, right there. If you hit the red button, boom!” Pheonix used his arms to mime an explosion, “It’s called a dead man switch on a 1 second delay.” Pretty much it was just enough time for him to ghost before the explosion collapsed the tunnel. “I know what your thinking... Phoenix that sounds bad. Well I gave the ethereal beauty Mars a key card with a little radio detonator. And I just linked it to the bomb. Sounds good right little fella?” Granted @Ajax was a ton bigger than The demolition man, but he could not help but feel for the simpleton. Meanwhile Huxley prowled nearby keeping an eye for enemies or food in the surrounding tree line.

He comm’d @Mars , ”Mars... Honey... I hope you still have my room key. I linked the card’s radio frequency to the bomb I got fixed to the tunnel entrance. Hehe, just don’t depress the key’s red little button unless you want the tunnel to be a tomb... Between us, you look sexy climbing. Good luck.”

User avatar
Ajax
Posts: 41
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Two: Go West!

Post by Ajax »

Ajax's eyes narrow as he watches @@Phoenix's patronizing explanation. "I am no stranger to demolitions, Phoenix. Perhaps I should teach you about them sometime. We might avoid any future mishaps like the one on the lake, perhaps." He snorts, then focuses his attention back to the crater.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

User avatar
Tex Arcana
Posts: 39
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Two: Go West!

Post by Tex Arcana »

Active Powers:
Environmental Protection Radiation: 2 hours
Darksight: 2 hours

Athletics [dice:994rl8c8]64509:0[/dice:994rl8c8]
Wild Die [dice:994rl8c8]64509:1[/dice:994rl8c8]
Bumps & Bruises Unlock Achieved!

Notice [dice:994rl8c8]64509:2[/dice:994rl8c8] (Darksight offsets up to -4 in illumination penalties)
Wild Die [dice:994rl8c8]64509:3[/dice:994rl8c8]

Exalted Detect Arcana
Cost: 2 (4 normally -2 from self only, no range aspects)
Duration: 10 (Concentration)
Spellcasting: [dice:994rl8c8]64509:4[/dice:994rl8c8] (+1 normally, -1 from Bumps & Bruises)
Wild Die: [dice:994rl8c8]64509:5[/dice:994rl8c8]

Glad for his gloves on his armor, Tex makes his way down the rope into the pit. I've got a good feeling about this, we just go to survive long enough to get it! "Hold it steady!" Tex shouts up the hole, it's a second later that his feet slip on the dirt wall. The mage falls the last few feet and lands on his tailbone. "Ouch! F%ck! I said hold it still you a$$holes!." He picks himself dusting himself off. He rubs his backside, "Damn that hurts. What did you guys find?"
Tiny Tim wrote:"Wow! That meteor sure looks cool! I wonder what it is made of, and how this radiation is killing the Xiticix? I thought those bugs were like cockroaches and were immune to almost anything! Does anyone know Science-like stuff enough to tell me if I should claw a few pieces off of it? As big as it is, I would be surprised if it wasn't too heavy for me to bring it up in one piece."
"No, but I will examine it for magic," Tex replies. He casts Exalted Detect Arcana and examines the rock and the Xiticix.

Tex radios back up, "Will, Caine, do you read me?" Tex asks. When there's no response, he adds, "Pheonix, Ajax?"

He turns to the others, "Can any of you reach the others?" He looks towards Tim, "If that rock is doing something, we need to get it back to Lazlo, that could be worth the cost of this trip right there."


PPE: 13/20 (includes additional -1 to include Tex in Darksight)
Bennies: 3
Last edited by Tex Arcana on Sun Mar 22, 2020 6:36 pm, edited 3 times in total.

User avatar
Mars
Posts: 53
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

Phoenix wrote:
Sun Mar 22, 2020 1:07 pm

He comm’d @Mars , ”Mars... Honey... I hope you still have my room key. I linked the card’s radio frequency to the bomb I got fixed to the tunnel entrance. Hehe, just don’t depress the key’s red little button unless you want the tunnel to be a tomb... Between us, you look sexy climbing. Good luck.”
Perhaps for the best, Mars doesn't hear any of this, because comms from the surface to those down in the hole are blocked by interference. It would be a shame if she had to break their demolition specialist's fingers.
Active powers
darksight w/shroud trapping (+1 to Stealth)
Mars
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state)
Mars Character Sheet

User avatar
Phoenix
Posts: 45
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Two: Go West!

Post by Phoenix »

Ajax wrote:
Sun Mar 22, 2020 6:07 pm
Ajax's eyes narrow as he watches @@Phoenix's patronizing explanation. "I am no stranger to demolitions, Phoenix. Perhaps I should teach you about them sometime. We might avoid any future mishaps like the one on the lake, perhaps." He snorts, then focuses his attention back to the crater.
Pheonix pulled out a tissue handing it up to @Ajax after his snort, “Bless you big guy, and anytime you want to talk I am all ears... But right now let’s just focusing on holding that line steady, we don’t want to accidentally drop Tex the last few feet... You are doing a great job Ajax keep it up.” The demolition man smiled having taken a liking to the big boy Ajax.

The comms being down was a bit of an issue. He took out one of his pamphlets, writing, Bomb set to go off by radio, Mars has the key. 1 hour we will assume you are dead and collapse the hole ourselves. He tied the note to a rock with some grass and thread, then dropped it along the lines of the rope. He shouted down the hole, “Icosa incoming...” That chick could hear anything... @Icosa

User avatar
Icosa
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Silver Patron
Posts: 608
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Two: Go West!

Post by Icosa »

She reached the bottom of the rope quickly, and with the sort of effortless grace and athleticism normally confined to juicers or 'crazies.' Icosa immediately set about examining the meteorite, sparing a goodly amount of peering for the dead and dying Xiticix as well. She wasn't equipped for radiological analysis, but any information she collected now could be of use in later investigations.

"It's surprising the meteor is so intact," she said after a moment. "It must be composed of a very hard, yet ductile material. I would have expected it to atomize or at least fragment on impact if it hit at terminal..."

That brought her up short. What if it hadn't hit at terminal velocity?

A new set of hypotheses spun up in her CPU, crying out for testable observations. Could this NOT be some kind of debris from outer space, falling from orbit? What it was some kind of attack on the Xiticix? A very long ranged ballistic projectile that had simply come in at an extreme angle that made it look to them as if it was coming down from space?

Conflicting data - Object was observed to be 'flaming' on descent due to atmospheric friction. Descent from ballistic trajectory unlikely to generate sufficient speed, and if it did the question of the object's lack of fragmentation on impact would still be unanswered.

She shook her head, having only paused for a couple of seconds, and resumed what she'd been saying previously. "...velocity."

...icosa incoming...ming...ming...

The strange young woman perked up at her name and looked back up the impact crater towards where daylight shone down. "Hmm? Oh!"

Her startled exclamation came as something hard THOKed into the faceplate of her helmet, scuffing it slightly as it glanced off and plowed into the pulverized, burned dirt at her feet. Icosa reached down to see what it was. On seeing the note she unwrapped it from the stone.

"There is apparently a bomb set to go off on a radio trigger," she said pleasantly, "Mars has the 'key,' which I assume means the transmitter. And after an hour the others will assume we're dead and detonate the bomb unless they've heard from us."

She gave everyone the thumbs up, so they'd know everything was okay. "I will definitely go back up before that happens, as I would prefer not to be buried indefinitely!"

Rolls: Athletics 14
Athletics at -2: [dice:1luxzw0d]64525:0[/dice:1luxzw0d] or [dice:1luxzw0d]64525:1[/dice:1luxzw0d]
Ace [dice:1luxzw0d]64525:2[/dice:1luxzw0d]
Ace [dice:1luxzw0d]64525:3[/dice:1luxzw0d]
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2451
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Two: Go West!

