Day 42: This is the end

"I will show you fear in a handful of dust" T.S. Eliot
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Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

Day 42: This is the end

Post by Tribe of One »

As the cloud of dust and lightning outside draws closer, the members of the 18th impose something resembling order on what had been a battlefield inside the Leviathan.

Vance is searched and secured, hung upside down and readied for interrogration by Tito or whoever else decides to take a turn, but most attention initially is on Stella, who Silverclaws deposits along with Holt Turner in a protected passenger compartment.

The angelic saloon girl appears physically unharmed, but remains unconscious. A dull golden light seems to pulse below her skin in time with the ugly red runes glowing on the iron collar around her neck.

Jack tries everything he can think of to get the collar off her neck but it doesn't budge. At a loss, he rocks back on his heels and pulls out something like looks like a silver railroad spike, almost a foot long, offering it up for examination by Orrin along with the collar.

The metal-skinned mage takes a close look at both. The iron collar is ancient and obviously powerful, if it's capable of containing someone like Stella, whose arcane ability was on display during the Coalition attack on Black Mesa. Orrin can't decipher the runes, though the symbols remind him somewhat of old Slavic alphabets. Before the Battle of Marron, they'd heard rumors that the sorcerer and his cossacks had come to the West from the other side of the world, where warlords battled over the remains of the old Russian empire. And hadn't there been a legend about an old Russian demon-god, Koschei, who'd been bound for a time with an iron collar? In that tale, a tuning fork of black metal had been used to control the collar. But the fork used by Holt Turner, later recovered from Vance, was silver, and seemed to lack the power to release the collar.

The silver spike, meanwhile, seems to be some sort of dimensional anchor, capable of counter-acting any kind of magical movement nearby -- including planar travel -- when planted in the ground. Who knows how it came into Jack's hands ... but it could prove useful if the group wishes to prevent any confrontation from ending prematurely.

Seeing it, Vance pipes up: "I don't think this is the sort of tango you want to prolong. Like I said, you shoulda run when you had the chance. You ain't seen half of what he's capable of. Pure evil. And that sort of awfulness don't get put down by being good and thinking you're heroes."

He refuses to say more, stating matter-of-factly that he's "dead either way."

"Dead man walking, same as you. Least I have the sense to say so."

Seswarick begins organizing some of the techno-wizards and others in the rear cars to help mount some sort of defense. They pull weaponry and defense systems from the walls, retrofitting it on the spot for personal use, and disarm the remaining Combine soldiers. Whenever anyone bristles at taking orders from the birdman, Evelyn James, the trade rep from the Baronies, steps in with a sharp word.

"These legionnaires have saved your bacon once already today, don't put a hitch in your giddyup when they're offering to do it again," she says, promising to get someone on the radio to call in coordinates for Emmett Brown.

As the passengers prepare for war, Rill and the others finally manage to bring Stella out of her stupor. Her eyes open suddenly, blazing with golden light, but calm quickly, settling into the kind, smiling gaze she wore all those days ago in the Sidewinder.

"Oh, you sweet, darling souls," she says, her smile weak but genuine. "You didn't have to come all this way for little old me -- but I am ever so thankful you have."

Her gaze darkens momentarily. "I fear the one who holds the other end of this chain, and what he plans to do when he comes to collect ...

She gestures to the iron collar, grimacing as if it pains her.

"I'm in his power as long as this is on. Can't get it off myself, or oppose him directly," she says. The smile returns, bright as a sunrise, warm as the oven in a kitchen filled with the people who love. "That don't mean I'm a wilting damsel. I'll just have to trust you all to work out this particular puzzle on my behalf."

As she smiles, golden light fills the train car. Your wounds vanish, your despair lifts, and you find your catching a second wind. For a moment, you think you see a different woman's face floating behind and alongside Stella's, an ivory-skinned woman with the horns of a cow extending from her forehead. When you blink, the image vanishes, but the feeling remains.

"I tell you what, if y'all figure a way out of this mess, drinks at the Sidewinder are on me," she says.

[All Wounds and Fatigue are removed, PPE/ISP refills fully and Bennies are restored.]
Stella.jpg
As the golden glow fades, the windows rattle as the storm winds outside reach the train, then recede. As the dust settles, the approaching force emerges.

Numbering close to 30, the majority are soldiers -- a mix of the savage cossacks you battled in Marron alongside hooded mystics armed with dire-looking glaives and other weapons of an arcane nature.

Inevitably, your eyes are drawn to the center of the group, where a small circle surrounds a trio of imposing figures.

One you recognize -- the fallen cyber-knight, Ronin. Clad again in dark armor, Sir Blurre's sister appears to have recovered from their previous confrontation within Marron's walls.

Ronin
Ronin.jpg
Belatedly, you realize that the brutal cyborg towering next to her is another former foe -- Cassius, the D-bee warlord Silverclaws dismembered at the Battle of Marron. Even mounted in a new cyborg body, his voice is unmistakable as he yells a challenge.

"Those metal walls ain't gonna save you from this reckoning!" he yells, punctuated by the grinding buzz of the whirling sawblades mounted on his new body. "Let's see who gets carved up now!"

Cassius
Cassius.jpg
Cassius.jpg (65.38 KiB) Viewed 5947 times
Cassius falls immediately into silence after a whispered word from the third figure, whose form is obscured by a dark, heavy robe from which various cables and chains emerge. From within the shadowed cowl, eyes like glowing coal stare out.

Other cloaked forms move around the Shibboleth as he steps forward. His voice, when it comes, scrapes and echoes in your ears like a rockslide.

"I won't waste time on introductions. You have something that belongs to me. You will return it. If you do so promptly, you and those with you will leave here alive. Oppose me, and your deaths will be slow and unpleasant. Many will suffer, and the end will be the same."

He lays his hand on the head of the closest hooded figure, pulling back the cloth to reveal the face of a child, perhaps 10 or 12. As you watch, the four other nearby figures pull back their hoods to reveal similarly young faces. With growing horror, you trace the cabling that emerges from the backs of their necks to the cables that run into the Shibboleth's own armor.

You imagine the cloaked sorcerer smiling like a shark as he meets your gaze with his own baleful gaze.

"Innocence holds such power and potential," he says. "It would be a shame to see it wasted."

Shibboleth.jpg


You're up! Feel free to parlay or prepare, ask questions or make plans. Include appropriate skill rolls if you're seeking additional information. Social skills may be used to gain advantage here, but you're likely not going to be able to talk yourself our of the confrontation altogether. I'll roll initiative when you're ready for combat, which is likely to involved some combination of regular combat and dramatic task(s).
GM Bennies: 8/8

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Sir Blurre
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Re: Day 42: This is the end

Post by Sir Blurre »

Blurre, seeing the arrangement with the cables and the children, crouches down near Stella, murmuring. "Miss Stella, I'm looking forward to that drink. Do you know if cutting those cords will free the children, or kill them?"
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Silverclaws
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Re: Day 42: This is the end

Post by Silverclaws »

Sir Blurre wrote:
Fri Dec 13, 2019 2:28 pm
Blurre, seeing the arrangement with the cables and the children, crouches down near Stella, murmuring. "Miss Stella, I'm looking forward to that drink. Do you know if cutting those cords will free the children, or kill them?"
"Looks like he is using the children as body shields. Although he is likely what six feet tall and these children are maybe four feet high. I could be wrong but that leaves the upper torso and head exposed."

"The question that comes to mind with him chained to those kids, what does that do to his mobility?"
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

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Seswarick
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Re: Day 42: This is the end

Post by Seswarick »

Silverclaws wrote:
Fri Dec 13, 2019 5:25 pm
Sir Blurre wrote:
Fri Dec 13, 2019 2:28 pm
Blurre, seeing the arrangement with the cables and the children, crouches down near Stella, murmuring. "Miss Stella, I'm looking forward to that drink. Do you know if cutting those cords will free the children, or kill them?"
"Looks like he is using the children as body shields. Although he is likely what six feet tall and these children are maybe four feet high. I could be wrong but that leaves the upper torso and head exposed."

"The question that comes to mind with him chained to those kids, what does that do to his mobility?"
"A good question Silver. And the children will no doubt be less able to resist things that stun or tie down the target... his voice trails off in thought as his brow furrows. Then his looks to @Orrin "This key to the ladies binding, it is a powerful mystic item presumably and therefore detectable? If we can get him bound or distracted maybe Jack could lift it telekinetically and free her."
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Jack 'Bullet' Jones
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Re: Day 42: This is the end

Post by Jack 'Bullet' Jones »

Jack sniffs and sneers a bit at Vance. "You might be a dead man...well, danglin', but my paw always said, 'a stuck pig ain't dead 'til he quits kickin'. Ah reckon we got a little more kick left in us'n you might wager." He offers a punctuation in the form of a firm telekinetic pat across the side of the head, just enough to rub Vance's nose in his current predicament.
"Now, 'bout this..." He stops short as Stella's musical voice calls him back from his taunting. His eyes light up and a smile breaks across his face when she speaks. "Stella, darlin', ah...ah'm damn sorry ah let this happen to ya. If'n it's my life that's the cost, ah'll see you free." He tips his hat, eyes still affixed to the collared angel, even as the three foul figures emerge and begin their taunts. He tops off the chambers of his hellfire hand cannon and other weaponry, preparing for a titanic battle, and still doesn't bother to look away. "Ah'm gonna put that pox-ridden sumbitch down fer what he's done." Finally, he turns to assess their situation. His face goes to stone as he sees Shibboleth reveal his macabre collection of slaves. "Ah'm stampin' his ticket straight ta hell with a head full'a steam. No stops."
Intimidation
Intimidation
[dice:1cib6e4b]61317:0[/dice:1cib6e4b]

WD Intimidation
[dice:1cib6e4b]61317:1[/dice:1cib6e4b]
Ace WD Intimidation
[dice:1cib6e4b]61317:2[/dice:1cib6e4b]
2nd Ace WD Intimdation
[dice:1cib6e4b]61317:3[/dice:1cib6e4b]
Jack stands tall, his bellow bolstered by the communications band wrapped carefully around his hat. He leans out the window, his challenge ringing out clear enough for anyone with ears to hear. "Y'all done stepped in steer shit thicker than thistles under a desert horse's saddle. Maybe yer cursed boss didn't tell ya 'bout what we did to the last bunch what come against us with bad intentions. Well, ah'll lay it out. We put 'em all down. Down to the last one. Fed some to the sand sharks. Now y'all ride with someone who done some real evil to someone we care about, an' he's totin' kids ta drain their lives from their innocent bodies. Ah will not abide that carrion bird's continuin' existence. He's dead, but that chariot just ain't picked him up yet. Y'all got yerselves one last chance. Pull yer horses to a stop. About face and ride off. We'll let y'all go. Don't fool yerselves. Keep ridin' this way, and so help me, God Almighty and his four horsemen won't lay worse judgment on yer heads than we will. Ah will personally escort every single one of y'all straight to the infernal gates. Ah've been there 'afore an' ah know the way, an' ah know what's waitin' fer each of ya if ah'm sendin' ya. You don't want no parts of that. Believe you me." He pulls his hat just a little lower on his brow, and spits into the dirt. "Go on now. Git." He points towards Shibboleth. "'cept you. You stay. You end today."
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature

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Silverclaws
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Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 42: This is the end

Post by Silverclaws »

"I think that this Shithead fellow," points out to the trio, "Is some sort of fear monger."

"As long as the children are fearful all is well and he gets his jollies from harming innocents."

"What if we created some negative feedback for him by calming the children down or even making them laugh."

"Somebody on this train should be able to talk to animals. Call up some praerie dogs to play with the children. That way He Who Looks Like Week Old Crap In the Desert Sun is bound by the children playing."

Silver heads to the last car of the train, where the auto turrets were disabled. "I am setting up a sniper's nest and this," he holds up the Magma Long Barrel Rifle, "will be my first round of justice."
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

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Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 42: This is the end

Post by Kim Black »

New Mexico/Crystal Caverns
Afternoon
Day 41
Round 0

“Oh my God…” Kim stared with shock and disgust as this Shibboleth character. “And didn’t we kill that guy already?” She went through her gizmos. “I can handle the binding him,” she said, pulling out her ocarina and deploying her Starfire cannon on her shoulder again. “Do we have any really big guns on this train someone could get into? A turret or something? Heavy firepower?”

***

Vigor: d12+3 (Orrin)
Pace: 8
Agility: d10
Dispel Device (12/12 PPE)
Quickness Device (17/17 PPE)
Healing Device (12/12 PPE)

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 35/25
Bennies: 3/3
Arcane Machinist (3/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2
Combat Ace: Ignore MAP for Piloting and Shooting in the same turn.

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

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Sir Blurre
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Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 42: This is the end

Post by Sir Blurre »

Blurre looks to Kim. "I suspect all the weapons require a power-source, and with Stella free..." The cyberknight shrugs.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Orrin Truthseeker
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Re: Day 42: This is the end

Post by Orrin Truthseeker »

Orrin's relief at Stella's awakening and the accompanying in-rush of power burns away and is replaced by a smoldering anger at Shibboleth's appearance with his horrific contraption. It seems Shibboleth is as even worse than Vance made him out to be, if he dabbles in methods for syphoning the power from the very souls of children.

"Try and keep him talking" Orrin says to the others, as he turns his mystic gaze on the dark practitioner to try to understand the workings of his protections. "And @Seswarick , see if you can jam this spike into the ground somewhere discreet... It will keep anyone from using arcane means to leave the area. We don't want this monster getting away"

Knowledge Arcana 5
Bonus: +2 armor
Knowledge Arcana [dice:1pvr1drr]61539:0[/dice:1pvr1drr]
Wild [dice:1pvr1drr]61539:1[/dice:1pvr1drr]

Let me know if you would like me to re-roll for exalted detect arcana. Orrin activated it to inspect the collar and device.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature

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Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: This is the End

Post by Tribe of One »

A rumble of unease runs through the ranks of the mystics and cossacks arrayed against you as Jack concludes his speech. No one turns tail and runs -- their fear of the Shibboleth is far too great for that -- but they've been shaken by the psi-slinger's threats, that's for sure. [Any actions Jack or any of his allies take against the cossacks and mystics in the coming round are at +2]

The Shibboleth and his lieutenants, Cassius and Ronin, appear unswayed by the threats. The fallen cyber-knight manifests her psi-sword and psi-shield but makes no other move; the re-built warlord continues hurling curses and brandishing his buzzsaw blades until silenced by a word from the robed sorcerer.

The Shibboleth takes another step forward, the children moving with him in choreographed silence. With his arcane sight, Orrin can clearly see the symbiotic energies running up and down the rune-marked cables that emerge from the wizard's robes and slot into the base of each child's skull. In addition to using the children as physical human shields [-2 cover penalty], the Shibboleth would appear able to use the diabolic apparatus to transfer any wounds or debilitating conditions to his five captives, rather than suffering them himself.

Merely severing the cables would almost certainly kill the children ... but Orrin thinks there might be a way to briefly disrupt the connection, interrupting the lethal feedback loop just long enough for a carefully coordinated attack to sever the cabling on the physical plane.

As if reading Orrin's thoughts, the Shibboleth retreats back into the crowd, waving his warriors forward.

"Enough prattling monologues ... I will take what is mine, and your souls in the bargain. Kill them."

Cossack attack.jpg

Initiative
Silver (Level-Headed) [dice:1kzxkkzr]61659:0[/dice:1kzxkkzr] [dice:1kzxkkzr]61659:1[/dice:1kzxkkzr]
Blurre [dice:1kzxkkzr]61659:2[/dice:1kzxkkzr]
Kim [dice:1kzxkkzr]61659:3[/dice:1kzxkkzr]
Orrin [dice:1kzxkkzr]61659:4[/dice:1kzxkkzr]
Rill [dice:1kzxkkzr]61659:5[/dice:1kzxkkzr]
Seswarick [dice:1kzxkkzr]61659:6[/dice:1kzxkkzr]
Jack (Quick) [dice:1kzxkkzr]61659:7[/dice:1kzxkkzr]
Tito (Level-Headed) [dice:1kzxkkzr]61659:8[/dice:1kzxkkzr] [dice:1kzxkkzr]61659:9[/dice:1kzxkkzr]

Bad Guys (Imp. Level-Headed) [dice:1kzxkkzr]61659:10[/dice:1kzxkkzr] [dice:1kzxkkzr]61659:11[/dice:1kzxkkzr] [dice:1kzxkkzr]61659:12[/dice:1kzxkkzr]

Jack pulls a Joker! But the Bad Guys pull two Aces ...
Jack draws a Joker! All PCs gain a Benny, and Jack is +2 to all rolls and damage for the round. Unfortunately, your team couldn't beat the Ace pulled by the Shibboleth's forces, so they go first.

Rolls
Cassius aids the Attackers with Shooting (1d12+2, -2 for defenders' cover)
Shooting [dice:1kzxkkzr]61659:13[/dice:1kzxkkzr]
Wild [dice:1kzxkkzr]61659:14[/dice:1kzxkkzr] = Ace! [dice:1kzxkkzr]61659:17[/dice:1kzxkkzr] Forgot the +1 from twin-linked, which makes it a 12, so +3 for the Bad Guy Mooks

Bad Guy Mooks attack defender mooks, doing it as a single roll, treating the whole group as a Wild Card; 1d10 Shooting, +2 for ion, -2 for defender's cover, +3 from Cassius
Shooting [dice:1kzxkkzr]61659:15[/dice:1kzxkkzr]
Wild [dice:1kzxkkzr]61659:16[/dice:1kzxkkzr]

Defenders roll (1d8, +2 from Jack's Intimidation, +2 Machine Maestro)
TW [dice:1kzxkkzr]61659:18[/dice:1kzxkkzr]
Wild [dice:1kzxkkzr]61659:19[/dice:1kzxkkzr]

Defenders get a Hit against the Blue Hand. 3d6 damage vs. 14 (6) toughness
Damage [dice:1kzxkkzr]61659:20[/dice:1kzxkkzr] = Ace! [dice:1kzxkkzr]61659:21[/dice:1kzxkkzr] = No damage


Shibboleth casts Exalted Quickness, then Greater Deflection and Greater Armor in second round of actions; 1d12+2 Spellcasting.
Ex Quickness
Spellcasting [dice:1kzxkkzr]61659:22[/dice:1kzxkkzr]
Wild [dice:1kzxkkzr]61659:23[/dice:1kzxkkzr]
GDef
Spellcasting [dice:1kzxkkzr]61659:24[/dice:1kzxkkzr]
Wild [dice:1kzxkkzr]61659:25[/dice:1kzxkkzr]
GPro
Spellcasting [dice:1kzxkkzr]61659:26[/dice:1kzxkkzr]
Wild [dice:1kzxkkzr]61659:27[/dice:1kzxkkzr]

Ronin moves, casts Quickness, then moves again and casts Deflection; Psionics 1d10
Quickness
Psionics [dice:1kzxkkzr]61659:28[/dice:1kzxkkzr] = Raise
Wild [dice:1kzxkkzr]61659:29[/dice:1kzxkkzr]
Deflection
Psionics [dice:1kzxkkzr]61659:30[/dice:1kzxkkzr] = Raise
Wild [dice:1kzxkkzr]61659:31[/dice:1kzxkkzr]
Cassius rolls forward and provides covering fire with his plasma cannons as the Shibboleth's warriors surge forward, firing into the stalled Leviathan with their ion rifles and blasts of magical force. The defenders, counter-attacking from the cover of the engine's armored cars, seem to have the upper hand, though their scavenged TW weapons don't do much to thin the ranks of the attackers.

The sorcerer himself moves with the vanguard, weaving a series of spells: first one that grants him supernatural celerity, followed by two warding spells that cloak him and his charges in multiple layers of protection.

Ronin, too, moves with unnatural speed, her form a blur as she charges forward and leaps onto the top of the engine, out of sight.


You're up!

Each PC can choose ONE of the following three options:
  • Take a normal round of actions, such as shooting or spellcasting, targeting either the Shibboleth, Ronin or Cassius. All normal combat rules apply; see below for relevant stats and conditions.
  • Free the children from the Shibboleth's grasp. This is a two-track dramatic task: First, the arcane siphons connecting the five children to the sorcerer must be neutralized. Doing so requires an arcane skill check at -2 (or -4 if using a skill other than Spellcasting) and the expenditure of 10 PP; each success neutralizes the connection to one child for a round. Once a connection is neutralized, a child can be freed with an appropriate skill check (Fighting, Shooting, or even something like Psionics with telekinesis) at -4 (like a Called Shot); each success frees one child.
  • Help the passengers fight the Blue Hand. Use any appropriate skill check; each success grants the passengers a +1 bonus to their opposed check vs. the raiders, as well as +1 to any soak or damage rolls that result. I'll hand the roll for the defenders, who are treated as a single Wild Card, vs. the single Wild Card for the Shibboleth's mooks.


Combat Statistics (all three are Wild Cards)
Cassius: Size +4; Parry 9; Toughness 36 (20) MDC; Has Improved Arcane Resistance and Construct immunities
Ronin: -4 to hit from Deflection, additional -2 to hit if targeted with tech attacks; Parry 14; Toughness 24 (14) with Psi-Shield; Has First Strike if anyone engages in melee
Shibboleth: -2 cover from the kids and -6 to hit from Greater Deflection; Parry: 7; Toughness: 31 (13) MDC with Greater Protection active; Wounds and negative status effects transferred first to children.
GM Bennies: 8/8

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Kim Black
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Posts: 278
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Location: Wheaton, IL

Re: Day 42: This is the end

Post by Kim Black »

Exalted Quickness on Blurre 9; Raise; take 2 complete turns, ignore 2 points of MAP, redraw any initiative lower than 8
+2 Machine Maestro
Techno-Wizardry [dice:5a0tmn2q]61719:0[/dice:5a0tmn2q]
Wild [dice:5a0tmn2q]61719:1[/dice:5a0tmn2q]
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

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Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 42: This is the end

Post by Kim Black »

New Mexico/Train
Afternoon
Day 41
Round 1

Kim prepped one of the devices she had built as the Blue Hand approached. She slapped a crystal against the back of Blurre’s neck, which then shot wires into his spine. He felt a surge of adrenaline and quick firing nerve endings.

“Go get her,” Kim told Blurre. “And save those kids!”
Blurre
Blurre has Exalted Quickness
***

Exalted Quickness on Blurre (3r; 2/r)

Vigor: d12+3 (Orrin)
Pace: 8
Agility: d10
Dispel Device (12/12 PPE)
Quickness Device (9/17 PPE)
Healing Device (12/12 PPE)

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 35/25
Bennies: 4/3
Arcane Machinist (3/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2
Combat Ace: Ignore MAP for Piloting and Shooting in the same turn.

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

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Orrin Truthseeker
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Re: Day 42: This is the end

Post by Orrin Truthseeker »

Before the battle begins in earnest, Orrin explains what he can see about the Shibboleth.

"It looks like any harm he takes will get transfered to those children. We will need to free them first. But don't just cut the cables, that would kill them." Orrin struggles to keep his voice neutral as he explains the horrific set-up. "However, I think I can neutralize the spells that connect him to the children long enough for you to free them. Some of you might be able to too, though it may be a bit more difficult since your are familiar with our particular arcane art. Just be ready to cut those cables when I give the go ahead."

Either he has supernatural hearing or just recognizes when the enemy is forming a plan, because Shibboleth melts back into the crowd and orders the attack shortly after Orrin finishes.

It moments, the train and the desert around it become a chaotic mess. Lasers, plasma, and the occasional rocket pound into the train, which itself holds up surprisingly well considering it has lost its primary power source. Orrin, takes cover, tracking the Shibboleths movements. Unsurprisingly, his first focus is on protecting himself, benefits he doesn't extend to any of his followers. Orrin watches for a moment when he seems distracted and weaves his own dispeling spell.

Removing connection - 2 successes
Bonus: +1 armor, +1 staff, -2 scene
Spellcasting [dice:2i3icd26]61724:0[/dice:2i3icd26]
Wild [dice:2i3icd26]61724:1[/dice:2i3icd26]
The spell forms and disolves the weaving on the cables between the Shobboleth and a couple of the children "Blurr, Jack, do it now! The red-headed boy and the small girl to his right are safe to free!"
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Tribe of One
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Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: This is the end

Post by Tribe of One »

As Sir Blurre's reactions speed up in response to Kim's device, he feels something else: a presence in his mind, sharp and jagged but familiar all the same.

You should have given up on me, Turtle, but I'm glad you didn't, Ronin -- Runnin -- speaks into his mind, as if telepathy was a new and somewhat painful ability. I can help you, if you'll let me. He must be stopped, but he is so strong ... once he establishes a connection to the entity, he'll escape. We must strike now. I know you want to save the children, but they're already dead. It's not your fault -- but it will be if you fail to act. If we both strike now, we can kill him.
GM Bennies: 8/8

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Sir Blurre
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Re: Day 42: This is the end

Post by Sir Blurre »

Lots of Speed-Psi, Spent two bennies, Cut two cables, Intimidate 11 vs. Shibby, Full Defense finisher
Starting Stats: Parry 11 (-2 to be hit by technology, -1 to ranged attacks); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
60 ISP
5 Bennies

QTurn1 Actions:
Activate Boost Trait/Psionics (Free action)
Activate Speed (Free action)
Activate Deflection (Free action)
Activate Boost Trait/Fighting (Free action)
Run to Shibboleth (No penalty if combined with Melee Attack)
Attack first cable (Wild Attack)
Attack second cable (Wild Attack--MAP negated by EQ)

Boost Trait/Psionics (6 ISP, +2 to roll via MajorPsi)
Boost Psionics [dice:mi20gt6m]61732:0[/dice:mi20gt6m]
Wild Psionics [dice:mi20gt6m]61732:1[/dice:mi20gt6m] ACE [dice:mi20gt6m]61732:2[/dice:mi20gt6m]
Skill Die 1, Brainburn; Shaken, burn bennie to remove Shaken
Raise on the Wild Die, +2 DT to Psionics, now a d10

Speed (6 ISP, +2 to roll via MajorPsi)
Speed [dice:mi20gt6m]61732:3[/dice:mi20gt6m]
Wild Psi [dice:mi20gt6m]61732:4[/dice:mi20gt6m]
EE/E Bennie: [dice:mi20gt6m]61732:5[/dice:mi20gt6m]
Raise: x2 movement, Run = Free Action

Deflection (6 ISP, +2 to roll via MajorPsi)
Deflection [dice:mi20gt6m]61732:6[/dice:mi20gt6m]
Wild Psi [dice:mi20gt6m]61732:7[/dice:mi20gt6m]
Raise: -2 to be hit

Boost Trait/Fighting (6 ISP, +2 to roll via MajorPsi)
Boost Fighting [dice:mi20gt6m]61732:8[/dice:mi20gt6m]
Wild Psi [dice:mi20gt6m]61732:9[/dice:mi20gt6m]
Raise: +2 DT Fighting = d12+3

Cut Cable 1(Wild Attack, Parry -2, Attack +2 hit/damage, -4 scene penalty, net roll d12+1)
Fighting [dice:mi20gt6m]61732:10[/dice:mi20gt6m]
Wild Fighting [dice:mi20gt6m]61732:11[/dice:mi20gt6m]

Cut Cable 1(Wild Attack, Parry -2, Attack +2 hit/damage, -4 scene penalty, net roll d12+1)
Fighting [dice:mi20gt6m]61732:12[/dice:mi20gt6m]
Wild Fighting [dice:mi20gt6m]61732:13[/dice:mi20gt6m]

QTurn2 Actions (Parry resets):
Boost Trait/Intimidate (Free Action)
Intimidate Shibboleth
Full Defense to boost Parry (No MAP due to EQ)

Boost Trait/Intimidate (6 ISP, +2 to roll via MajorPsi)
Boost Intimidate [dice:mi20gt6m]61732:14[/dice:mi20gt6m]
Wild Psionics [dice:mi20gt6m]61732:15[/dice:mi20gt6m]
Success = +1DT = 1d8+2

Intimidate [dice:mi20gt6m]61732:16[/dice:mi20gt6m]
Wild Intimidate [dice:mi20gt6m]61732:17[/dice:mi20gt6m] ACE [dice:mi20gt6m]61732:20[/dice:mi20gt6m]

Full Defense [dice:mi20gt6m]61732:18[/dice:mi20gt6m]
Wild Fighting [dice:mi20gt6m]61732:19[/dice:mi20gt6m]
Parry 12 (before Shield) until next action

Final Stats: Parry 14 (-2 deflection to all attacks, -2 to be hit by technology, -1 to Dodge ranged attacks); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
30 ISP
3 Bennies
Now, Sis, do you really think I came out all this way to save your soul, only to help you throw it away right here? We save everyone. Don't worry, our cardshark has an ace up his sleeve; Shibboleth has nowhere to run. Of course, while we're saving the kids, you should probably attack me--after all, I'm going to be right on top of your boss, so you need to protect him, right?