Post by Venatus Vinco »

Swarms
Status wrote:
  • An incoming swarm!
  • Radiation- Anyone without EBA, or magical protection, include a Vigor roll with each post while investigating or entering the hole. Failure results in a level of Fatigue.
  • Electronic Interference: The topside and underground teams cannot communicate via radio.
  • Vehicle Fatigue: None.
Ajax, Phoenix, William, Caine
Hearing William’s warning the crew looks over to the hive to see a swarm of flying Xiticix approaching their position - sort of. They are flying in an oddly zig-zag pas if they had a few too many beers before lifting off. It is both comical and terrifying to behold. Caine can tell they are mainly Hunters, with some Warriors mixed in. hunters are sent to retrieve intruders, especially those rich in magical and psionic energy, to turn into sludge for feeding larvae.

Given their erratic flight pace the swarm will be on the heroes very soon.
Modified Chase
The Xiticix are on Card 1
Topside Team is on Card 4
William/Mammoth is on Card 7
The Team in the Hole Will take two rounds to get clear...once the deal with their own problems
MAP: https://lh3.googleusercontent.com/-tck_ ... -03-24.png

Icosa, Tex, Mars, Tiny
Examining the meteorite reveals a number of interesting things. Firstly, it is largely made up of two alien metals. One that is producing the strange, and powerful radiation field, and another that seems to have survived the descent. It shimmers with mystical properties and Tex recognizes it almost instantly - gantrium!

Before too much more can be done an intense chittering fills the room as a number of Xiticix warriors lope in. They are heavily armed, and lead by a much larger looking bug, perhaps some sort of leader. Their movements are somewhat erratic, perhaps affected by the intense radiation. The big one manages to squeeze off a shot from his spike gun but the bolts don’t come anywhere near anyone in the group. These things are obviously suffering badly.
Gathering Materials
You can either use your entire turn collecting rocks, using Repair or Athletics -2 just to Brute Strength it. Or, you can act normally to deal with the bugs.
MAP: https://lh3.googleusercontent.com/-CV3H ... -03-24.png
NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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William Rufus
Posts: 55
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Two: Go West!

Post by William Rufus »

Mammoth
Radiation- Anyone without EBA: does not need to roll because he is in the cab of the Mammoth

William decided to move the Mammoth closer, so the others can get in quicker.
He starts of slow and then picks up speed he wants to get there before the bugs get there.

William keys the Mic again, "Mammoth to topside, I'm moving closer, so get ready to get on board. Copy?"


I hope they are getting their butts out of there so we can vamoos.

10 Success and a Raise

Drive .
[dice:2hfyg4yx]64569:1[/dice:2hfyg4yx]
Wild Dice
[dice:2hfyg4yx]64569:0[/dice:2hfyg4yx] Aced [dice:2hfyg4yx]64569:2[/dice:2hfyg4yx]
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

User avatar
Erebus Caine
Posts: 35
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Two: Go West!

Post by Erebus Caine »

Notice 0
+2 Scope, -4 difficulty
Notice [dice:2kzp1a10]64580:0[/dice:2kzp1a10]
Wild [dice:2kzp1a10]64580:1[/dice:2kzp1a10]
Maneuvering (Hold Steady) Free Action 2; Critical Failure
Club -2
Athletics [dice:2kzp1a10]64580:2[/dice:2kzp1a10]
Wild [dice:2kzp1a10]64580:3[/dice:2kzp1a10]
Benny to reroll
Athletics [dice:2kzp1a10]64580:4[/dice:2kzp1a10]
Wild [dice:2kzp1a10]64580:5[/dice:2kzp1a10]
Edge of Hivelands
Afternoon
Round 0

Caine surveyed the surroundings through the scope of his rifle, but he wasn’t looking at the distant mound when the activity started. William clued him in, and he swung his rifle around to see the Xiticix rising erratically from the mound.

Caine studied them. “Mostly Hunters,” he reported. “A few Warriors. That means you, William, need to beware. You’ll be a tasty treat. Likely you, too, Phoenix.”

William was bringing the truck in. “We can’t leave the team down there!” Caine said. “Phoenix, drop them another note to get the hell up here. Then fall back to the Mammoth. I’ll cover the retreat,” he said.

Caine tried to maneuver in his tree for a better shot, but a branch broke, sending him plunging to the ground. He hit hard with a grunt, only his armor saving him from serious injury.

“Fuck!” He forced himself up and scrambled behind a tree again and aimed his rifle at the flying bugs.
Turn
Free Action: Maneuver Hold Steady (Critical Fail because of Complication; take Bumps and Bruises)
Action: Aim
***

Bumps and Bruises: -1
Aim: ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties; or add +2 to her roll. Can’t move. Attack must be used on the first action of her next turn or the bonus is lost.
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Rifle Ammo: 60/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 4/4
Medi-Gel: 10/10
Wealth: d8
Bennies: 3/3
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).

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Icosa
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Silver Patron
Posts: 608
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Two: Go West!

Post by Icosa »

Icosa moves to intercept the xiticix, interposing herself between them and Tex.

"I'll cover your retreat...or if you wish to take samples of the meteor, I will cover that," she says to Tex.

Metal blades sluice out from the ports in the forearms of her armor; a standard feature to accommodate those with cybernetics, and she lays into the closest xiticix hunter, testing its defenses and abilities!

Rolls: Fighting 9 and 7 to hit, for 12 AP 8 and 19 AP 8 MD
Fighting [dice:36cw9xzj]64583:0[/dice:36cw9xzj] or [dice:36cw9xzj]64583:1[/dice:36cw9xzj], for [dice:36cw9xzj]64583:2[/dice:36cw9xzj] plus [dice:36cw9xzj]64583:3[/dice:36cw9xzj] AP 8
Oops, it's 2d4 not 1d8, need to reroll that portion of damage: [dice:36cw9xzj]64583:8[/dice:36cw9xzj]
Offhand (penalty negated by weapon quality) Fighting [dice:36cw9xzj]64583:4[/dice:36cw9xzj] or [dice:36cw9xzj]64583:5[/dice:36cw9xzj], for [dice:36cw9xzj]64583:6[/dice:36cw9xzj] plus [dice:36cw9xzj]64583:7[/dice:36cw9xzj] AP 8
[dice:36cw9xzj]64583:9[/dice:36cw9xzj]

If first attack kills the first hunter, she'll direct the second to another target.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

User avatar
Mars
Posts: 53
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

Rolls: Activate Smite w/Raise; Disarm Attempt on Nearest Warrior Chops His Limb Anakin Skywalker Style for 15 MD AP 10, Resolve Damage then roll Strength at -4 or Drop Weapon; Laser Pistol Hits for 17 Damage AP 6
Action 1: Psionics to activate smite [dice:guzlrozl]64586:0[/dice:guzlrozl] (MAP canceled out by split the seconds)
Wild [dice:guzlrozl]64586:1[/dice:guzlrozl]
add +4 damage

Action 2: Fighting to Disarm Nearest Bug [dice:guzlrozl]64586:2[/dice:guzlrozl] (-2 for called shot to limb offset by HJ roll upgrade to longsword, MAP offset by Swashbuckler)
Wild [dice:guzlrozl]64586:3[/dice:guzlrozl]
If successful, target is at -2 to Strength roll to resist Disarm due to HJ roll upgrade to longsword
Damage: [dice:guzlrozl]64586:6[/dice:guzlrozl] + [dice:guzlrozl]64586:7[/dice:guzlrozl] +4, AP 10

Action 3: Shooting the bug [dice:guzlrozl]64586:4[/dice:guzlrozl] (MAP offset by Swashbuckler, +3 from Wilks pistol w/TM Weapon)
Wild [dice:guzlrozl]64586:5[/dice:guzlrozl]
Damage: [dice:guzlrozl]64586:8[/dice:guzlrozl] +4, AP 6
Mars follows @Icosa's lead into battle, lending power to her weapons, which glow briefly red before the carnage begins.

She swings her vibro-longsword at the limb of the nearest Xiticix Warrior, seeking to at least partially disarm it, and then follows up with a quick shot from her laser pistol into the thing's exposed body.

"Quickly! Take what you can from the wreckage and get topside!" Mars calls, echoing Icosa. "We will follow!"

Active Powers and Current Stats
Effective Parry of 10 (including bonus from Uncanny Reflexes and TM Weapon); Toughness 19(9) against non-arcane attacks and 21(11) against arcane attacks (which also have their damage against her reduced by 2)
Darksight with shroud modifier active
Smite +4 damage
Mars
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state)
Mars Character Sheet

User avatar
Tex Arcana
Posts: 39
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Two: Go West!

Post by Tex Arcana »

Active Powers:
Environmental Protection Radiation: 2 hours
Darksight: 2 hours
Exalted Detect Arcana: 9 rounds
Bumps & Bruises: -1 to rolls

Tex can barely contain himself, he whispers, "Gantrium! The motherload of gantrium." Louder he says, "Boys and Girls if we can get this home it's time to retire." He moves over to the rock check it's surface for flaws when the skitter of buggy feet enters the room. "Crap! Hold them off, at the very least I'll get some samples."

He dumps out his survival pack and grabs the back up laser torch from the repair kit he bought in Escabana. The mage crouches down behind the rock (hiding from the bugs) and focuses the laser and attempts a cut.

Repair: [dice:1f6cx0hf]64588:0[/dice:1f6cx0hf] (-1 Bumps and Bruises +1 Repair Kit), Ace 1: [dice:1f6cx0hf]64588:2[/dice:1f6cx0hf]
Wild Die: [dice:1f6cx0hf]64588:1[/dice:1f6cx0hf]
Total: 12


PPE: 13/20 (includes additional -1 to include Tex in Darksight)
Bennies: 3

User avatar
Ajax
Posts: 41
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Two: Go West!

Post by Ajax »

Squishing Bugs
Shooting, ROF 3; -2 from Medium Range, offset 2 pts penalty from weapon, +1 Shooting from MOH
[dice:3pe5xuux]64629:0[/dice:3pe5xuux] - raise
[dice:3pe5xuux]64629:1[/dice:3pe5xuux] - hit
[dice:3pe5xuux]64629:2[/dice:3pe5xuux] - raise
[dice:3pe5xuux]64629:3[/dice:3pe5xuux]
Hit 1, raise: [dice:3pe5xuux]64629:4[/dice:3pe5xuux] ; [dice:3pe5xuux]64629:5[/dice:3pe5xuux]
Hit 2: [dice:3pe5xuux]64629:6[/dice:3pe5xuux] ; 1 ace: [dice:3pe5xuux]64629:9[/dice:3pe5xuux]
Hit 3, raise: [dice:3pe5xuux]64629:7[/dice:3pe5xuux] ; [dice:3pe5xuux]64629:8[/dice:3pe5xuux]
Ajax turns to spot the swarm approaching. He flashes a grin, eager for battle. Working quickly, he wraps the rope around his torso, anchoring it to him. Then he brings his new toy to bear. The railgun lets off with a rapid-fire burst. The rounds slam into three of the bugs, sending their mangled bodies crashing to the earth. Ajax shouts with glee. "I do LOVE this new gun! Zeus himself would be proud!"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

User avatar
Tiny Tim
Posts: 43
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Two: Go West!

Post by Tiny Tim »

Boost Athletics 9
Psionics (+2 due Spending 4 Additional ISP)
  • Psionics: [dice:1350wtda]64632:0[/dice:1350wtda]
    Wild: [dice:1350wtda]64632:1[/dice:1350wtda]
    • Bennie Reroll
      • Psionics: [dice:1350wtda]64632:2[/dice:1350wtda]
        Wild: [dice:1350wtda]64632:3[/dice:1350wtda]
    Result: 9 - Success with Raise. Athletics now d10
Seeing the seemingly drugged or poisoned Xiticix arriving but being held off, Tiny Tim looks over the meteor.

If I am going to be of real use, I will have to take a few seconds to prepare myself.

Drawing upon his inner strength, Tiny Tim concentrates for a few seconds. After this brief period of introspection and self-balancing, he now has a greater control over his body's motions.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 20/20
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (1d10) in Human Form
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 4/3
Base Amount
+1 due to Interlude

User avatar
Phoenix
Posts: 45
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Two: Go West!

Post by Phoenix »

Pheonix knew the score... He whistled to his white wolf to go with the others back to the vehicle. It’ll be ok. Sweet Willy will take care of you. But I am not going to abandon those down below. He wrapped another note around the only thing in hand, an inert plasma grenade and dropPed it down the hole with the hope it did not go off and instead delivered the message: 30 seconds...

He went intangible and ducked down near or at the holes ledge waiting for the Xictic to arrive but trying to keep out of sight. He looked at the dead man switch and his own finger. He would wait as long as possible and then flip the switch. He would blow them to kingdomcome. A smile formed on his lips... “Boom... Boom... Boom...”

User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2451
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Two: Go West!

Post by Venatus Vinco »

Hornet's Nest
Status wrote:
  • An incoming swarm!
  • Radiation- Anyone without EBA, or magical protection, include a Vigor roll with each post while investigating or entering the hole. Failure results in a level of Fatigue.
  • Electronic Interference: The topside and underground teams cannot communicate via radio.
  • Vehicle Fatigue: None.
Ajax, Phoenix, William, Caine
Seeing the swarm approaching, Phoenix takes cover and hides, while sending a message down the hole for the collection team to hurry up (-2 cover). William guns the engine on the Mammoth and manages to close some serious distance on the group. Meanwhile, Caine tumbles from this perch and has to reposition himself to fire (loses turn). Still anchored to the rope, the speedy Ajax mows down some bugs (3 dead Xiticix).

The swarm advances in their off-kilter flight pattern and open fire with their TK rifles. A hail of telekinetic force bolts pepper the area, all somehow missing the Centaur. Unfortunately, Caine is out in the open and gets a facefull of bolts for his trouble (16 AP 4, 30 AP 4). Hidden deep in the crevice, Phoenix manages to duck all incoming fire - which is good as the bolts are made from telekinetic force and his intangibility would not protect him.

Of course, the Xiticix are nothing if not relentless. As the team engages another swarm emerges from the tower, also behaving erratically.

OOC: New Xiticix will appear each time a club is dealt.

MAP
Xiticix Shooting
Ajax (-4, Reflexes, Radiation Poison)
16, AP 4 (miss)
25, AP 4 (miss)
9, AP 4 (miss)
Caine (-2, Radiation Poisoning)
16, AP 4
30, AP 4
Phoenix (-4, Cover, Radiation Poisoning)
26 AP 4 (miss)
27, AP 4 (miss)
Modified Chase
The Team in the Hole Will take two rounds to get clear...once they deal with their own problems
Icosa, Tex, Mars, Tiny
The Big Xiticix Warrior makes a barely perceptible motion with one of its antennae to direct the group of warriors to attack. Meanwhile it raises two terrible looking resin guns and opens fire at Tex (5, AP 3), Icosa (11, AP 3), and Tiny (22, AP 3)
Super Warrior - dual resin spike guns
Tactician: Gives Warriors a 10 C
Tex: 5, AP 3
Icosa: 11, AP 3
Tiny: 22, AP 3
Spoiling for a fight Mars closes on one of the warriors, as she does it instinctively takes a swing at her that she easily manages to duck. She then quickly counters knocking one of its swords free then shooting it dead with her pistol.

Moving to the meteor, Tex collects samples easily able to pull off a fist sized chunk of silvery gantrium.

Three Xiticix surround Mars swinging swords and spears furiously but Mars ducks, dances, and dodges her way past all of their blades. Three more move to the other side of the room firing on Tex, Icosa, and Tiny with their TK Rifles. Tex (31, AP 4), Icosa (10, AP 4). Tiny (11, AP 4).