Aloud, the cyberknight calls out, "The spike! Now!"

Then, he's off....

As is so often the case, Sir Blurre becomes an indistinct smear of movement, almost painful on the eyes as he streaks across the sands, a cloud of dust lit with electrical sparks in his wake. He threads the mob as if they weren't even there, running at full-tilt.

Reaching the far side of the enemy forces, he takes two hyperkinetic swings at the cables holding the children Orrin indicated, severing them cleanly. Then, he almost seems to pause, just long enough to give Shibboleth an extremely cocky grin. "I'm afraid, Shibbs, that your grand scheme isn't as foolproof as you thought. Who is going to shield you once I've got these kids free?"

Then, fully expecting on onslaught of defenders, he adopts a defensive stance, his psi-whip spinning so fast as to be a nigh-impenatrable wall of psychic energy.....
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Seswarick
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Re: Day 42: This is the end

Post by Seswarick »

Looking at the approaching Blue Hand raiders makes the Lyn-Srial equal parts angry and sad. So much killing out here in the world That he was destined and trained for such didn't make it any easier. With a heavy sign he draws out the spike and slams it into the ground before launching himself into the air. Igniting his aura and activating the time twister belt, he's soon circling the approaching raiders trying to draw fire to himself from their energy weapons and unleashing blasts of lightning into their ranks.
Task 3 Psionics 18
Expendatures: 3 for MDC aura, 2 for Stormheart, 4 for master Psi binus.
Psionics [dice:2gs3sbbh]62020:0[/dice:2gs3sbbh] Benny for EE with Elan [dice:2gs3sbbh]62020:2[/dice:2gs3sbbh] Ace [dice:2gs3sbbh]62020:3[/dice:2gs3sbbh]
Wild [dice:2gs3sbbh]62020:1[/dice:2gs3sbbh]
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Rill
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Re: Day 42: This is the end

Post by Rill »

Mysticism for Greater Slumber 9, Shibby Needs to Make a Spirit Roll at -4 or be Overwhelmed With Guilt as He is Touched by the Divine
Mysticism [dice:282obdvt]62026:0[/dice:282obdvt]
Wild [dice:282obdvt]62026:1[/dice:282obdvt]
If successful, MBT centered on The Shibster. The innocent kiddos don’t really have anything to fear from the divine light.

If he fails, he suffers the mechanical equivalent of falling asleep as he goes into a stupor. It takes a full round of active effort to awaken a victim of greater slumber; loud noises and the like aren't enough.
Rill waves his staff, calling on the divine power embedded therein and within the armor he wears. The diminutive preacher is bathed in light, and corresponding light bursts into being around The Shibboleth and the kids.

Rill whispers, ”Look upon your works through the eyes of God, defiler. Let your soul stare into that light.”
Character Sheet

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Jack 'Bullet' Jones
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Re: Day 42: This is the end

Post by Jack 'Bullet' Jones »

Thinning out the mooks, +3 successes
Psionics vs. Mooks, +2 for Joker, +2 for Intimidation
[dice:3cwvopxn]62098:0[/dice:3cwvopxn]
Benny for EE with Elan and prior
[dice:3cwvopxn]62098:2[/dice:3cwvopxn]

WD Psionics
[dice:3cwvopxn]62098:1[/dice:3cwvopxn]
Jack nods as Seswarick plants Samedi's spike. He glances only a moment at Cassius and Ronin, sizing them up versus his own capabilities, then turns his psionically fueled wrath on the Blue Hand. In a rage of telekinesis, rapid fire bolts of a host of elements, and gunshots, Bullet Jones rains down righteous anger upon the hapless raiders. "Ah done TOLD y'all this was comin'! Ain't nobody to blame but yerselves fer reapin' the whirlwind! Ah'll send all y'all ta judgment, an' they don't look kindly on folk that'd ride with someone who hurts children. Ah'm gonna end EVERY. LAST. ONE of y'all bunch of yellow-cured cowards and murderin' bastards!" One cybernetic raider is caught up in a telekinetic vice grip that tears vital machinery from his body. A shriek is heard as he expires. "Y'all hear that? The Devil's comin' ta claim your filthy souls! Your pardner just earned his wages!" Jack wastes no time with warning shots or wounds. The brutal efficiency with which he deals out death and destruction bears no resemblance to the easygoing gambler with the impenetrable poker face. His features make no effort to hide his hostility towards those who would do harm to children.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 42: This is the end

Post by Tito »

Tito shakes his head and whimpers a bit as the Somnatic effects of the techno-wizardry machine washes away. The chihuagoyle gets his bearings and listens to the group when the storm rolls in and all hell breaks loose. With his nap having washed the rage away, Tito ignore's the biggest, meanest guy. He'll get his soon enough. But for now, the kiddo's are more important.

Tito takes aim on the second biggest thing around, the big 'borg, and open's up a cannister of whoop-ass.

Shooting 7 (9 MD, AP 6), Shooting 1, Shooting 5 (13 MD, AP 6), Shooting 8 (25 MD, AP 6)
Shooting: [dice:29eccrpe]62136:0[/dice:29eccrpe] (-2 Full Auto, Rock and Roll!)
Damage: [dice:29eccrpe]62136:5[/dice:29eccrpe], AP 6

Shooting: [dice:29eccrpe]62136:1[/dice:29eccrpe]

Shooting: [dice:29eccrpe]62136:2[/dice:29eccrpe]
Damage: [dice:29eccrpe]62136:6[/dice:29eccrpe], AP 6

Shooting: [dice:29eccrpe]62136:3[/dice:29eccrpe]

Raise Damage: [dice:29eccrpe]62136:7[/dice:29eccrpe] + [dice:29eccrpe]62136:8[/dice:29eccrpe]
Ace: [dice:29eccrpe]62136:9[/dice:29eccrpe], AP 6

Wild: [dice:29eccrpe]62136:4[/dice:29eccrpe]
"Grrrr! Whoop-ass isn't workin' guys! I need to Whomp him good. Or I can rip those chains up if you can do that thing again, Orrin!" Tito shouts.

Tito unfurls his misshapen wings and crouches low in preparations for a powerful jump...
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature

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Silverclaws
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Re: Day 42: This is the end

Post by Silverclaws »

Cassius Stats _
Cassius: Size +4; Parry 9; Toughness 36 (20) MDC; Has Improved Arcane Resistance and Construct immunities
From the rear car, Silver sights in on Cassius. I took you down once before, I will do so again.

TW Magma Blaster _
, SNIPER Muggle Edition
When something needs blasted with the fires of Hades, the Red River Combine's patented Founder's Edition Magma Blaster does the trick with gusto! Whether in single-shot, three-round burst or full-auto, this beauty will fill the air with super-heated balls of tungsten alloy angrier than a menopausal Mt. St. Helens! Capable of firing the RRC's Low-Flo Solidifier rounds to hold your target in place with hardened steel, it comes pre-equipped with an independent energy supply. You'll be able to reach out and touch your enemies, even if you don't have a touch of magical ability!
  • TW Magma Blaster: Range 12/24/48; Damage 1-3d8+2; ROF 3; AP 2; Shots 50; Weight 7; SA, 3RB, +2 to hit;
  • Trapping-Fire (magma); entangle (activated on attack); 10 PPE reservoir, usable without an AB; costs 4 PPE to load. high-powered scope with the darksight and farsight powers.
He flips the switch from single shot to burst. When his shot is lined up he fires on the tracks and treads of Cassius.

Shooting 10, 38 MDC, AP 2 _
Called Shot (Treads): -2
Cassius Size (+4) - Silver's Size (+1): +3
Three Round Burst: +2 hit/damage
Magma Rifle: +2 Hit
Short Range: 3d8+2 MDC, AP 2
[*] Shooting (1d6) [dice:3pg56svi]62140:0[/dice:3pg56svi]
[*] Wild (1d6) [dice:3pg56svi]62140:1[/dice:3pg56svi]


Weapon Bonus: +2
Three Round Burst: +2
[*] Damage (3d8) [dice:3pg56svi]62140:2[/dice:3pg56svi]
[*] Bonus (1d6) [dice:3pg56svi]62140:3[/dice:3pg56svi]
[*] Aced! Bonus (1d6+6) [dice:3pg56svi]62140:4[/dice:3pg56svi]
[*] Super Aced! Bonus (1d6+12) [dice:3pg56svi]62140:5[/dice:3pg56svi]
[*] Super Saiyan Aced! Bonus (1d6+18) [dice:3pg56svi]62140:6[/dice:3pg56svi]
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

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Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: This is the End

Post by Tribe of One »

Rolls
Shibboleth Spirit vs. Blurre Intimidate (1d12 + 2 Strong Willed)
Spirit [dice:1p82jayl]62335:0[/dice:1p82jayl] = Ace! [dice:1p82jayl]62335:2[/dice:1p82jayl] = 25, Success
Wild [dice:1p82jayl]62335:1[/dice:1p82jayl]

Shibboleth Spirit vs. Rill's Guilt-Sleep (1d12-4)
Spirit [dice:1p82jayl]62335:3[/dice:1p82jayl]
Wild [dice:1p82jayl]62335:4[/dice:1p82jayl]
Shib uses a WC Benny for Extra Effort [dice:1p82jayl]62335:5[/dice:1p82jayl] = Failure, shifts it to a kid

Train occupants (1d8+2, +7 for help) vs. Blue Hand (1d10, +3 for help)
TW [dice:1p82jayl]62335:6[/dice:1p82jayl]
Wild [dice:1p82jayl]62335:7[/dice:1p82jayl]
WC Benny to Reroll
TW [dice:1p82jayl]62335:10[/dice:1p82jayl]
Wild [dice:1p82jayl]62335:11[/dice:1p82jayl] = Ace! [dice:1p82jayl]62335:12[/dice:1p82jayl] = Raise

Shooting [dice:1p82jayl]62335:8[/dice:1p82jayl]
Wild [dice:1p82jayl]62335:9[/dice:1p82jayl]

Defenders get a Hit with a Raise against the Blue Hand. 4d6+7 damage vs. 14 (6) toughness
Damage [dice:1p82jayl]62335:13[/dice:1p82jayl] = Ace! [dice:1p82jayl]62335:14[/dice:1p82jayl]
32 damage vs. Toughness 14 = 4 Wounds
Blue Hand use a WC Benny to soak
Vigor [dice:1p82jayl]62335:15[/dice:1p82jayl]
Wild [dice:1p82jayl]62335:16[/dice:1p82jayl] = 2 Wounds Soaked, 2 Wounds taken
sandstorm lightning.jpg
As the battle is joined, Kim uses a techno-wizard device to boost Sir Blurre's already superhuman speed to divine levels. The cyber-knight dashes off, nearly fast enough to cause a sonic boom, as Orrin turns his attention to the foul sorcery connecting the Shibboleth to his human shields. Working with care, he is able to disrupt the arcane siphon just long enough for Blurre to slash through the cabling, freeing two of the kids, a redheaded boy and a small girl. Both collapse, unconscious, dropping to the ground as the battle swirls around them.

As he telepathically communicates with his sister -- who has disappeared out of sight atop the Leviathan -- Blurre taunts the Shibboleth, attempting to goad him into some misstep, but the cloaked sorcerer barely spares him a glance, his attention somewhere else ... As the holy light of Rill's spell settles over the dark wizard and his innocent hostages.

”Look upon your works through the eyes of God, defiler. Let your soul stare into that light.”

For a moment, Rill feels the prayer take hold -- only for it to be shunted away an instant later. One of the children, a shaggy-haired young boy, falls to his knees, overcome with guilt and horror as the knowledge of the Shibboleth's many sins floods his mind.

Seswarick and Jack, meanwhile, lend their efforts to fighting off the Blue Hand, sending bolts of lightning and telekinetically-guided lead into the ranks of the cossacks and mystics assaulting the train. Combined with the firepower the techno-wizard passengers are able to assemble, the raiders suffer heavy casualties. [2 Wounds to the enemy mook Wild Card.]

At the same time, Tito and Silverclaws turn their guns on the rebuilt 'Borg, Cassius. First, Tito aims a stream of magnetically-accelerated railgun rounds at the massive construct, but the shots fail to penetrate Cassius's heavy armor. Silverclaws has more luck with his magma rifle, directing a carefully-aimed burst of fire into the war machine's treads, slowing him and throwing him off balance. [The Called Shot halves Cassius's movement and leaves him Shaken with a -2 Parry. Uses a Wild Card Benny to un-Shake.]

Initiative
Silver (Level-Headed) [dice:1p82jayl]62335:17[/dice:1p82jayl] [dice:1p82jayl]62335:18[/dice:1p82jayl] = 2 Diamonds, 9 Spades
Blurre (Redraw less than 8) [dice:1p82jayl]62335:19[/dice:1p82jayl] = Ace of Diamonds
Kim [dice:1p82jayl]62335:20[/dice:1p82jayl] = 5 Diamonds
Orrin [dice:1p82jayl]62335:21[/dice:1p82jayl] = King of Clubs
Rill [dice:1p82jayl]62335:22[/dice:1p82jayl] = 7 Hearts
Seswarick [dice:1p82jayl]62335:23[/dice:1p82jayl] = Jack of Hearts
Jack (Quick) [dice:1p82jayl]62335:24[/dice:1p82jayl] = 7 Diamonds
Tito (Level-Headed) [dice:1p82jayl]62335:25[/dice:1p82jayl] [dice:1p82jayl]62335:26[/dice:1p82jayl] = Black Joker and Queen of Clubs

Bad Guys (Imp. Level-Headed) [dice:1p82jayl]62335:27[/dice:1p82jayl] [dice:1p82jayl]62335:28[/dice:1p82jayl] [dice:1p82jayl]62335:29[/dice:1p82jayl] = Reroll, 5 Clubs, 4 Clubs = [dice:1p82jayl]62335:30[/dice:1p82jayl] = 6 Clubs

Tito pulls a Joker! And PCs easily beat the Bad Guys' 6 of Clubs
Tito draws a Joker! All PCs gain a Benny, and Tito is +2 to all rolls and damage for the round. You also win initiative and go first this round!


You're up!