Cowering behind the rock like a chicken dragon, Tiny uses his powers to increase his dexterity. Meanwhile, Icosa charges like a valkyrie cutting down two Xiticix Warriors with uncanny speed and severity.

As the battle rages, more warriors appear in the narrow corridor.

OOC: New Xiticix will appear each time a club is dealt.

MAP
Gathering Materials
You can either use your entire turn collecting rocks, using Repair or Athletics -2 just to Brute Strength it. Or, you can act normally to deal with the bugs.
NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

User avatar
Tiny Tim
Posts: 43
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Two: Go West!

Post by Tiny Tim »

Breath Athletics 6
Athletics (Boosted to d10)
  • Athletics: [dice:wrt0sf9c]64866:0[/dice:wrt0sf9c]
    Wild: [dice:wrt0sf9c]64866:1[/dice:wrt0sf9c]
    Result: 6 - Success. Poison Breath.
    • A Forest Runner in its natural form can breathe a green poisonous cloud using the Cone Template, or arc a Medium Blast Template sized cloud up to 18” (36 yards) distant (see Breath Weapons in Savage Worlds). The poison vapor acts as a supernaturally potent irritant similar in effect to tear gas. Those caught in the area of effect without self-contained breathing and complete eye and skin protection (like Environmental Body Armor) must check Vigor at −2 or be
      Stunned
      A Stunned character is Distracted, falls prone, can’t take actions, or move. Attacks against him get The Drop (page 100). At the start of each of his turns thereafter, he automatically makes a Vigor roll as a free action to revive. Success means he revives but is Distracted and Vulnerable; a raise means he recovers with no ill effects.
      (-4 with a Raise).
Shrugging off the Telekinetic Rifle shots, Tiny Tim scampers quickly but carefully around the Meteor and stops just outside of the lead Xiticix coming out of the tunnel's reach. Taking a second to release a long puff of poisonous gas at the Xiticix along the path, Tiny Tim then moves up as far as he can to try and block off entrance to the cavern by any more Xiticix.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 20/20
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (1d10) in Human Form
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 4/3
Base Amount
+1 due to Interlude

User avatar
Ajax
Posts: 41
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Two: Go West!

Post by Ajax »

Squishing more bugs - 2 dead, 1 shaken
Shooting, ROF 3; -2 from Medium Range, offset 2 pts penalties, +1 Shooting from MOH
[dice:1o9optaa]64868:0[/dice:1o9optaa]
[dice:1o9optaa]64868:1[/dice:1o9optaa]
[dice:1o9optaa]64868:2[/dice:1o9optaa]
[dice:1o9optaa]64868:3[/dice:1o9optaa]
Hit 1 with raise: [dice:1o9optaa]64868:4[/dice:1o9optaa] + [dice:1o9optaa]64868:5[/dice:1o9optaa]
Hit 2: [dice:1o9optaa]64868:6[/dice:1o9optaa]
Hit 3: [dice:1o9optaa]64868:7[/dice:1o9optaa]
The optics in Ajax's helmet begin picking up another cluster of bugs. His jubilation begins to melt into grim determination. He clicks his radio, trying to send a message to William (unaware that the radiation is blocking the signal). "Good Sir William, we have a bit of a swarm heading our way. We would enjoy the opportunity to avail ourselves of the carrier's armament. Rapidly." He takes aim, heedless of the danger of the Xiticix weapons, and lets off another burst from the centaur railgun. Two bugs meet an ignominious fate, and a third is struck hard enough to rattle it. He calls out to those at the top of the hole. "Friends, the battle is now truly joined! Let us thin their numbers before they reach us! HAAA!"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

User avatar
Tex Arcana
Posts: 39
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Two: Go West!

Post by Tex Arcana »

Active Powers:
Environmental Protection Radiation: 2 hours
Darksight: 2 hours
Exalted Detect Arcana: 8 rounds
Bumps & Bruises: -1 to rolls


Giddy like a little school kid, Tex puts the fragments of gantrium into his pack. The Big Xiticix shot doesn't stop him (Toughness 9(3), though when it knocks off his cowboy hat on top of his helmet, he frowns, Dang it that was a great hat! But if I can get this back to Lazlo, I'll by a dozen, no ten dozen! The mage leg crawls further around the rock away from the Big Xiticix and keeps on cutting. "Give me a few more seconds and then lets get out of here!"


Repair [dice:31g0358h]64869:0[/dice:31g0358h] (I forgot I had advanced it from d8 already, +1 repair kit, -1 bumps and bruises
Wild Die: [dice:31g0358h]64869:1[/dice:31g0358h], Ace 1: [dice:31g0358h]64869:2[/dice:31g0358h]
Total: 11

PPE: 13/20
Bennies: 3

User avatar
Erebus Caine
Posts: 35
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Two: Go West!

Post by Erebus Caine »

Soak First shot 8; soaks the wound
-1 Bumps and Bruises
Vigor [dice:1896dk2x]64887:0[/dice:1896dk2x]
Wild [dice:1896dk2x]64887:1[/dice:1896dk2x]
Ace [dice:1896dk2x]64887:2[/dice:1896dk2x]
Soak second shot (3 Wounds) 3; take all 3 wounds
-1 Bumps and Bruises
Vigor [dice:1896dk2x]64887:3[/dice:1896dk2x]
Wild [dice:1896dk2x]64887:4[/dice:1896dk2x]
Last benny to reroll
Vigor [dice:1896dk2x]64887:5[/dice:1896dk2x]
Wild [dice:1896dk2x]64887:6[/dice:1896dk2x]
Complication (free action) Athletics 0; Critical Failure
-1 Bumps and Bruises. -3 Wounds, +1 Nerves of Steel, -2 difficulty
Athletics [dice:1896dk2x]64887:7[/dice:1896dk2x]
Wild [dice:1896dk2x]64887:8[/dice:1896dk2x]
Athletics 3; Fail
-2 Bumps and Bruises, -3 Wounds, +1 Nerves of Steel, +2 Action
Athletics [dice:1896dk2x]64887:9[/dice:1896dk2x]
Wild [dice:1896dk2x]64887:10[/dice:1896dk2x]
Edge of Hivelands
Afternoon
Round 0

Out and exposed, Caine grunted as he was peppered with telekinetic bolts. They punched through his armor and his body. He felt ribs crack and a lung deflate.

“Sonuva…!” Caine cursed. Then he saw another swarm emerging. “We need to get out of here. Where’s the damn Mammoth! Get the others out of that fucking hole!”

Caine levered himself up and tried to limp for cover, only to fall down a rocky slope, battering his already wounded body. He forced himself up and tried to get to the trees, but fell again.
Turn
Free Action: Deal with Complication
Maneuvering: Evade (free action) -2 to hit
Action: Change Position +2
***

Bumps and Bruises: -2
Wounds: -3
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Rifle Ammo: 60/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 4/4
Medi-Gel: 10/10
Wealth: d8
Encumbrance: 36.75/20 lb
Bennies: 0/3
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).

User avatar
William Rufus
Posts: 55
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Two: Go West!

Post by William Rufus »

Spending Benny for a new card.
So hold Steady
Change position to man gun Rail Gun free action
Targets Flying bug ROF 3

Shooting 1
[dice:33ffigyw]64901:0[/dice:33ffigyw] [dice:33ffigyw]64901:3[/dice:33ffigyw]

Wild Dice
[dice:33ffigyw]64901:1[/dice:33ffigyw] [dice:33ffigyw]64901:4[/dice:33ffigyw]

Damage: [dice:33ffigyw]64901:2[/dice:33ffigyw] aced [dice:33ffigyw]64901:5[/dice:33ffigyw] AP 14

Shooting 2
[dice:33ffigyw]64901:6[/dice:33ffigyw]

Wild
[dice:33ffigyw]64901:7[/dice:33ffigyw] Aced [dice:33ffigyw]64901:12[/dice:33ffigyw]

Damage [dice:33ffigyw]64901:8[/dice:33ffigyw] AP 14


Shooting 3
[dice:33ffigyw]64901:9[/dice:33ffigyw]

Wild
[dice:33ffigyw]64901:10[/dice:33ffigyw]

Damage [dice:33ffigyw]64901:11[/dice:33ffigyw] ace [dice:33ffigyw]64901:13[/dice:33ffigyw] AP 14
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

User avatar
Phoenix
Posts: 45
Joined: Sat Sep 14, 2019 4:49 pm

Re: Chapter Two: Go West!

Post by Phoenix »

Sometimes in war the good plan was the bad plan.

The demo man winkled his nose. Telekenetic bolts would end someones day in a way that was not conductive to seeing tomorrow. His sarcastic wit was befuddled by the group’s incessant need to get themselves killed. Oh yeah... Go to a hole near a Xictic hive, what is the worst that could happen? He had been in worse scrapes, but usually those ended in a large body count. Seeing @Erebus Caine fall this little side trek was going along those lines nicely.

He smiled seeing his large white wolf Huxley dart through a pair of trees near Caine. There you go Huxley. Help him out. The psi-ghost explosive expert had raised the Phantom wolf since she was a pup. She was well trained with an instinctive need to help unexpectedly. The large wolf’s arctic blue eyes looked at Cain, as if to say It’s time to go.. She nuzzled him with her nose, having become solid, getting him just back on his feet. She even lowered her back in case he wanted a ride to saftey.

Phenoix grinned feeling triumphant pride, Get him out of there Huxley. Now its time for me to get out of sight so I can blow this rig when the time comes. The demo man ducked a bit further into the hole and used his ghosting ability to go deeper into the rock so just the upper half of his head was clear. Hopefully the bugs can’t see me anymore. Fifteen seconds were left... If he did not hear from the team below soon he would have to assume they died and their bodies were flayed open. An intangible tear welled up in his left eye as he realized he might have to seal one of his best friends in an earthen tomb. Tiny Tim where are you?...

Huxley Agility to support(+1 acheived) @Erebus Caine [dice:3d8uswcw]65086:0[/dice:3d8uswcw] wild [dice:3d8uswcw]65086:1[/dice:3d8uswcw]

User avatar
Mars
Posts: 53
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

Mars, wasting no more time, heads for the largest bug she can find. If she can manage it, she will bob and weave between any remaining warriors between her and the super warrior, dancing through the battle, as it were.

Once she is within reach of the beast, she will whisper, "Okay then. Let her out." Anyone watching would barely notice the change, but to Mars, the entire world looks different. Time slows to a crawl, and her muscles and reflexes all tighten like a bowstring as her one good eye focuses on the super warrior, blocking out everything else in the world. "It dies!" she snarls in a voice just a bit higher pitched than usual.
Mars is losing it
She's using action one to Lose It. :) The MAP for losing it is offset by Split the Seconds. No roll required.
She then attacks the creature, directing her fury at one of its limbs, seeking to disarm it of a blade or of the use of its spear.
Attacks: 11 Fighting, 8 Shooting
Fighting [dice:1qkvzvm4]65125:0[/dice:1qkvzvm4] +2 from wild attack, -2 for called shot to limb offset by HJ bonus on sword
Wild [dice:1qkvzvm4]65125:1[/dice:1qkvzvm4]

Benny to reroll [dice:1qkvzvm4]65125:4[/dice:1qkvzvm4]
Wild [dice:1qkvzvm4]65125:5[/dice:1qkvzvm4]


Shooting [dice:1qkvzvm4]65125:2[/dice:1qkvzvm4] +1 from helmet, +2 from pistol
Wild [dice:1qkvzvm4]65125:3[/dice:1qkvzvm4]
23 MD AP 10 for sword, if it causes a wound or shaken, the target must make a Str roll at -2 or drop whatever he's holding in that hand; 15, AP 6 for pistol
Blade [dice:1qkvzvm4]65125:6[/dice:1qkvzvm4] (Str) + [dice:1qkvzvm4]65125:7[/dice:1qkvzvm4] (weapon damage) + 4 (smite) + 2 (wild attack) = 23 MD AP 10, if it causes a wound or shaken, the target must make a Str roll at -2 or drop whatever he's holding in that hand

Pistol [dice:1qkvzvm4]65125:8[/dice:1qkvzvm4] (weapon) + 4 (smite)
Active Powers and Current Stats
Effective Parry of 8 (including bonus from Uncanny Reflexes and TM Weapon, subtracting 2 for Vulnerable); Toughness 21(9) against non-arcane attacks and 23(11) against arcane attacks (which also have their damage against her reduced by 2)
Darksight with shroud modifier active
Smite +4 damage
Vulnerable from wild attacks
Mars
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state)
Mars Character Sheet

User avatar
Icosa
Silver Patron
Silver Patron
Posts: 608
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Two: Go West!

Post by Icosa »

Sharp slivers of alien resin spattered against Icosa's armor hard enough to rock her back. It looked like the kind of impact that would have hurt, but she gave no sign of being in pain as a result.

Icosa grabbed the smaller insectoid in front of her, and plunged her arm-blades into its head, then moved around the meteor to engage the others there, giving them something to think about besides Tex. Their reinforcements were a concern, but mostly in terms of them being a reminder that their time was limited.

"Tex, we need to withdraw," she said. "Hurry."

As if to amplify that fact, her foot stepped on something hard, round and smooth. She looked down.

Was that a grenade? With a note around it?

With a toe she scraped the note off, and it fell with the writing up. 30 seconds. When had it fallen?

"Everyone!" Icosa called with new urgency. "We have to leave NOW!"

She struck at another Xiticix, clearing room for a hasty evac.

Rolls: 6 for 31 damage on first xiticix, 7 for 9 damage on second (AP 8 on both)
Fighting [dice:1v81rc8e]65272:0[/dice:1v81rc8e] or [dice:1v81rc8e]65272:1[/dice:1v81rc8e] to hit for [dice:1v81rc8e]65272:2[/dice:1v81rc8e] plus [dice:1v81rc8e]65272:3[/dice:1v81rc8e] damage vs the one currently in melee with her. She then crosses south to the three Mars left behind and engages the rightmost one.
Ace on damage [dice:1v81rc8e]65272:8[/dice:1v81rc8e]

Fighting [dice:1v81rc8e]65272:4[/dice:1v81rc8e] or [dice:1v81rc8e]65272:5[/dice:1v81rc8e] to hit for [dice:1v81rc8e]65272:6[/dice:1v81rc8e] plus [dice:1v81rc8e]65272:7[/dice:1v81rc8e] damage

Anyone Tiny Tim or Mars doesn't evac, Icosa will do so next turn.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2451
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Two: Go West!

Post by Venatus Vinco »

Swarmed
Status wrote:
  • An incoming swarm!
  • Radiation- Anyone without EBA, or magical protection, include a Vigor roll with each post while investigating or entering the hole. Failure results in a level of Fatigue.
  • Electronic Interference: The topside and underground teams cannot communicate via radio.
  • Vehicle Fatigue: None.
Ajax, Phoenix, William, Caine

With more bugs on the horizon Ajax continues to do his best to even the odds with his custom NG-303 chattering as it mows down more bugs. Unfortunately he can see another cloud of them appearing on the horizon!

Hidden safely inside the mouth of the hole Phoenix sends a message to Huxley to help out Caine. As Caine struggles to get himself discombobulated the eerie Huxley appears out of nowhere. The big wolf-like creature offers Caine assistance, helping the wilderness scout get moving and out of the line of fire (+1 Support turns Caine’s failure into success). Supported by Huxley, Caine limps his way toward the Mammoth and the safety of its massive rail guns.