Each PC can choose ONE of the following three options:
  • Take a normal round of actions, such as shooting or spellcasting, targeting either the Shibboleth, Ronin or Cassius. All normal combat rules apply; see below for relevant stats and conditions.
  • Free the children from the Shibboleth's grasp. This is a two-track dramatic task: First, the arcane siphons connecting the five children to the sorcerer must be neutralized. Doing so requires an arcane skill check at -2 (or -4 if using a skill other than Spellcasting) and the expenditure of 10 PP; each success neutralizes the connection to one child for a round. Once a connection is neutralized, a child can be freed with an appropriate skill check (Fighting, Shooting, or even something like Psionics with telekinesis) at -4 (like a Called Shot); each success frees one child. [Two children have been freed, three remain]
  • Help the passengers fight the Blue Hand. Use any appropriate skill check; each success grants the passengers a +1 bonus to their opposed check vs. the raiders, as well as +1 to any soak or damage rolls that result. I'll hand the roll for the defenders, who are treated as a single Wild Card, vs. the single Wild Card for the Shibboleth's mooks. [Blue Hand have suffered 2 Wounds]


Combat Statistics (all three are Wild Cards)
Cassius (in the middle of the battlefield): Size +4; Parry 9 7; Toughness 36 (20) MDC; Has Improved Arcane Resistance and Construct immunities; Movement is halved and -2 Parry from Called Shot on treads
Ronin (On top of the Leviathan): -4 to hit from Deflection, additional -2 to hit if targeted with tech attacks; Parry 14; Toughness 24 (14) with Psi-Shield; Has First Strike if anyone engages in melee
Shibboleth (Middle of the battlefield): -2 cover from the kids and -6 to hit from Greater Deflection; Parry: 7; Toughness: 31 (13) MDC with Greater Protection active; Wounds and negative status effects transferred first to children.
GM Bennies: 8/8

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Orrin Truthseeker
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Re: Day 42: This is the end

Post by Orrin Truthseeker »

Spellcasting to free kids - 4 - One success
Bonus: +1 Status, +1 armor, -2 scene
Spellcasting [dice:pkurlcjz]62373:0[/dice:pkurlcjz]
Wild [dice:pkurlcjz]62373:1[/dice:pkurlcjz]

-1 Bennie to Re-roll

Spellcasting [dice:pkurlcjz]62373:2[/dice:pkurlcjz]
Wild [dice:pkurlcjz]62373:3[/dice:pkurlcjz]

-1 Bennie Reroll

Spellcasting [dice:pkurlcjz]62373:4[/dice:pkurlcjz]
Wild [dice:pkurlcjz]62373:5[/dice:pkurlcjz]

Sigh. Fine...

-10 PPE
As the battle rages, Orrin feels his confidence surge. With the combine citizens fairing well against the Cossacks and The Shibboleths acolytes, the enemies ability seems to have been somewhat exaggerated by Vance.

Knowing that the biggest threat in the field is likely the man at the head of it all, Orrin fights his normal nature to support his allies and instead seeks out The Shibboleth. The dark conjurer seems to melt in and out of the battle making him hard to track.

Surprising, considering he essentially has 3 children chained to his side... Orrin thinks, even the voice in his head tinged with a snarl at the thought.

Orrin sweeps his gaze over the desert-turned-battlefield, mystic sight on to help him spot the ringleader.

There!

Orrin spot the Shibboleth flaked by a pair of particularly brutish Cossacks. Through his mystic sight, Orrin sees as the demented creature - surely he is less than human now - finishes a spell, opening 3 small portals from whence giant tentacles covered in deadly barbs dripping a thick green ooze lash out of. They grab a pair of combine fighters, squeezing one right in half an pulling the other into the portal at to whatever world lays beyond it before closing.

Horrified as he is by the sight, Orrin focuses his energies and strikes at the bond between the Shibboleth and his children-shields. Inflated by his previous success, Orrin stikes at all three of the remaining connections. His confidence turns out to be hubris though, as the Shibboleth detects the first signs of Orrin's spell and weaves his own counter. The two spells clash and cause a mystical explosion of light. To any other onlooker, nothing appears to have happened, but Orrin can see that one of the children's life force is no longer bound to his masters.

Orrin see's the fire in the Shibboleth's eyes as he traces the spell back to its source and locks eyes with Orrin. Unwilling to hold that gaze, Orrin pulls back into the cover of a railcar wall and signals the legion.

The D'norr girl his free! Get her away from him quickly!
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Sir Blurre
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Re: Day 42: This is the end

Post by Sir Blurre »

OOC Comments
Starting Stats: Parry 11 (-2 to be hit by technology, -1 to ranged attacks); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
30 ISP
3 Bennies

QRound 1:
Two attacks against the cable holding the D'norr Girl. No MAP due to Quickness w/Raise.
Fighting [dice:2tvl2lci]62396:0[/dice:2tvl2lci]
Wild Fighting [dice:2tvl2lci]62396:1[/dice:2tvl2lci]
-4 = 5: Success:

Fighting [dice:2tvl2lci]62396:2[/dice:2tvl2lci]
Wild Fighting [dice:2tvl2lci]62396:3[/dice:2tvl2lci]
-4 = 8: Raise

D'norr girl is freed.

QRound 2:
Agility Trick vs. Shibby
Full Defense

Agility [dice:2tvl2lci]62396:4[/dice:2tvl2lci]
Wild Agility [dice:2tvl2lci]62396:5[/dice:2tvl2lci]

Full Defense [dice:2tvl2lci]62396:6[/dice:2tvl2lci]
Wild Fighting [dice:2tvl2lci]62396:7[/dice:2tvl2lci]

IGNORE--Criftail Agility Trick voids second action.

Parry 9 (-2 to be hit by technology, -1 to ranged attacks); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
Prone (-2 Fighting, -2 Parry, already included in above)
30 ISP
3 Bennies
Blurre, heeding Orrin's direction, focuses on the cable holding the D'norr child--a pair of cuts, both landing and severing the cable asunder. Unable to cut the remaining two children free, he grits his teeth in frustration, and attempts to roll under one of the remaining cables to be in a better position to get the last two when they are 'clear'--and also perhaps distract Shibboleth a bit more.

Sadly, Fate intervenes--the middle segment of the cable he just cut, twists on the ground like a snake, thrashing as magical energies pour out of either end. The cable momentarily entwines around Blurre's feet--but at his speeds, a moment is still more than enough to throw him completely off-balance, sending him sprawling face-first in the dust.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Jack 'Bullet' Jones
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Re: Day 42: This is the end

Post by Jack 'Bullet' Jones »

Attacking the Raiders, +4 successes
Psionics
[dice:3vtz7d66]62401:0[/dice:3vtz7d66]

WD Psionics
[dice:3vtz7d66]62401:1[/dice:3vtz7d66]
Ace with prior
[dice:3vtz7d66]62401:2[/dice:3vtz7d66]
Benny EE with Elan and prior
[dice:3vtz7d66]62401:3[/dice:3vtz7d66]
Jack's fury doesn't let up, even though the Blue Hand raiders are getting the worst of the exchange. True to his word, he works furiously to deliver on what he said he'd do. Time almost seems to stand still while a rage of destruction emanates from the gambler, the psi-slinger scattering death like a dealer flinging cards to a full poker table. When one gun goes empty, it's dropped or holstered and another snatched up from among the bodies of his fallen enemies to rain more vengeance from behind their own lines. "Mercy ain't here no more. Y'all done had your chance, an' now y'all're gonna pay the price!"
A raider manages to sneak into their line. He raises his vibrosword to cleave one of the Combine fighters. Before the fateful stroke can land, an invisible hand rips the blade out of the raider's grasp, only to swivel back on its bearer. The raider falls, struck through the throat. "Ante up, y'all sons a' bitches! Ah've come ta rake the pot!"
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
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Kim Black
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Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 42: This is the end

Post by Kim Black »

Techno-Wizardry 9
-2 difficulty, -2 for TW, +2 Machine Maestro
Techno-Wizardry [dice:2878owww]62403:0[/dice:2878owww]
Wild [dice:2878owww]62403:1[/dice:2878owww]
Ace [dice:2878owww]62403:2[/dice:2878owww]
New Mexico/Train
Afternoon
Day 41
Round 2

Kim surveyed her options. She could supe up another team member like Blurre, but rescuing those children was primary. She could help her teammates once the kids were free.

Kim slammed together components and tossed the techno-wizard grenade in the direction of Shibboleth to try and sever the last two mystical connections. The magic pulsed around Shibboleth and Kim grinned.

“Last two kids are severed! Cut them free!” she yelled to her team.
Blurre
Blurre has Exalted Quickness
***

Exalted Quickness on Blurre (3r; 1/r)

Vigor: d12+3 (Orrin)
Pace: 8
Agility: d10
Dispel Device (12/12 PPE)
Quickness Device (9/17 PPE)
Healing Device (12/12 PPE)

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 35/25
Bennies: 5/3
Arcane Machinist (3/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2
Combat Ace: Ignore MAP for Piloting and Shooting in the same turn.

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

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Silverclaws
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Re: Day 42: This is the end

Post by Silverclaws »

Silver is still laying astride the last car of the stopped train. His eye is trained on Cassius through the muggled-Magma Rifle, when he hears @Kim Black state that the children need to be freed.

Eye still to the scope of the Rifle, he swings the barrel around locates the cables to the remaining two children.

Shot 1, Cable 1, Shooting 8, _
Remaining Cable 1
Shot 1
Called Shot: -4
Magma Rifle: +2
[*] Shooting (1d6) [dice:3qd9iz69]62410:0[/dice:3qd9iz69]
[*] Wild (1d6) [dice:3qd9iz69]62410:1[/dice:3qd9iz69]

Benny to Reroll (4 remaining)

Called Shot: -4
Magma Rifle: +2
[*] Shooting (1d6) [dice:3qd9iz69]62410:2[/dice:3qd9iz69]
[*] Wild (1d6) [dice:3qd9iz69]62410:3[/dice:3qd9iz69]

Benny for Extra Effort (3 Remaining)

[*] Extra Effort (1d6) [dice:3qd9iz69]62410:4[/dice:3qd9iz69]
Going from a Size 4 borg to a cable that could be a hair on the giant borg's body if he had any hair left, threw Silver's first shot but only barely.

Shot 2, Cable 2, Shooting 19 _
Remaining Cable 2
Shot 2
Called Shot: -4
Magma Rifle: +2
[*] Shooting (1d6) [dice:3qd9iz69]62410:7[/dice:3qd9iz69]
[*] Wild (1d6) [dice:3qd9iz69]62410:8[/dice:3qd9iz69]
[*] Aced! Wild (1d6+6) [dice:3qd9iz69]62410:5[/dice:3qd9iz69]
[*] Super Aced! Wild (1d6+12) [dice:3qd9iz69]62410:6[/dice:3qd9iz69]
[*] Super Saiyan Aced! Wild (1d6+18) [dice:3qd9iz69]62410:9[/dice:3qd9iz69]
Well sighted in, Silver shoots the second cable with ease and watches satisfactory as both children are disconnected from the horror monstrosity.

"Clear the children. We need to finish this now."
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

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Rill
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Re: Day 42: This is the end

Post by Rill »

Mysticism 5, Wall of Defense (mega barrier) Activated; 22(12) MDC; Celestial Silver Trapping (does 2d4 damage to sensitive foes who touch it)
Mysticism [dice:3j9t3glh]62454:0[/dice:3j9t3glh] (+1 from Staff)
Wild [dice:3j9t3glh]62454:1[/dice:3j9t3glh]
Mega version of barrier spell
@Tribe of One please let me know how big this has to be to get the desired effect (described below) and I'll subtract the appropriate number of power points from Rill's sheet.
Rill is horrified when he sees one of the children collapse. No! I thought... I thought the little ones would be safe. That monster somehow transferred its own guilt to the child!

Rill gives another wave of his staff and calls upon the divine light again, and the air around the children seems to split as silvery-white light pours out and solidifies around them, creating a protective cover from the battle and cutting them off from The Shibboleth.
Lots of Protection
My goal here is to shape the barrier so it separates the kids from the bad guy and completely covers them. A dome shape would be ideal, if the kids are arrayed such that it would work, but I can work with other shapes as needed. Rill would just want the kids covered from all sides, so this is going to cost him a boatload of PPE.
Into the radio he says, "I cannot easily maintain this spell for more than half a minute or so, but I have the little ones for now. Let us finish this quickly, please."
Character Sheet

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Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 42: This is the end

Post by Tito »

Fighting 19 (22 MD, 0 AP), Fighting 7 (17 MD, 0 AP)
Fighting: [dice:225l5lc2]62535:1[/dice:225l5lc2] Ace: [dice:225l5lc2]62535:3[/dice:225l5lc2] (+2 Wild, +2 Joker, -2 Frenzy)
Damage: [dice:225l5lc2]62535:4[/dice:225l5lc2] (Strength) + [dice:225l5lc2]62535:5[/dice:225l5lc2] (Weapon) + [dice:225l5lc2]62535:6[/dice:225l5lc2] (Weapon, Raise, +2 Wild, +2 Joker, +4 Death from Above)
@Tribe of One Cassius must make a Vigor roll at -2 or be Incapacitated on a failure.
Fighting: [dice:225l5lc2]62535:2[/dice:225l5lc2]
Damage: [dice:225l5lc2]62535:7[/dice:225l5lc2] (Strength) + [dice:225l5lc2]62535:8[/dice:225l5lc2] (Weapon) + [dice:225l5lc2]62535:9[/dice:225l5lc2] (Weapon, +2 Wild +2 Joker)
@Tribe of One Cassius must make a Vigor roll at -2 or be Shaken on a failure.
Wild: [dice:225l5lc2]62535:0[/dice:225l5lc2]
Tito aims his body at Cassius and kicks himself across the battlefield with a massive leap. He zips overhead and comes down onto cassius with a mighty smash. Sparks and arcs of electricity pass between Tito and Cassius as the dog boy drops to the ground. The attack didn't seem very effective, but the jolt of electricity didn't seem very appreciated. So, Tito swings Whomper up between the big 'borg's legs and gives him another shock for good measure.

"Hey, man, you should have known better. I showed you how badass I was last time. Did you think I woudn't Whomp you this time too, man?" He growls at the Borg.
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature

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Seswarick
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Re: Day 42: This is the end

Post by Seswarick »

Seeing the children freed of their bonds and separated from Shibbolth, Seswarick turns his attention to the fiendish magician. Maybe if we drop him fast enough some of these lackies will flee he hopes as he rapidly flies above his target.

First he concentrates power to try and entangle, then he lays down a blast of lightning.
Mega entangle 22. Fully entangled, -4 to escape, vigor test or take a fatigue
Cost: Base 2, mega 2, major psi for +2 4. total 8 ISP
Psionics [dice:129qvbuu]62539:0[/dice:129qvbuu] Ace [dice:129qvbuu]62539:2[/dice:129qvbuu]
Wild [dice:129qvbuu]62539:1[/dice:129qvbuu] Ace [dice:129qvbuu]62539:3[/dice:129qvbuu]
Lightning blast 14, 20 MD AP4
Cost, +4ap 2, major psi +2 4. total 4 ISP
Psionics [dice:129qvbuu]62539:4[/dice:129qvbuu]
Wild [dice:129qvbuu]62539:5[/dice:129qvbuu]
Benny for EE with Elan [dice:129qvbuu]62539:6[/dice:129qvbuu]
Damage [dice:129qvbuu]62539:7[/dice:129qvbuu] raise [dice:129qvbuu]62539:8[/dice:129qvbuu]
Coils of solid electricity manifest and envelope the vile antagonist, cinching him tighly in their grasp, but the dust cloud saps much of the power from his lightning bolt.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: This is the End

Post by Tribe of One »

Resistance Rolls
Shibb vs. Mega Entangle
Agility [dice:2jf6ph4o]62649:0[/dice:2jf6ph4o]
Wild [dice:2jf6ph4o]62649:1[/dice:2jf6ph4o]

Vigor [dice:2jf6ph4o]62649:2[/dice:2jf6ph4o]
Wild [dice:2jf6ph4o]62649:3[/dice:2jf6ph4o]
Benny for Extra Effort [dice:2jf6ph4o]62649:4[/dice:2jf6ph4o]

Cassius, Vigor 1d12+2, -2 on a pair of Vigor checks
Vigor 1 [dice:2jf6ph4o]62649:5[/dice:2jf6ph4o]
Wild [dice:2jf6ph4o]62649:6[/dice:2jf6ph4o]

Vigor 2 [dice:2jf6ph4o]62649:7[/dice:2jf6ph4o]
Wild [dice:2jf6ph4o]62649:8[/dice:2jf6ph4o]
The Shibboleth growls when Orrin disrupts the magical siphon connecting him to the D'norr child, erupting into curses when Sir Blurre darts in to sever the cable with his psi-sword. When the cyber-knight falls, tripped up in his eagerness to attack, the sorcerer's blasphemous roars give way to dark laughter.

"As headstrong as your sister, I see. I wonder if I will get more pleasure breaking you in front of her, or in seeing your face as I use her to take you apart, joint by joint."

Too late, he notices Kim's TW grenade dropping from the sky. It explodes in a cloud of sizzling powder that disables the remaining cable long enough for Silver to blast them apart from his sniper's perch. A split second later, Rill erects a holy barrier around the children, cutting the Shibboleth and Blurre off from the rest of the battle.

As Seswarick wraps the sorcerer in bands of coiling lightning, restraining him, though he shrugs off any damaging effects.

Tito has no more luck damaging Cassius with Whomper, though the giant construct is momentarily Shaken by the hammer's electrical charge.

Bad Guys Attack
Blue Hand (1d10) vs. train occupants (1d8+2, +4 for help)
Shooting [dice:2jf6ph4o]62649:9[/dice:2jf6ph4o]
Wild [dice:2jf6ph4o]62649:10[/dice:2jf6ph4o]

TW [dice:2jf6ph4o]62649:11[/dice:2jf6ph4o]
Wild [dice:2jf6ph4o]62649:12[/dice:2jf6ph4o]

Defenders get a Hit with a Raise; 4d6+4 damage vs. 14 (6) toughness
Damage [dice:2jf6ph4o]62649:13[/dice:2jf6ph4o]
Defenders will spend a Benny to reroll damage
Damage [dice:2jf6ph4o]62649:14[/dice:2jf6ph4o]
Defenders spend a second Benny to reroll damage
Damage [dice:2jf6ph4o]62649:15[/dice:2jf6ph4o] = Ace! [dice:2jf6ph4o]62649:16[/dice:2jf6ph4o] = 3 Wounds
Blue Hand use their last Benny to soak
Vigor [dice:2jf6ph4o]62649:17[/dice:2jf6ph4o]
Wild [dice:2jf6ph4o]62649:18[/dice:2jf6ph4o] = Ace [dice:2jf6ph4o]62649:19[/dice:2jf6ph4o] EDIT: Forgot they're at -2 for Wounds, so that's a 7 = Only Soak 1 Wound, puts them at 4 and they're dead.

Cassius: Unshake
Vigor [dice:2jf6ph4o]62649:20[/dice:2jf6ph4o]
Wild [dice:2jf6ph4o]62649:21[/dice:2jf6ph4o]

Attacks Two-Fisted vs. Tito
Fighting [dice:2jf6ph4o]62649:22[/dice:2jf6ph4o] = Raise
Wild [dice:2jf6ph4o]62649:23[/dice:2jf6ph4o]

Fighting [dice:2jf6ph4o]62649:24[/dice:2jf6ph4o] = Raise
Wild [dice:2jf6ph4o]62649:25[/dice:2jf6ph4o]

Damage 1 [dice:2jf6ph4o]62649:26[/dice:2jf6ph4o]+[dice:2jf6ph4o]62649:27[/dice:2jf6ph4o]+[dice:2jf6ph4o]62649:28[/dice:2jf6ph4o] = 20 damage, AP 2 = Shaken
Damage 2 [dice:2jf6ph4o]62649:29[/dice:2jf6ph4o]+[dice:2jf6ph4o]62649:30[/dice:2jf6ph4o]+[dice:2jf6ph4o]62649:31[/dice:2jf6ph4o] = 28 damage, AP 2 = 2 Wounds

Shibboleth has Ex. Quickness: Round 1: Dispel the Entangle, then casts Ex. TK on Blurre; Round 2 casts Greater Fear, followed by Puppet on Orrin; No MAP, Spellcasting 1d12+2

Dispel [dice:2jf6ph4o]62649:32[/dice:2jf6ph4o] -2 for different type = 11
Wild [dice:2jf6ph4o]62649:33[/dice:2jf6ph4o]

Ex. TK[dice:2jf6ph4o]62649:34[/dice:2jf6ph4o] = Ace! [dice:2jf6ph4o]62649:36[/dice:2jf6ph4o]
Wild [dice:2jf6ph4o]62649:35[/dice:2jf6ph4o]

Greater Fear [dice:2jf6ph4o]62649:37[/dice:2jf6ph4o] = Raise
Wild [dice:2jf6ph4o]62649:38[/dice:2jf6ph4o]

Puppet [dice:2jf6ph4o]62649:39[/dice:2jf6ph4o]
Wild [dice:2jf6ph4o]62649:40[/dice:2jf6ph4o]
Benny to Reroll
Puppet [dice:2jf6ph4o]62649:41[/dice:2jf6ph4o]
Wild [dice:2jf6ph4o]62649:42[/dice:2jf6ph4o]
GM Benny to Reroll
Puppet[dice:2jf6ph4o]62649:43[/dice:2jf6ph4o] = Ace! [dice:2jf6ph4o]62649:45[/dice:2jf6ph4o]
Wild [dice:2jf6ph4o]62649:44[/dice:2jf6ph4o]

Ronin has Quickness active: Round 1, cuts through the roof of the Leviathan; Round 2, casts Pummel on Jack, Kim and Rill

Psionics [dice:2jf6ph4o]62649:46[/dice:2jf6ph4o] = Brainburn, spends a Benny to unshake
Wild [dice:2jf6ph4o]62649:47[/dice:2jf6ph4o] = Ace! [dice:2jf6ph4o]62649:48[/dice:2jf6ph4o]


Despite their losses, the Blue Hand continue their charge toward the defenders on the Leviathan. The blitzkrieg proves to be suicidal, as the techno-wizards unleash everything they have, blasting apart the Shibboleth's followers with fire and lead, leaving behind nothing but scorched corpses and desert sand melted into glass.

Cassius, recovered from the brief shock from Whomper, roars in anger, unwilling to give in to defeat. Slashing wildly at the chihuagoyle with his sawblades, he manages to cut deeply into Tito's shoulder, sending blood flying across the sand. [2 Wounds to Tito]

Wreathed in lightning, the Shibboleth speaks a word that causes the arcing electricity to sputter (and die?) [Dispel roll of 11 - Seswarick needs to roll opposed Psionics to keep entangle active.]

The diabolist then turns his attention to Blurre, spitting out the words of another spell that lifts the prone cyber-knight in an invisible fist and holds him aloft, high enough he can do no harm with his psi-whip. [Blurre can make a Spirit roll but needs a 21 or better to resist Shibboleth's exalted telekinesis.]

"Look down upon the ruin of your dreams, worm," he says, summoning black winds that spin outward in a cyclone. The screams of the damned echo across the battlefield as you are assaulted by visions of the blackest pits of hell. [Everyone must make a Fear check at -4. Failure means you roll on the Fear table.]

Finally, the warlord turns his gaze to Orrin, fixing the wizard with a baleful stare -- as he does, Orrin feels sharp talons digging into his brain, maggots of arcane force wriggling in through his ears and eyes as the Shibboleth dominates him. [Orrin needs a 25(!) or better to resist the Shibboleth's puppet spell.]

"I will feed on your soul before the day ends. But first, bring me the vessel you call Stella," he says, calling the wizard to heel like a whipped dog.

Inside the Leviathan, a section of the roof falls in as Ronin carves an opening with her psi-sword and drops through. Wordlessly, she throws out her arm, sending out a blast of telekinetic force meant to send Kim, Jack and Rill sprawling, though the effort seems to cause some psychic feedback. [Jack, Kim and Rill need to make Strength checks; failure means being knocked back 2d6 inches and prone; if the distance is 4 inches or more they hit the wall and are Shaken, as well.]

Initiative
Silver (Level-Headed) [dice:2jf6ph4o]62649:49[/dice:2jf6ph4o] [dice:2jf6ph4o]62649:50[/dice:2jf6ph4o] = Queen of Diamonds, 9 Clubs
Blurre (Redraw less than 8) [dice:2jf6ph4o]62649:51[/dice:2jf6ph4o] = 8 Spades
Kim [dice:2jf6ph4o]62649:52[/dice:2jf6ph4o] = King of Diamonds
Orrin [dice:2jf6ph4o]62649:53[/dice:2jf6ph4o] = 3 Hearts
Rill [dice:2jf6ph4o]62649:54[/dice:2jf6ph4o] = 4 Diamonds
Seswarick [dice:2jf6ph4o]62649:55[/dice:2jf6ph4o] = 4 Spades
Jack (Quick) [dice:2jf6ph4o]62649:56[/dice:2jf6ph4o] = 7 Clubs
Tito (Level-Headed) [dice:2jf6ph4o]62649:57[/dice:2jf6ph4o] [dice:2jf6ph4o]62649:58[/dice:2jf6ph4o] = Queen of Hearts, Reroll = [dice:2jf6ph4o]62649:62[/dice:2jf6ph4o] = Ace of Diamonds

Bad Guys (Imp. Level-Headed) [dice:2jf6ph4o]62649:59[/dice:2jf6ph4o] [dice:2jf6ph4o]62649:60[/dice:2jf6ph4o] [dice:2jf6ph4o]62649:61[/dice:2jf6ph4o] = 6 Clubs, 8 Spades and Reroll = [dice:2jf6ph4o]62649:63[/dice:2jf6ph4o] = 2 Spades

5 PCs beat or tie the Bad Guys' 8 of Spades


You're up!

At this point, all children have been freed and the Blue Hand warriors are all dead. You can take normal combat actions targeting Shibboleth, Ronin and Cassius.

Combat Statistics (all three are Wild Cards)
Cassius (in the middle of the battlefield): Size +4; Parry 9 7; Toughness 36 (20) MDC; Has Improved Arcane Resistance and Construct immunities; Movement is halved and -2 Parry from Called Shot on treads
Ronin (In the front car of the Leviathan, a few inches from Jack, Kim and Rill): -4 to hit from Deflection, additional -2 to hit if targeted with tech attacks; Parry 14; Toughness 24 (14) with Psi-Shield; Has First Strike if anyone engages in melee
Shibboleth (Middle of the battlefield): -6 to hit from Greater Deflection; Parry: 7; Toughness: 31 (13) MDC with Greater Protection active; If Seswarick's entangle says active, his Parry drops to 0.
GM Bennies: 8/8

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Seswarick
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Re: Day 42: This is the end

Post by Seswarick »

opposed psionics to maintain Entangle 13
Psionics [dice:3cobfipe]62651:0[/dice:3cobfipe] Benny for EE with elan [dice:3cobfipe]62651:2[/dice:3cobfipe]
Wild [dice:3cobfipe]62651:1[/dice:3cobfipe]
Fear
Spirit [dice:3cobfipe]62651:3[/dice:3cobfipe]
Wild [dice:3cobfipe]62651:4[/dice:3cobfipe]
Benny to reroll with Elan
Spirit [dice:3cobfipe]62651:5[/dice:3cobfipe]
Wild [dice:3cobfipe]62651:6[/dice:3cobfipe]
Benny to reroll with Elan
Spirit [dice:3cobfipe]62651:7[/dice:3cobfipe]
Wild [dice:3cobfipe]62651:8[/dice:3cobfipe]
Shibboleth nearly shakes off the coils and inflicts terror into the mind of the Lyn-Srial but Seswarick marials his resolve and mains both the power and his composure. Circling above the sorcerer he unleashes another blast of lightning.
Zzzap, 23.(and an unrolled ace)Damage 23 MD AP4
Cost: 2 ISP for 4 AP, 4 for +2 to roll
Psionics [dice:3cobfipe]62651:9[/dice:3cobfipe] Benny for EE [dice:3cobfipe]62651:11[/dice:3cobfipe] Ace [dice:3cobfipe]62651:12[/dice:3cobfipe]
Wild [dice:3cobfipe]62651:10[/dice:3cobfipe]
Damage [dice:3cobfipe]62651:13[/dice:3cobfipe] Raise [dice:3cobfipe]62651:14[/dice:3cobfipe] Ace [dice:3cobfipe]62651:15[/dice:3cobfipe]
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Jack 'Bullet' Jones
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Re: Day 42: This is the end

Post by Jack 'Bullet' Jones »

Resist the Fear - only had to roll a dozen times
Spirit
[dice:qxjmf71i]62652:8[/dice:qxjmf71i]

WD Spirit
[dice:qxjmf71i]62652:9[/dice:qxjmf71i]

Benny to reroll with Elan
[dice:qxjmf71i]62652:10[/dice:qxjmf71i]

WD Reroll
[dice:qxjmf71i]62652:11[/dice:qxjmf71i]

2nd Benny to reroll
[dice:qxjmf71i]62652:12[/dice:qxjmf71i]

WD 2nd Reroll
[dice:qxjmf71i]62652:13[/dice:qxjmf71i]

EP for a benny, because Jack
[dice:qxjmf71i]62652:14[/dice:qxjmf71i]