Using the huge rail gun on the Mammoth, William mows down more bugs...but they seem to hand an endless supply!

Despite their ominous appearance the Xiticix are obviously injured or confused and their massive volley of telekinetic bolts tear into rocks and trees- essentially laying waste to everything but our heroes.

OOC: New Xiticix will appear each time a club is dealt. Being inside the hole means if Phoenix detonates in his current position he will bury himself too - assuming he is tangible.

Image
Modified Chase
The Team in the Hole Will take two rounds to get clear...once the deal with their own problems
Icosa, Tex, Mars, Tiny
Working feverishly Tex manages to get another good sized chunk of the meteorite containing gantrium and a small sample of gantrium and the radioactive alien material.

The Xiticix move into melee distance with Mars, cutting and slashing at her, but all missing terribly. The others surround Icosa hitting her with their vicious swords but somehow not managing to breach her armor.

The Crazy, having enough of the swarming attempts to break free of their slashing. A flurry of limbs and movement occurs but the heroic goddess of war emerges unscathed and makes a beeline toward the super warrior. The massive Xiticix is fast and swipes at Mars before she gets close (First Strike), fortunately she manages to gracefully duck the blow. She comes down hard on one of its arms, her sword biting deep into the alien carapace. Yet, the creature holds firm, weapon still firmly in hand and it lashes her quickly (Counterattack), this time managing to penetrate her preternatural agility (14 AP 5). Then it turns its full attention on her with a vicious flurry of blows (Improved Frenzy, Ambidextrous, Two Fisted = 5 Fighting attacks) managing to connect on only one (22 AP 5).

Tiny moves to block the hallway, trying to keep reinforcements at bay with his poisonous breath. Between his bulk and halitosis the hallway way is sufficiently blocked. In the darkness beyond he can see even more Xiticix filling the corridor.

Icosa recovered from being shot, a blow that should have hurt more than it appears to, then proceeds to keep the flies off of Tex by cutting down two Xiticix.

OOC: New Xiticix will appear each time a club is dealt. Joker means bennies for all. Turn order is important: Mars, Icosa, Super Warrior, Xiticix Warriors, Tex, Tiny.
Gathering Materials
You can either use your entire turn collecting rocks, using Repair or Athletics -2 just to Brute Strength it. Or, you can act normally to deal with the bugs.
Image
NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

User avatar
Mars
Posts: 53
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

Vigor to Soak, Success
Vigor [dice:21kp1hva]65288:0[/dice:21kp1hva]
Wild [dice:21kp1hva]65288:1[/dice:21kp1hva]
Mars reels briefly from the blow of the Super Warrior, then snarls and resumes her assault.
Psionics for Deflection, Success
Psionics [dice:21kp1hva]65288:2[/dice:21kp1hva]
Wild [dice:21kp1hva]65288:3[/dice:21kp1hva]
-2 to be hit
Fighting Hit for 27 MD AP 10; Shooting Hit for 30 AP 6
Fighting [dice:21kp1hva]65288:4[/dice:21kp1hva] (+2 for Wild Attack, +2 for Joker, -4 for Headshot, 2 points for called shot offset by HJ upgrade)
Wild [dice:21kp1hva]65288:5[/dice:21kp1hva]

Damage: [dice:21kp1hva]65288:9[/dice:21kp1hva] (Str) + [dice:21kp1hva]65288:10[/dice:21kp1hva] (weapon damage) +4 (Smite) +4 (headshot) +2 (Joker) AP 10

Benny to reroll
[dice:21kp1hva]65288:13[/dice:21kp1hva] + [dice:21kp1hva]65288:14[/dice:21kp1hva] + [dice:21kp1hva]65288:16[/dice:21kp1hva] (ace) +4 (Smite) +4 (headshot) +2 (Joker) +2 (No Mercy) AP 10

Shooting [dice:21kp1hva]65288:6[/dice:21kp1hva] + [dice:21kp1hva]65288:8[/dice:21kp1hva] (+2 for Joker, +1 from helmet, +2 from pistol, -4 for headshot)
Wild [dice:21kp1hva]65288:7[/dice:21kp1hva]

Damage [dice:21kp1hva]65288:11[/dice:21kp1hva] (weapon damage) + [dice:21kp1hva]65288:15[/dice:21kp1hva] (raise) + [dice:21kp1hva]65288:12[/dice:21kp1hva] (raise) +4 (Smite) +4 (headshot) +2 (Joker) AP 6
She pauses an imperceptible moment to tap into her battle instincts, reading the flow of the combat around her and anticipating where blows will come from.

Then, with an animal-like savagery, she ducks and weaves below and around the Super Warrior's multiple arms, slashing at its face with her blade while firing into its mandibles with the other.

In between movements, she shouts, "You. Will. Die!"
Active Powers and Current Stats
Effective Parry of 10 (including bonus from Uncanny Reflexes and TM Weapon, subtracting 2 for Vulnerable, adding 2 for deflection); Toughness 21(9) against non-arcane attacks and 23(11) against arcane attacks (which also have their damage against her reduced by 2)
Darksight with shroud modifier active
Smite +4 damage
Vulnerable (rolls against her get +2)
Deflection (-2 to incoming attacks; already accounted for in Parry above, but also relevant for ranged attacks)
Mars
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state)
Mars Character Sheet

User avatar
Ajax
Posts: 41
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Two: Go West!

Post by Ajax »

Shooting all the bugs - 4 Shaken, 4 Dead
Declared actions: shooting 3 bursts, -4 MAP, -2 Auto-Fire, offset 2 pts penalties, +1 shooting from MOH, net -3 (oops)
Burst 1:
[dice:1zpeiayw]65295:0[/dice:1zpeiayw] - Add Burn to adjusted result [dice:1zpeiayw]65295:24[/dice:1zpeiayw]
Damage: [dice:1zpeiayw]65295:14[/dice:1zpeiayw] - Shaken bug

[dice:1zpeiayw]65295:1[/dice:1zpeiayw]
[dice:1zpeiayw]65295:2[/dice:1zpeiayw]
[dice:1zpeiayw]65295:3[/dice:1zpeiayw] - Add Burn [dice:1zpeiayw]65295:25[/dice:1zpeiayw]
Damage: [dice:1zpeiayw]65295:15[/dice:1zpeiayw] - Shaken bug

Burst 2:
[dice:1zpeiayw]65295:4[/dice:1zpeiayw]
[dice:1zpeiayw]65295:5[/dice:1zpeiayw]
Damage: [dice:1zpeiayw]65295:16[/dice:1zpeiayw] - Dead bug

[dice:1zpeiayw]65295:6[/dice:1zpeiayw] Add Burn [dice:1zpeiayw]65295:26[/dice:1zpeiayw]
Damage: [dice:1zpeiayw]65295:17[/dice:1zpeiayw] + raise [dice:1zpeiayw]65295:28[/dice:1zpeiayw] - Dead bug

[dice:1zpeiayw]65295:7[/dice:1zpeiayw]
Add Burn to WD: [dice:1zpeiayw]65295:12[/dice:1zpeiayw]
Damage: [dice:1zpeiayw]65295:18[/dice:1zpeiayw] - dead bug

Burst 3:
[dice:1zpeiayw]65295:8[/dice:1zpeiayw] - Add Burn [dice:1zpeiayw]65295:27[/dice:1zpeiayw]
Damage: [dice:1zpeiayw]65295:19[/dice:1zpeiayw] - shaken bug

[dice:1zpeiayw]65295:9[/dice:1zpeiayw] - delete raise
Damage: [dice:1zpeiayw]65295:20[/dice:1zpeiayw] - Dead bug, ignore Raise
Raise: [dice:1zpeiayw]65295:21[/dice:1zpeiayw]

[dice:1zpeiayw]65295:10[/dice:1zpeiayw]
[dice:1zpeiayw]65295:11[/dice:1zpeiayw]
Add Burn to WD: [dice:1zpeiayw]65295:13[/dice:1zpeiayw] - delete Raise
Damage: [dice:1zpeiayw]65295:22[/dice:1zpeiayw] Shaken bug, ignore Raise
Raise: [dice:1zpeiayw]65295:23[/dice:1zpeiayw]
The reality of the size of the swarms hits the centaur. Still, the rope wrapped around his torso reminds him that someone in the hole has their fate intertwined with his. If he flees, he may very well be stranding an ally in a radioactive bug pit. He shouts to the topsiders. "Focus fire! Front ranks first! William, circle the vehicle, draw them into a cluster if you can. Phoenix, grenades and explosives in the clusters! Rapid fire! Our friends in the pit are counting on us not to abandon them!"
With grim focus, his trigger squeeze becomes to-the-millimeter precise, allowing him to cook off three separate bursts from the railgun. The shells tear into 8 more bugs, felling half. "We will win this day yet! FIRE!"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9

User avatar
William Rufus
Posts: 55
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Two: Go West!

Post by William Rufus »

William hears the call for taking out the first group, yea that is the idea kill them first .
Hold Steady
Free action
William concentrates on the bugs again and lets all hell fly. "Hurry up people, lets Bug out! some one get the force field ready."

Targets Flying bug ROF 3 AP 14
Mega boost ISP2+2 and Caine if he is close enough
Faith
[dice:dlf1d06t]65315:0[/dice:dlf1d06t] spending
Shooting

Wild Dice
[dice:dlf1d06t]65315:2[/dice:dlf1d06t] Ace [dice:dlf1d06t]65315:3[/dice:dlf1d06t] ace [dice:dlf1d06t]65315:6[/dice:dlf1d06t] =16

Shooting 1
[dice:dlf1d06t]65315:4[/dice:dlf1d06t] benny for reroll [dice:dlf1d06t]65315:1[/dice:dlf1d06t] benny for reroll [dice:dlf1d06t]65315:7[/dice:dlf1d06t]
Damage: [dice:dlf1d06t]65315:10[/dice:dlf1d06t]

Shooting 2
[dice:dlf1d06t]1d 10[/dice:dlf1d06t] benny for reroll [dice:dlf1d06t]65315:8[/dice:dlf1d06t]

Damage [dice:dlf1d06t]65315:11[/dice:dlf1d06t] aced one [dice:dlf1d06t]65315:13[/dice:dlf1d06t]


Shooting 3
[dice:dlf1d06t]65315:5[/dice:dlf1d06t] benny for reroll [dice:dlf1d06t]65315:9[/dice:dlf1d06t]


Damage [dice:dlf1d06t]65315:12[/dice:dlf1d06t]
Last edited by William Rufus on Fri Apr 10, 2020 7:56 pm, edited 4 times in total.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

Guardian Mystic
Young 20, light red brown hair, 6'2"
a Gentleman , tries to help those in need.

Wearing
Celestial Armor +5 Armor +2 Toughness +2 against environment

Celestial Staff
Damage: Str+d6, Reach 1
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Draining Blade Sword 2 PP for +2 damage and on successful hits target rolls Spirit vs the attack roll to resist both lower Trait (Vigor) and sloth; lasts 5 rounds
Damage: Str+d8,
Notes: +1 Parry, two handed
Special: 10 PPE, +1 Faith Rolls, +2 PPE to do Mega Damage

Wilks 320 Laser Pistol
Range: 15/30/60
Dmg: 3d6, AP: 3
ROF: 1
Shots: 20
Weight: 4 lbs. (Min Str: d4)
Notes: +2 Shooting (+1 from Weapon Balance, +1 for being a Wilks)
Rarity: +1 Cost: 11,000
Two E-clips

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny

User avatar
Tiny Tim
Posts: 43
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Two: Go West!

Post by Tiny Tim »

Breath - Athletics 8
Breath Attack (Cone) Athletics (-2 due MaP, +2 dice due Boost Athletics)
  • Athletics: [dice:ly9zq4h9]65378:0[/dice:ly9zq4h9]
    Wild: [dice:ly9zq4h9]65378:1[/dice:ly9zq4h9]
    • Ace: [dice:ly9zq4h9]65378:4[/dice:ly9zq4h9]
    Result: 8 - Success with Raise.
    • A Forest Runner in its natural form can breathe a green poisonous cloud using the Cone Template, or arc a Medium Blast Template sized cloud up to 18” (36 yards) distant (see Breath Weapons in Savage Worlds). The poison vapor acts as a supernaturally potent irritant similar in effect to tear gas. Those caught in the area of effect without self-contained breathing and complete eye and skin protection (like Environmental Body Armor) must check Vigor at – 4 with a raise or be Stunned.
Boost Fighting - Psionics 13
Boost Fighting (-2 due MaP, +2 due Spending 4 Extra ISP)
  • Psionics: [dice:ly9zq4h9]65378:2[/dice:ly9zq4h9]
    • Ace: [dice:ly9zq4h9]65378:5[/dice:ly9zq4h9]
    Wild: [dice:ly9zq4h9]65378:3[/dice:ly9zq4h9]
    Result: 13 - Success with Raise.
    • Fighting is increased by 2 dice from d6 to d10. 5 ISP.
Taking a deep breath in, Tiny Tim breathes out another toxic cloud down the tunnel towards the incoming Xiticix. Looking down the tunnel and seeing all the incoming Xiticix, Tiny Tim concentrates for a second and draws upon his inner knowledge. He is now more in touch with his body and will be better able to defend himself.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 20/20
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (1d10) in Human Form
Toughness: 32 (18) in Dragon Form, 18 (10) in Human Form
Parry: 5
Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 4/3
Base Amount
+1 due to Interlude

User avatar
Tex Arcana
Posts: 39
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Two: Go West!

Post by Tex Arcana »

Crouched behind the rock, Tex drops his last chunk into the bag. He puts his tools back in the bag and slings it over the shoulder. While doing this, he says to his team down in the hole. "Boys and girls, you've done a great job down here, but it's time to go. Fall back to my position, I am teleporting us out of here!" (next round teleport out)

User avatar
Erebus Caine
Posts: 35
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Two: Go West!

Post by Erebus Caine »

IRMSS Healing 13
-3 Wounds
Healing [dice:145tlbw0]65663:0[/dice:145tlbw0]
Wild [dice:145tlbw0]65663:1[/dice:145tlbw0]
Benny to reroll
Healing [dice:145tlbw0]65663:2[/dice:145tlbw0]
Ace [dice:145tlbw0]65663:4[/dice:145tlbw0]
Wild [dice:145tlbw0]65663:3[/dice:145tlbw0]
Edge of Hivelands
Afternoon
Round 3

Caine grunted as the ghostly dog dragged him to the Mammoth. “Thanks,” the sniper grunted. He ducked around into cover behind the vehicle and sagged against it. He hit the controls for the IRMSS on his chest plate and grunted as he felt the flood of healing nanobots enter his bloodstream. He sighed in relief as the pain ebbed away.
Turn
Free Action:
Maneuvering: Evade (free action) -2 to hit
Action: IRMSS activation
***

IRMSS: +2 Healing (24 hrs)
Bumps and Bruises: -2
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 0/3
Rifle Ammo: 60/60
  • 2 x spare long clips 30 each
Pistol Ammo: 20/20
  • 2 x spare short clips 20 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d8
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).

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Icosa
Silver Patron
Silver Patron
Posts: 608
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Two: Go West!

Post by Icosa »

Icosa attacked the xiticix that had come in close to her, trying to clear a path for withdrawal...both herself, and Mars. Her blades did not have the sheer ferocity that Mars brought to bear, but the silvery metal still pierced exoskeletons and brought gouts of strange, alien ichor and innards spilling forth. Inwardly, Icosa lamented the lack of time to take proper samples, and the inability to ship those samples back to the Republic. An oversight perhaps? Well, she could transmit her logs of the encounter at least. She took some care to observe as much as she could.