WD 3rd reroll
[dice:qxjmf71i]62652:15[/dice:qxjmf71i]

2nd EP for a benny, because Jack - still
[dice:qxjmf71i]62652:16[/dice:qxjmf71i]

WD 4th reroll
[dice:qxjmf71i]62652:17[/dice:qxjmf71i]
Resist the Wave - success
Strength
[dice:qxjmf71i]62652:6[/dice:qxjmf71i]

WD Strength
[dice:qxjmf71i]62652:7[/dice:qxjmf71i]
Grab Hold of the Runnin Girl - ETK, 21
Greater Boost Trait - Psionics - raise, +4 die types
[dice:qxjmf71i]62652:0[/dice:qxjmf71i]

WD GBT
[dice:qxjmf71i]62652:1[/dice:qxjmf71i]

Exalted Telekinesis
[dice:qxjmf71i]62652:2[/dice:qxjmf71i]

WD ETK
[dice:qxjmf71i]62652:3[/dice:qxjmf71i]
Ace WD
[dice:qxjmf71i]62652:4[/dice:qxjmf71i]
Benny EE with Elan
[dice:qxjmf71i]62652:5[/dice:qxjmf71i]
Jack spins to face the noise of the crashing roof. He doesn't have time to note that the big commotion was made by a tiny girl, albeit wielding psi-swords. Before he can act, Runnin throws out a telekinetic blast, buffeting him backwards. He does his best "running against the wind" impression until the wave of force subsides. "Darlin', you got talent, ah reckon. But why don't you take a load off them purty little feet and let me show you how it's done! Ah'm the best that's ever been!" With that, he reaches his hand out and grips the fallen cyber-knight, hoisting her far enough into the sky that her swords can't reach anything of consequence, then spins her about-face, giving her a wonderful view of the dark skies spawned by her master, and not much else. "On account of what you've been part and parcel of, with ol' Mister Darkness out there, ah'd normally squish yer head flat as a flapjack. But seein' how you're my good friend's sister, ah reckon punishment is his deck ta deal. Why don't you just wait there while he settles up with yer boss?"
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature

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Sir Blurre
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Re: Day 42: This is the end

Post by Sir Blurre »

OOC Comments
Starting Stats: Parry 11 (-2 to be hit by technology, -1 to ranged attacks); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
30 ISP
3 Bennies

Spirit to resist TK (TN 21)
Spirit [dice:1gttf43d]62655:0[/dice:1gttf43d]
Wild Spirit [dice:1gttf43d]62655:1[/dice:1gttf43d]
Benny to reroll w/Elan
Spirit [dice:1gttf43d]62655:2[/dice:1gttf43d]
Wild Spirit [dice:1gttf43d]62655:3[/dice:1gttf43d]
Benny to reroll w/Elan
Spirit [dice:1gttf43d]62655:4[/dice:1gttf43d]
Wild Spirit [dice:1gttf43d]62655:5[/dice:1gttf43d] ACE [dice:1gttf43d]62655:6[/dice:1gttf43d]
Benny to reroll w/Elan
Spirit [dice:1gttf43d]62655:7[/dice:1gttf43d]
Wild Spirit [dice:1gttf43d]62655:8[/dice:1gttf43d]
Benny to reroll w/Elan
Spirit [dice:1gttf43d]62655:9[/dice:1gttf43d]
Wild Spirit [dice:1gttf43d]62655:10[/dice:1gttf43d]
Benny to reroll w/Elan
Spirit [dice:1gttf43d]62655:11[/dice:1gttf43d]
Wild Spirit [dice:1gttf43d]62655:12[/dice:1gttf43d]
Benny to reroll w/Elan
Spirit [dice:1gttf43d]62655:13[/dice:1gttf43d]
Wild Spirit [dice:1gttf43d]62655:14[/dice:1gttf43d]
Benny to reroll w/Elan
Spirit [dice:1gttf43d]62655:15[/dice:1gttf43d]
Wild Spirit [dice:1gttf43d]62655:16[/dice:1gttf43d]
Benny to reroll w/Elan
Spirit [dice:1gttf43d]62655:17[/dice:1gttf43d]
Wild Spirit [dice:1gttf43d]62655:18[/dice:1gttf43d] ACE [dice:1gttf43d]62655:19[/dice:1gttf43d] ACE [dice:1gttf43d]62655:20[/dice:1gttf43d]
Benny to reroll w/Elan
Spirit [dice:1gttf43d]62655:21[/dice:1gttf43d]
Wild Spirit [dice:1gttf43d]62655:22[/dice:1gttf43d]
Benny to reroll w/Elan
Spirit [dice:1gttf43d]62655:23[/dice:1gttf43d]
Wild Spirit [dice:1gttf43d]62655:24[/dice:1gttf43d]
Benny to reroll w/Elan
Spirit [dice:1gttf43d]62655:25[/dice:1gttf43d]
Wild Spirit [dice:1gttf43d]62655:26[/dice:1gttf43d]

Wulp, that's 8 EP going down the drain.

Spirit to resist Fear (-4)
Spirit [dice:1gttf43d]62655:27[/dice:1gttf43d]
Wild Spirit [dice:1gttf43d]62655:28[/dice:1gttf43d]
7 = Success

Going On Hold to see if anyone gets me out of this.
Though Blurre is unfazed by Shibboleth's terrifying demonstration, the practical effect of the dark mage's telekinetic magic is not so easily ignored, and Blurre finds himself hoisted into the air. Ignoring Shibboleth's taunts, he calls out to his allies. "Um, little help here, guys?"
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Silverclaws
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Re: Day 42: This is the end

Post by Silverclaws »

Fear Check 4 _
Scene Modifier: -4
[*] Spirit (1d10) [dice:2aullmc5]62665:0[/dice:2aullmc5]
[*] Wild (1d6) [dice:2aullmc5]62665:1[/dice:2aullmc5]

Benny for Extra Effort (2 remaining)
[*] Extra Effort (1d6) [dice:2aullmc5]62665:2[/dice:2aullmc5]
Last edited by Silverclaws on Sat Jan 25, 2020 9:52 am, edited 2 times in total.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

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Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 42: This is the end

Post by Tito »

Soak 10, Fear 0, Smarts 6, Agility 5, Strength 17; -5 Bennies, +Minor Phobia
Vigor: [dice:aakwke7l]62669:0[/dice:aakwke7l] (+2 Elan, +2 Battle Hardened)
Wild: [dice:aakwke7l]62669:1[/dice:aakwke7l] Ace:
@Tribe of One I somehow managed to break this roll. I don't need more than an 8 so I won't bother worrying about wtf happened. (1d6+4=10 1d6=10=16. The listed roll 1 is actually roll 2.)

Spirit: [dice:aakwke7l]62669:2[/dice:aakwke7l] (-4 Scene)
Wild: [dice:aakwke7l]62669:3[/dice:aakwke7l]
Fear: [dice:aakwke7l]62669:4[/dice:aakwke7l]
Minor Phobia: The character gains a Minor Phobia Hindrance somehow associated with the trauma.

Smarts: [dice:aakwke7l]62669:5[/dice:aakwke7l]
Wild: [dice:aakwke7l]62669:6[/dice:aakwke7l]
Extra Effort: [dice:aakwke7l]62669:7[/dice:aakwke7l]

Agility: [dice:aakwke7l]62669:8[/dice:aakwke7l]
Wild: [dice:aakwke7l]62669:9[/dice:aakwke7l]

Strength: [dice:aakwke7l]62669:10[/dice:aakwke7l]
Wild: [dice:aakwke7l]62669:11[/dice:aakwke7l]
Benny
Strength: [dice:aakwke7l]62669:12[/dice:aakwke7l] (+2 Elan)
Wild: [dice:aakwke7l]62669:13[/dice:aakwke7l]
Benny
Strength: [dice:aakwke7l]62669:14[/dice:aakwke7l]
Wild: [dice:aakwke7l]62669:15[/dice:aakwke7l]
Benny
Strength: [dice:aakwke7l]62669:16[/dice:aakwke7l]
Wild: [dice:aakwke7l]62669:17[/dice:aakwke7l]
Cassius' blades spark as the borg swipes them across Tito's hardened gargoyle hide! They shake the chihuagoyle up and cloud is vision, but it's not enough to send Tito into a rage. He knows that he has to be a good dog boy, and that if he isn't careful, he could hurt those kids.

Tito prepares to jump up to Blurre to help him when the ground begins to fall away around him. Demons claw their way up to where Tito is standing and they paw at his feet. They mention the horrible things that they will do to him, and that he will never find his friend Rocko.

Its terrible, but Tito doesn't have time to think about it. He kicks off the ground with a mighty jump that takes him all the way to @Sir Blurre. Tito brings his legs towards himself as he descends towards Blurre.

"Sir Blurre! I'm going to show you something badass, man. Get ready, ok, I'm going to kick you back down so you can get back in the fight!," Tito yells as his feet touch Blurre for just a moment...

Then the moment ends and Tito immediately kicks Blurre as hard as he can with both feet in an attempt to hurtle the cyber-knight back towards Shibboleth.

Tito's feet meet absolute resistance as he rockets back into the sky and shouts to Blurre, "Oh nooo! I'm sorry!"
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature

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Orrin Truthseeker
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Re: Day 42: This is the end

Post by Orrin Truthseeker »

Resist Rolls
Fear Check
Spirit [dice:27lgjrpy]62671:0[/dice:27lgjrpy]
Wild [dice:27lgjrpy]62671:4[/dice:27lgjrpy]

Fear Table [dice:27lgjrpy]62671:6[/dice:27lgjrpy] = Minor Phobia - Mind Control

Resist Puppet
Spirit [dice:27lgjrpy]62671:2[/dice:27lgjrpy]
Wild [dice:27lgjrpy]62671:5[/dice:27lgjrpy]

Single obligatory re-roll
Spirit [dice:27lgjrpy]62671:1[/dice:27lgjrpy]
Wild [dice:27lgjrpy]62671:3[/dice:27lgjrpy]
The Shibboleths response is rapid and relentless. Before Orrin can even process the diablist's power the visions of bloody torture and unspeakable terrors flood Orrin's mind. Unfortunately, it only paves the way for a the next assault. Just as Orrin's mind begins to clear and Orrin comes to his senses, he lock's eyes with the Shibboleth . Those eyes, with their festering hatred for all life, and a deep, unspeakable power pull at Orrin, and despite his best efforts, Orrin feels a black, oily presence worm its way into Orrin's mind and seize control of his body.

In his mind, Orrin screams in terror, thrashing and pull at his head, trying tear the Shibboleths vile presence from his brain. In the physical world though, Orrin's body just goes unnaturally still, a blank expression strew across the spell-caster's face.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature

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Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: This is the end

Post by Tribe of One »

Reaction Rolls
Cassius attacks Tito when he withdraws
Fighting [dice:5jq9qygo]62684:0[/dice:5jq9qygo] = Hit
Wild [dice:5jq9qygo]62684:1[/dice:5jq9qygo]

Damage
[dice:5jq9qygo]62684:2[/dice:5jq9qygo]+[dice:5jq9qygo]62684:3[/dice:5jq9qygo]

Shibboleth TK roll
Spirit [dice:5jq9qygo]62684:4[/dice:5jq9qygo] = Ace! [dice:5jq9qygo]62684:6[/dice:5jq9qygo] = Ace! [dice:5jq9qygo]62684:7[/dice:5jq9qygo]
Wild [dice:5jq9qygo]62684:5[/dice:5jq9qygo]

Yikes, sorry.

Ronin VS TK
Spirit [dice:5jq9qygo]62684:8[/dice:5jq9qygo]
Wild [dice:5jq9qygo]62684:9[/dice:5jq9qygo] = Ace [dice:5jq9qygo]62684:10[/dice:5jq9qygo]
Cassius swipes recklessly at Tito as the chihuagoyle withdraws from combat, barely scratching his armor. Then the mutant Dog Boy leaps into the air, trying to kick Blurre into range of the Shibboleth, but even his prodigious strength is no match for the sorcerer's vice-like telekinetic grip. [Sorry guys, Shibby double-aced his d12 and ended up with a 33.]

Ronin, meanwhile, is wrapped up in Jack's telekinetic grip, not unlike her brother.
GM Bennies: 8/8

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Sir Blurre
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Re: Day 42: This is the end

Post by Sir Blurre »

Unable to do much but float over the battle, grunting a bit as Tito's effort to knock him free fails, he reaches out through the psychic connection Runnin established between them earlier. So, Sis, let's make a pact--no matter how this whole thing turns out, we both omit this part from the story, okay?

Then he frowns as he sees Orrin's face go blank, and he calls out to the preacher. "Sir Orrin! No lollygagging--snap out of it!"
OOC Comments
Per the HJ result, Orrin gets a free attempt to break free from the Puppet effect, at +2 to the roll.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Kim Black
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Posts: 278
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Location: Wheaton, IL

Re: Day 42: This is the end

Post by Kim Black »

Fear 7
-4 difficulty
Spirit [dice:1o9kfu4c]62726:0[/dice:1o9kfu4c]
Ace [dice:1o9kfu4c]62726:2[/dice:1o9kfu4c]
Wild [dice:1o9kfu4c]62726:1[/dice:1o9kfu4c]
Ace [dice:1o9kfu4c]62726:3[/dice:1o9kfu4c]
Strength 14
Spirit [dice:1o9kfu4c]62726:4[/dice:1o9kfu4c]
Wild [dice:1o9kfu4c]62726:5[/dice:1o9kfu4c]
Benny for Extra Efforg [dice:1o9kfu4c]62726:6[/dice:1o9kfu4c]
Ace [dice:1o9kfu4c]62726:7[/dice:1o9kfu4c]
Dispel Shib's ETK 16
-2 for different magic, +2 Machine Maestro
Techno-Wizardry [dice:1o9kfu4c]62726:8[/dice:1o9kfu4c]
Wild [dice:1o9kfu4c]62726:9[/dice:1o9kfu4c]
Ace [dice:1o9kfu4c]62726:10[/dice:1o9kfu4c]
Benny for EE [dice:1o9kfu4c]62726:11[/dice:1o9kfu4c]
Ace [dice:1o9kfu4c]62726:12[/dice:1o9kfu4c]
New Mexico/Train
Afternoon
Day 41
Round 3

Kim felt the cold chill of fear grip her heart, but she fought off the effects, glaring at Shibboleth.

Then Ronin dropped into the car and blasted at Kim and the others. She managed to set her feet, her armor augmenting her strength to keep her from being thrown back.