Then she moved back away from the insectoid warriors, towards Tex.

Rolls: 9 for 14 AP 8 and 8 for 15 AP 8
Fighting [dice:2spizln0]65736:0[/dice:2spizln0] or [dice:2spizln0]65736:1[/dice:2spizln0] for [dice:2spizln0]65736:2[/dice:2spizln0] plus [dice:2spizln0]65736:6[/dice:2spizln0] vs Big Guy if he's still standing after MARS, or a Little Guy if not.
AND
Fighting [dice:2spizln0]65736:3[/dice:2spizln0] or [dice:2spizln0]65736:4[/dice:2spizln0] for [dice:2spizln0]65736:5[/dice:2spizln0] plus [dice:2spizln0]65736:7[/dice:2spizln0] same targeting priority

Movement may well incur some attacks from anything still standing nearby her.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

Character Name: Alecto
Rank: Seasoned Experience: 45 Advances Left: 0
Race: Android
Iconic Framework: MARS Techno Warrior
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d10 (d12+2), Vigor d8
Charisma: +2; Pace: 6 (8); Parry: 6 (9); Toughness: 11 (+2 in armor, and +7 armor)

Race Package:
Adaptable (2)
Construct (8)

Outsider (-1) (Applies when true robotic nature is revealed)
Distinctive (Concealable; a Wound reveals) (-1)
Restricted Path (No ISP/PPE) (-2)
Wanted (Major) (-2) (CS, Federation would destroy immediately; also mysterious creating faction hasn't forgotten her)
Dependency (Power) (-2)

Skills: 15 (5 fight/shoot/throw)
Shooting 1d10
Fighting 1d8 (1d12+2)
Investigation 1d6
Persuasion 1d6
Stealth 1d8
Streetwise 1d8
Notice 1d8

Hindrances
Clueless (Major - Is rebuilding knowledge of the world after having suffered near-total memory loss)
Stubborn (Minor - Has great confidence in ability to calculate outcomes; tends to reject counterarguments)
Cautious (Minor - Always wants to plan for every contingency; cover every angle)

Edges
Adaptable: Attractive
Upgradable
Brawny (+1 Toughness, 8x Str carrying)
Brave (+2 vs fear)
Ambidextrous (ignore offhand penalty)
Rich (5000creds at start, 2 rolls on gear tables)
Filthy Rich (20,000 at start, 3 more rolls)
Quick Draw (draw weapon as free action, +2 to Agility to fast-draw)
Two-Fisted (ignore multi-action penalty for using off hand)
Level-headed (draw two initiative cards and use best)
Sweep (Make single Fighting attack and apply to all adjacent targets at -2)
Rock and Roll (Ignore recoil penalties on full-auto shots)
Strong Willed (+2 to Taunt and Intimidate; +2 on Tests of Wills)
Elan (+2 on rolls resulting from using a Benny)
Improved Sweep (Fighting attacks made with Sweep suffer no penalty)

Upgrades (Cybernetics): (Max Strain: 12)
Core Electronics (1)
* Interface jack: +4 Repair or Common knowledge for linked equipment, 20 mile radio
Optics Package (1)
* +2 sight Notice, IR/Nightsight, 50x distance/20x macro, +2 vs blinding, record images
Reinforced Frame 2 (2)
* +4 Toughness
Enhanced Vigor 1 (1)
* +1d Vigor
Cyber-Wired Reflexes 1 (1)
* +1d Agility
Wired Chip Port (1)
* 4d skill chip (Fighting)
Targeting Eye (1)
* +2 Shooting on calibrated weapons
Nano-Repair System (2)
* Heal 1 Wound/day, +4 vs Bleeding Out
Built in Weaponry (1)
* 1 Vibroblade (purchased: 13,500)

Gear
Wilk's 237 Laser Pistol (2d6+1, AP4, RoF 1, 16eclip, 15/30/60, semiauto)
JA-11 Laser Rifle (3d6 laser or 3d6+1 ion, AP2, RoF 1, 60eclip, 30/60/120, can do MD for 10x shot power +snapfire, reduces range penalties by 2)
Vibro-Sword (Str+1d10 MD)
NG-E4 Plasma Ejector (3d10 MD, no AP, RoF 1, 12eclip, 24/48/96, snapfire, affects least-armored location, can ignite)
NE-85 Personal Rail Gun
Range: 70/140/280
Damage: 2d10+4
RoF: 3
AP: 4
Shots: 20
Weight: 60 lbs
Cost: 75,000
Notes: Mega Damage, no Snapfire penalty. Shots listed are number of full bursts.
SFD Huntsman Armor (+3 armor mod)

The Fury - Signature Item
Exoskeleton Body Armor
+2 toughness, +9 armor
Pace +2
Str 1d12+2
Full environment
Loudspeaker, 10 mile radio, laser rangefinder, nightvision
Min str d8
96 hours operation on full charge

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations

User avatar
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2451
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Two: Go West!

Post by Venatus Vinco »

Swarmed
Status wrote:
  • An incoming swarm!
  • Radiation- Anyone without EBA, or magical protection, include a Vigor roll with each post while investigating or entering the hole. Failure results in a level of Fatigue.
  • Electronic Interference: The topside and underground teams cannot communicate via radio.
  • Vehicle Fatigue: None.
Ajax, Phoenix, William, Caine
Ajax shows why juicers are fearsome lords of war as he opens up on full auto with his NG-303 Rail Gun. He manages to mow down about half of the nearest swarm single handedly. His rail fun is quickly followed by chattering from the Mammoth reducing the swarm by half again. Having cleared the air a little, Caine and Huxley get aboard the Mammoth and Caine activates his IRMSS. The nanites go immediately to work sewing up his insides and stabilizing him almost instantly. Phoenix stands ready near the hole to blow it once the team gets clear.
Quick Encounter
Shooting to keep the bugs at bay. Repair for Phoenix to detonate when the group gets to the surface.
Icosa, Tex, Mars, Tiny
As the battle beneath the earth rages on Mars goes full on berserk on the Super Warrior s;ashing and shooting with aclarity. The big bug staggers back, the effect of the blow and the alien radiation taking their toll. It looks badly injured. Toward the entrances Tiny uses his noxious halitosis to slow the oncoming reinforcements while getting ready for the inevitable onslaught. His attack is very effective against the already weakened bugs. Slowing them further and stopping a few in their tracks. Icosa cuts down two more warriors buying the group a little breathing room to regroup around Tex as he signals the retreat.

Despite their efforts, more Xiticix swarm into the room. It seems they have an endless supply.
Dangerous Quick Encounter
Fighting for the group, Spellcasting for Tex. 1 success per player needed to hold off the bugs and teleport to the surface.
NG-AT46 Mammoth APC
Image
  • Size: 8 (Huge)
  • Handling: +0
  • Top Speed: 90 MPH
  • Toughness: 46 (24)
  • Crew: 5+20
  • Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!

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Mars
Posts: 53
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Two: Go West!

Post by Mars »

Fighting 4, 1 Success
Fighting [dice:20lqnl69]65774:0[/dice:20lqnl69]
Wild [dice:20lqnl69]65774:1[/dice:20lqnl69]
Mars slashes savagely with her sword again and again, beating on the carapace of the Super Warrior and chopping off limbs.

Through the haze of battle, she recognizes the value of a tactical retreat, and lets out another scream of fury as she falls back.

"Come on, bugs! Get yours!"
Mars
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 17(7) w/o tactical plates |20(9) w/tactical plates | 22(9) when Losing It (Notes: add +2 Armor vs arcane powers and effects AND reduce damage from arcane powers and effects by 2)
Edges/Notes: Arcane Resistance; Quick; Vulnerable after Wild Attacks (when in Losing It state)
Mars Character Sheet

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