Jack seemed to have Runin dealt with, so Kim turned her attention back to the battle. Tito was hurt, but Blurre was lifted off the ground. And something was wrong with Orrin.

She would deal with Orrin in a bit. She needed to get Blurre back in the fight and putting some hurt on Shibboleth. She lifted her dispel grenade launcher again and fired it at Blurre, hoping to knock out the telekinesis holding him.
Blurre
Blurre has Exalted Quickness
***

Exalted Quickness on Blurre (3r; -1/r)

Vigor: d12+3 (Orrin)
Pace: 8
Agility: d10
Dispel Device (9/12 PPE)
Quickness Device (8/17 PPE)
Healing Device (12/12 PPE)

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 35/25
Bennies: 3/3
Arcane Machinist (3/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2
Combat Ace: Ignore MAP for Piloting and Shooting in the same turn.

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

User avatar
Rill
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Posts: 169
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 42: This is the end

Post by Rill »

Fear Check Success, Strength Check Success
Spirit for Fear Check [dice:3ma1k7j2]62742:0[/dice:3ma1k7j2] (+1 from bible partially offsets -4 modifier)
Wild [dice:3ma1k7j2]62742:1[/dice:3ma1k7j2] + [dice:3ma1k7j2]62742:4[/dice:3ma1k7j2]

Strength vs. Runnin Strength [dice:3ma1k7j2]62742:2[/dice:3ma1k7j2] + [dice:3ma1k7j2]62742:5[/dice:3ma1k7j2]
Wild [dice:3ma1k7j2]62742:3[/dice:3ma1k7j2]
Rill is unfazed by the evil sorcerer's mental assault, and even his relatively unimpressive physical strength is enough to hold off the psychic attach from Sir Blurre's sister.

Rill is burning through power almost faster than he can keep track of it, but he knows that he has a chance to put things to right. Now, with no children around to protect him, the Shibboleth is vulnerable, so, once more, Rill calls on the divine light.
Mysticism for Greater Slumber, Shibby at -2 to Resist
Mysticism [dice:3ma1k7j2]62742:6[/dice:3ma1k7j2]
Wild [dice:3ma1k7j2]62742:7[/dice:3ma1k7j2]
Mega variant
Extra Effort: [dice:3ma1k7j2]62742:8[/dice:3ma1k7j2]
Dang. No raise.
As before, the creature before them is bombarded by images of his own sins as the light of the Lord sears his conscience.
Character Sheet

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Silverclaws
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Silver Patron
Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 42: This is the end

Post by Silverclaws »

Silver is still sighted in when he watches the barrier go up around the kids. Best let the mages handle that hot mess.

He hears the ruckus near the train cars and swings the barrel of the Magma Rifle towards the sound, noticing that the top of the car has been ripped open, in a fashion. Whatever was going on there is uddenly put on hold. Silver could almost swears that he could smell @Jack 'Bullet' Jones woven into the solution.

Silver mentally ticks off opponents and their current statuses.

Shibby - handled by the magic-y types

What he guesses is @Sir Blurre's sister in the train cars - wrapped up nicely.

That leaves what Silver is guessing is Cassius. The Cassius he fought in Marron was much, much better looking than this monstrosity. With his treads wrecked by Silver's first salvo with the Magma Rifle, he has not moved anywhere else. As much as Silver prefers the challenge of moving targets, he will take this one gift and use it to its fullest.

Admiring the fine craftsmanship of the Magma Rifle his thoughts go back to when he was working caravan security for Northern Gun. NG made some nice equipment. He had declined new equipment as payment but Silver admired their work. Now a partnership between Northern Gun and the RRC, that would be quite lucrative. The NG could have a designated warehouse with the RRC and the RRC could get their TW weapons and such into the Northern markets.

Considering partnerships, Silver thought back to his first meeting with the Legion. It had not been at the Sidewinder Saloon in Black Mesa. Truth was, he had run the security for several convoys running to Castle Refuge. One particular delivery had been a Gunwolf. A Grackle-sized gunwolf, no less. That @SnackHappy fellow was one BIG lizard.

The smell of magic in the air, almost triggered Silver's cybernetic eye. Silver faught down the urge by closing his eyes tights and breathing deep. When he opened them again, he was looking over the end of the barrel at Cassius. Lucky for Silver he was part borg and understood this type of machine.

CEntral Processing Unit was likely located in the 'Borg's head.

<<ROF 3 to Cassius's head.>>
  • Called Shot: -4
    • Cassius Size: +4
    • Silver's Size: +1
    • Size Bonus: +3
  • Magma Rifle: +2

    Total Modifier: +1
Shot 1, 4 - 18 Damage, AP 2 _
Modifier: +1
[*] Shooting (1d6) [dice:245qgjhd]62775:0[/dice:245qgjhd]
[*] Wild (1d6) [dice:245qgjhd]62775:1[/dice:245qgjhd]

[*] Damage (3d8) [dice:245qgjhd]62775:9[/dice:245qgjhd]
[*] Acedc! Damage (1d8+15) [dice:245qgjhd]62775:14[/dice:245qgjhd]
Shot 2, 11 - 22 Damage, AP 2_
Modifier: +1
[*] Shooting (1d6) [dice:245qgjhd]62775:2[/dice:245qgjhd]
[*] Wild (1d6) [dice:245qgjhd]62775:3[/dice:245qgjhd]
[*] Aced! Wild (1d6+6) [dice:245qgjhd]62775:6[/dice:245qgjhd]

Benny for Extra Effort (2 of 3 remaining)

[*] Extra Effort (1d6) [dice:245qgjhd]62775:17[/dice:245qgjhd]

[*] Damage (3d8) [dice:245qgjhd]62775:10[/dice:245qgjhd]
[*] Bonus (1d6) [dice:245qgjhd]62775:11[/dice:245qgjhd]
Shot 3, 9 -- 26 Damage, AP 2 _
Modifier: +1
[*] Shooting (1d6) [dice:245qgjhd]62775:4[/dice:245qgjhd]
[*] Aced! Shooting (1d6+6) [dice:245qgjhd]62775:7[/dice:245qgjhd]
[*] Wild (1d6) [dice:245qgjhd]62775:5[/dice:245qgjhd]
[*] Aced! Wild (1d6) [dice:245qgjhd]62775:8[/dice:245qgjhd]

[*] Damage (3d8) [dice:245qgjhd]62775:12[/dice:245qgjhd]
[*] Aced! Damage (1d8+14) [dice:245qgjhd]62775:15[/dice:245qgjhd]
[*] Wild (1d6) [dice:245qgjhd]62775:13[/dice:245qgjhd]
[*] Aced! Wild (1d6+6) [dice:245qgjhd]62775:16[/dice:245qgjhd]
It would seem that the Magma Blaster/Rifle (at least this one in particular) needs some fine tuning. The first shot warbles and nearly misses. the second shot is more on target and the third, actually makes an impact. Magma and entangling insues around Cassius's head.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

User avatar
Orrin Truthseeker
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Posts: 277
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 42: This is the end

Post by Orrin Truthseeker »

Blurr Enabled Breakout Roll - 14
Spirit [dice:133mvmcg]62791:0[/dice:133mvmcg]
Wild [dice:133mvmcg]62791:1[/dice:133mvmcg]

Bennie to Reroll with Elan
Spirit [dice:133mvmcg]62791:2[/dice:133mvmcg]
Ace! [dice:133mvmcg]62791:4[/dice:133mvmcg]
Wild [dice:133mvmcg]62791:3[/dice:133mvmcg]

+2 from Blurrs HJ result that allowed this roll in the first place
Rolls

Greater Lower Trait - Vigor on Shibby - +2 from gear, -2 from MAP
Spellcasting [dice:133mvmcg]62791:5[/dice:133mvmcg]
Wild [dice:133mvmcg]62791:6[/dice:133mvmcg]

Greater Lower Trait - Spellcasting or equivalent? - +2 gear, -2 MAP
Spellcasting [dice:133mvmcg]62791:7[/dice:133mvmcg]
Wild [dice:133mvmcg]62791:8[/dice:133mvmcg]

Bennie to Re-roll
Spellcasting [dice:133mvmcg]62791:9[/dice:133mvmcg]
Wild [dice:133mvmcg]62791:10[/dice:133mvmcg]
Ace! [dice:133mvmcg]62791:11[/dice:133mvmcg] + Elan = 10
Shibboleth makes spirit rolls against TN 8 or he reduces vigor to Greater lower trait, and spirit roll against a TN of 11 or he reduces his spellcasting die to GLT (Killer instinct)
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature

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Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: This is the end

Post by Tribe of One »

Shibboleth's attempt to hold on to those puppet strings = 10
Spellcasting [dice:31hctbcn]62825:0[/dice:31hctbcn]
Wild [dice:31hctbcn]62825:1[/dice:31hctbcn]

GM Benny to reroll
[dice:31hctbcn]62825:2[/dice:31hctbcn]
Wild [dice:31hctbcn]62825:3[/dice:31hctbcn] = Ace [dice:31hctbcn]62825:4[/dice:31hctbcn]
GM Bennies: 8/8

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Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: This is the End

Post by Tribe of One »

More Resistance Rolls
Shibboleth vs. Kim's Dispel attempt (16)
Spellcasting [dice:70an7h20]63021:0[/dice:70an7h20] = Fail
Wild [dice:70an7h20]63021:1[/dice:70an7h20]
ETK is dispelled

Shibboleth vs. Rill's Guilt
Spirit [dice:70an7h20]63021:2[/dice:70an7h20] = Success
Wild [dice:70an7h20]63021:3[/dice:70an7h20]
Resists

Shibboleth vs. Orrin's GLT-Vigor (8)
Spirit [dice:70an7h20]63021:4[/dice:70an7h20] = Vigor drops 2d (to 1d6)
Wild [dice:70an7h20]63021:5[/dice:70an7h20]

Shibboleth vs. Orrin's GLT-Spellcasting (10 -- Shib has Killer Instinct, too)
Spirit [dice:70an7h20]63021:6[/dice:70an7h20] = Spellcasting drops 2d (to 1d12)
Wild [dice:70an7h20]63021:7[/dice:70an7h20]
Seswarick manages to shake off the wave of terror that emanates from the Shibboleth, while also maintaining the crackling cage of electricity that binds the sorcerer's physical form. Summoning a blast of lightning, he directs it at the bound foe, but it dissipates without harming him.

Blurre struggles in the air, helpless in the telekinetic grip of the wizard. Tito, chased by the terrifying phantoms summoned by the sorcerer, skates under the whirling blades of the robot Cassius and leaps into the air, hoping to kick the cyber-knight into range of the Shibboleth. The move looks good ... up until Tito slams his heel into Blurre's back, only to bounce off like he'd kicked a mountain.

Silverclaws pumps several rounds from his magma rifle into Cassius, with a similar lack of effect.

Inside the Leviathan, the remaining members of the 18th keep their feet as Blurre's fallen sister, Ronin, blasts them with her own psychic assault. Jack responds in kind, wrapping her up in a telekinetic embrace as Rill and Kim turn their attention to the Shibboleth. Rill's second attempt to overcome the sorcerer with guilt fails, but Kim manages to dispel the telekinetic grasp the wizard has on Blurre, dropping the cyber-knight into the mud.

Things threaten to go pear-shaped as Orrin succumbs to the Shibboleth's mental control, but a word of encouragement from Sir Blurre is enough to shake the wizard out of it, and he retaliates with a couple of spells that sap the Shibboleth's vigor and spellcasting ability.


Bad Guy Actions
Cassius full-auto fires at Blurre; ignores the auto-fire penalty, -3 to hit for Blurre's abilities, 1d12+2 base and +1 for twin-linked = 1d12
Shooting 1 [dice:70an7h20]63021:8[/dice:70an7h20] = Miss
Shooting 2 [dice:70an7h20]63021:9[/dice:70an7h20] = Raise
Shooting 3 [dice:70an7h20]63021:10[/dice:70an7h20] = Hit
Wild [dice:70an7h20]63021:11[/dice:70an7h20] = Hit

Damage 1 with Raise [dice:70an7h20]63021:12[/dice:70an7h20]+[dice:70an7h20]63021:13[/dice:70an7h20] = 30 damage = 3 Wounds
Damage 2 [dice:70an7h20]63021:14[/dice:70an7h20] = Ace! [dice:70an7h20]63021:16[/dice:70an7h20] = 1 Wound
Damage 3 [dice:70an7h20]63021:15[/dice:70an7h20] = Shaken, or 1 Wound

Shib Action 1: Casts GBT-Spellcasting and mega Intangibility (no MAP due to Ex. Quickness), then moves into the Leviathan; Action 2: Materializes next to the cabin where Stella is, casts Dispel on the ETK holding Ronin, then casts mega Barrier around himself and Stella (also no MAP).

GBT-Spellcasting
Spellcasting [dice:70an7h20]63021:17[/dice:70an7h20] = Raise, +4d brings him to 1d12+4
Wild [dice:70an7h20]63021:18[/dice:70an7h20]

mega Intangibility
Spellcasting [dice:70an7h20]63021:19[/dice:70an7h20] = Raise
Wild [dice:70an7h20]63021:20[/dice:70an7h20]

Dispel vs. Jack's ETK (-2 for different traditions)
Spellcasting [dice:70an7h20]63021:21[/dice:70an7h20]
Wild [dice:70an7h20]63021:22[/dice:70an7h20]

GM Benny for reroll
Spellcasting [dice:70an7h20]63021:23[/dice:70an7h20]
Wild [dice:70an7h20]63021:24[/dice:70an7h20] = Ace! [dice:70an7h20]63021:25[/dice:70an7h20]

mega Barrier
Spellcasting [dice:70an7h20]63021:26[/dice:70an7h20] = Raise
Wild [dice:70an7h20]63021:27[/dice:70an7h20]

Ronin (if free): Action 1- cast Entangle on Jack/Kim/Rill; Action 2: Move + Defend for +2 Parry
Ronin's entangle
Psionics [dice:70an7h20]63021:28[/dice:70an7h20]
Wild [dice:70an7h20]63021:29[/dice:70an7h20]

Wild Card Benny for Extra Effort + Elan

[dice:70an7h20]63021:30[/dice:70an7h20] = Success
Favoring Blurre with a look of disgust as the cyber-knight slips free, the Shibboleth calls to his mechanized lieutenant, Cassius. "Kill the knight -- I will deal with the others."

The massive 'borg responds immediately, blasting Sir Blurre with a barrage of super-heated plasma from his shoulder cannon that scores several direct hits. [Blurre is hit three times: the first for 3 Wounds, the second for 1 Wound and third causes Shaken (or 1 Wound if he's already Shaken)]

Satisfied that the cyber-knight has been dealt with, the black-cloaked adept begins weaving a series of spells of his own. The first incantation bolsters his spellcasting ability, undoing the damage done by Orrin's spell and then some. In his next breath, the sorcerer spits out a spell that causes his form to dissolve into ribbons of inky mist that easily slip free of the entangling electricity and speed toward the Leviathan, where they slither through cracks in the hull like wisps of smoke.

Materializing inside next to the cabin where Stella is stashed, the wizard spits out a guttural incantation that tears at Jack's telekinetic hold on Ronin [Jack needs a 14 or better to maintain his Exalted TK] before ducking into the room. From within, the sounds of a final spell can be heard as he summons a rune-covered iron barrier sealing himself inside with Stella. [The mega barrier is Toughness 22 (12) MDC.]

If Ronin is freed
Free of Jack's telekinetic grip, Ronin drops to the ground and flings a web of ectoplasmic spider webs at Jack, Kim and Rill [Each needs to make an Agility check: 1 or less = fully restrained; 2-5 = -2 to Pace and Agility/Strength skills; 6+ = no effect], before dashing past the trio and taking up a defensive stance [Defend for +2 Parry]next to the Shibboleth's barrier.


Initiative
Silver (Level-Headed) [dice:70an7h20]63021:31[/dice:70an7h20] [dice:70an7h20]63021:32[/dice:70an7h20] = 8 Spades, Black Joker
Blurre (Redraw less than 8) [dice:70an7h20]63021:33[/dice:70an7h20] = 2 Clubs = Reroll [dice:70an7h20]63021:44[/dice:70an7h20] = King of Clubs
Kim [dice:70an7h20]63021:34[/dice:70an7h20] = 10 Spades
Orrin [dice:70an7h20]63021:35[/dice:70an7h20] = 2 Diamonds
Rill [dice:70an7h20]63021:36[/dice:70an7h20] = Ace of Hearts
Seswarick [dice:70an7h20]63021:37[/dice:70an7h20] = 9 Diamonds
Jack (Quick) [dice:70an7h20]63021:38[/dice:70an7h20] = 2 Hearts = Reroll [dice:70an7h20]63021:45[/dice:70an7h20] = Ace of Diamonds
Tito (Level-Headed) [dice:70an7h20]63021:39[/dice:70an7h20] [dice:70an7h20]63021:40[/dice:70an7h20] = Queen of Diamonds and Reroll [dice:70an7h20]63021:46[/dice:70an7h20] = Reroll [dice:70an7h20]63021:47[/dice:70an7h20] = 2 Spades


Bad Guys (Imp. Level-Headed) [dice:70an7h20]63021:41[/dice:70an7h20] [dice:70an7h20]63021:42[/dice:70an7h20] [dice:70an7h20]63021:43[/dice:70an7h20] = Jack of Clubs + 2 Rerolls [dice:70an7h20]63021:48[/dice:70an7h20] [dice:70an7h20]63021:49[/dice:70an7h20] = 7 Clubs and King of Hearts

4 PCs beat or tie the Bad Guys' King, so PCs go first



You're up! Silver drew the Black Joker so he is +2 to all rolls and damage for the round and everyone gets a Benny!

At this point, all children have been freed and the Blue Hand warriors are all dead. You can take normal combat actions targeting Shibboleth, Ronin and Cassius.

Combat Statistics (all three are Wild Cards)
Cassius (in the middle of the battlefield): Size +4; Parry 9 7; Toughness 36 (20) MDC; Has Improved Arcane Resistance and Construct immunities; Movement is halved and -2 Parry from Called Shot on treads
Ronin (In the front car of the Leviathan, guarding the barrier and door to the cabin where the Shibboleth is with Stella): -4 to hit from Deflection, additional -2 to hit if targeted with tech attacks; Parry 14 (up to 16 this round due to Defend); Toughness 24 (14) with Psi-Shield; Has First Strike if anyone engages in melee
Shibboleth (in Leviathan cabin with Stella behind a barrier with Toughness 22 (12) MDC): -6 to hit from Greater Deflection; Parry: 7; Toughness: 29 (13) MDC with Greater Protection active and a Greater Lower Trait - Vigor.
GM Bennies: 8/8

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Sir Blurre
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Re: Day 42: This is the end

Post by Sir Blurre »

Lots of EP. 1 Wound remaining
Starting Stats: Parry 12 (-2 to be hit by technology, -1 to ranged attacks, -2 to be hit by anything); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
Boost Trait: Psionics, Raise, d10
Speed, Raise, x2 Pace, Free Run
Deflection, -2 to be hit
Boost Trait: Fighting, Raise, d12+3 (included in current Parry)
30 ISP
0 Bennies


All of these are purchased with EP:

First Hit 1 Wound Soak
Soak [dice:8mkhvh1w]63066:0[/dice:8mkhvh1w]
Wild Soak [dice:8mkhvh1w]63066:1[/dice:8mkhvh1w]
Soaked
Second Hit 3 Wound Soak
Soak [dice:8mkhvh1w]63066:2[/dice:8mkhvh1w]
Wild Vigor [dice:8mkhvh1w]63066:3[/dice:8mkhvh1w]
Reroll
Soak [dice:8mkhvh1w]63066:4[/dice:8mkhvh1w]
Wild Vigor [dice:8mkhvh1w]63066:5[/dice:8mkhvh1w]
Reroll
Soak [dice:8mkhvh1w]63066:6[/dice:8mkhvh1w]
Wild Vigor [dice:8mkhvh1w]63066:7[/dice:8mkhvh1w]
Reroll
Soak [dice:8mkhvh1w]63066:8[/dice:8mkhvh1w]
Wild Vigor [dice:8mkhvh1w]63066:9[/dice:8mkhvh1w]
Reroll
Soak [dice:8mkhvh1w]63066:10[/dice:8mkhvh1w]
Wild Vigor [dice:8mkhvh1w]63066:11[/dice:8mkhvh1w]
Reroll
Soak [dice:8mkhvh1w]63066:12[/dice:8mkhvh1w]
Wild Vigor [dice:8mkhvh1w]63066:13[/dice:8mkhvh1w] ACE [dice:8mkhvh1w]63066:14[/dice:8mkhvh1w]
2 Wounds Soaked, 1 Wound remaining

Spend one final benny to unshake before third hit
Total EP Spent: 8

Final Stats:
Parry 12 (-2 to be hit by technology, -1 to ranged attacks, -2 to be hit by anything); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
Boost Trait: Psionics, Raise, d10
Speed, Raise, x2 Pace, Free Run
Deflection, -2 to be hit
Boost Trait: Fighting, Raise, d12+3 (included in current Parry)
30 ISP
0 Bennies
Re-Shaken by last shot.
As the railgun fire strafes Blurre, his armor takes most of it, but one of the shots does manage to strike hard enough to draw blood.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Jack 'Bullet' Jones
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Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 42: This is the end

Post by Jack 'Bullet' Jones »

Hold on tight - ETK 15
[dice:gwtw1lr9]63085:0[/dice:gwtw1lr9]

[dice:gwtw1lr9]63085:1[/dice:gwtw1lr9]

Benny with Elan
[dice:gwtw1lr9]63085:2[/dice:gwtw1lr9]

WD
[dice:gwtw1lr9]63085:3[/dice:gwtw1lr9]

EP Benny
[dice:gwtw1lr9]63085:4[/dice:gwtw1lr9]

Ep wd
[dice:gwtw1lr9]63085:5[/dice:gwtw1lr9]

More ep
[dice:gwtw1lr9]63085:6[/dice:gwtw1lr9]

More ep wd
[dice:gwtw1lr9]63085:7[/dice:gwtw1lr9]
Going for the Gusto
Psionics - Onslaught (Jack's Bullet, +2 AP) at Barrier, -2 from MAP
[dice:gwtw1lr9]63085:8[/dice:gwtw1lr9]

WD Psionics
[dice:gwtw1lr9]63085:9[/dice:gwtw1lr9]

Onslaught damage to barrier (no raise applicable)
[dice:gwtw1lr9]63085:14[/dice:gwtw1lr9]

Shooting PHC at Shibboleth (assuming wall comes down, otherwise shooting barrier) (PHC +1 Shooting)
[dice:gwtw1lr9]63085:10[/dice:gwtw1lr9]

WD Shooting
[dice:gwtw1lr9]63085:11[/dice:gwtw1lr9]
Ace Shooting with prior, subtract Shibboleth Greater Deflection
[dice:gwtw1lr9]63085:15[/dice:gwtw1lr9]
EP for Benny EE with Elan
[dice:gwtw1lr9]63085:16[/dice:gwtw1lr9]

Damage with Raise, AP 4
[dice:gwtw1lr9]63085:17[/dice:gwtw1lr9]
2 Aces with prior
[dice:gwtw1lr9]63085:18[/dice:gwtw1lr9]

Shooting Hellfire Hand Cannon at Shibboleth (assuming wall comes down)
[dice:gwtw1lr9]63085:12[/dice:gwtw1lr9]

WD Shooting
[dice:gwtw1lr9]63085:13[/dice:gwtw1lr9]
Jack feels the burn of the Shibboleth's attempt to free his minion. The gunfighter pushes back with all of his will, fueled by the thought of this devil's intentions with the angel, Stella. "Ah done said she's takin' a powder, there, fella. Ah reckon maybe ah'll convey the message personally, if'n y'ain't followin' that donkey. Try a little a' THIS!" And with a mental burst of energy, a particle beam lances the barrier, sundering it and the magic holding it in place. Before the Shibboleth can blink, Jack speeds a shot from each pistol. His old faithful, the Pearl-Handled Colt, finds its mark, convincing the Shibboleth that he means business. "Ah got more where that came from, you dirt-eatin' dunce! Get away from that girl!"
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature

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Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 42: This is the end

Post by Kim Black »

Dispell iron barrier 10
-2 vs Spellcasting, +2 Machine Maestro
Techno-Wizardry [dice:37nyu6yh]63101:0[/dice:37nyu6yh]
Wild [dice:37nyu6yh]63101:1[/dice:37nyu6yh]
Benny for EE [dice:37nyu6yh]63101:2[/dice:37nyu6yh]
New Mexico/Train
Afternoon
Day 41
Round 4

“Oh, no you don’t!” Kim growled, once again turning her dispel launcher on Shibboleth and his iron barrier. She needed to keep him exposed so the others could put him down and keep him away from Stella.
Blurre
Blurre has Exalted Quickness
***

Exalted Quickness on Blurre (5r; -2/r)

Vigor: d12+3 (Orrin)
Pace: 8
Agility: d10
Dispel Device (9/12 PPE)
Quickness Device (5/17 PPE)
Healing Device (12/12 PPE)

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 35/25
Bennies: 3/3
Arcane Machinist (3/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2
Combat Ace: Ignore MAP for Piloting and Shooting in the same turn.

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

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Rill
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Posts: 169
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 42: This is the end

Post by Rill »

Mysticism to Heal Blurre, Success, Trapping Gives Free Roll to Unshake if Needed
Mysticism [dice:3ar5eg8j]63109:0[/dice:3ar5eg8j]
Wild [dice:3ar5eg8j]63109:1[/dice:3ar5eg8j]
Benny for EE to overcome -1 from the wound: [dice:3ar5eg8j]63109:2[/dice:3ar5eg8j]
Activating his Techno-Wizard jetpack, Rill flies to @Sir Blurre's side. Reaching down for his fallen friend, he says a quick prayer and is once again filled with divine light, which bleeds out from Rill to Blurre and settle's on the Cyber-Knight's wound.

"Come now, Sir Blurre. Our friends need your aid."
Character Sheet

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Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: This is the end

Post by Tribe of One »

Shibboleth's barrier vs Kim's bazooka
Spellcasting [dice:182oc32y]63151:0[/dice:182oc32y]
Wild [dice:182oc32y]63151:1[/dice:182oc32y]
The runes on the Shibboleth's summoned barrier blaze with pale fire in the wake of Kim's dispel attempt, but the iron wall holds.
GM Bennies: 8/8

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Seswarick
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Re: Day 42: This is the end

Post by Seswarick »

Seswarick circles for a moment when Shibboleth transforms and makes for the train car. Seeing the warlocks barrier drop to gunfire almost as fast as it was erected gives the young Lyn-Srial a chance to strafe, one he does not miss.

Hurtling along parallel to the crashed machine he unleashes a blast of lightning as he passes.
Action one, Lightning blast, Hit 28 MD AP4
Cost: +2 to roll 4 ISP, +4 AP 2 ISP. Cost 6 ISP
Modifiers: Deflection -6, Major Psi +2. Net -4
Psionics [dice:2no64xrr]63169:0[/dice:2no64xrr]
Wild [dice:2no64xrr]63169:1[/dice:2no64xrr] Benny for EE [dice:2no64xrr]63169:4[/dice:2no64xrr]
Damage [dice:2no64xrr]63169:5[/dice:2no64xrr] Aces [dice:2no64xrr]63169:6[/dice:2no64xrr]
It strikes the trains fuselage but instead of grounding out it arcs off the metal and into the villain. Pulling up into a climb he readies the magma rifle he received recently as his climb stalls out and turns into a dive that he pulls out of to return along the path he'd just followed. As he passes the car with Shibboleth a second time he fires a burst of magma fire at their foe.
Action two, Draw and fire magma rifle
Modifiers: Deflection -6, MAP -2, gun mods +2, 3rb +2. Net -4
Shooting [dice:2no64xrr]63169:2[/dice:2no64xrr]
Wild [dice:2no64xrr]63169:3[/dice:2no64xrr]
His gunfire also strikes the train but not miracle of fortune helps to correct this misfire.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Sir Blurre
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Re: Day 42: This is the end

Post by Sir Blurre »

OOC Comments
Current Stats:
Parry 12 (-2 to be hit by technology, -1 to ranged attacks, -2 to be hit by anything); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
Boost Trait: Psionics, Raise, d10
Speed, Raise, x2 Pace, Free Run
Deflection, -2 to be hit
Boost Trait: Fighting, Raise, d12+3 (included in current Parry)
30 ISP
0 Bennies
Re-Shaken by last shot.

+1 Benny due to party drawing a Joker

Free Unshake roll from Healing Trapping:
Unshake [dice:j1r0sc4k]63171:0[/dice:j1r0sc4k]
Wild Spirit [dice:j1r0sc4k]63171:1[/dice:j1r0sc4k]
Unshaken

Spending 4 ISP to maintain Powers (Quickness was cast by Kim)

Quick Round 1 Actions:
Run (free action) to Shibboleth, Wild Attack Twice, first strike gets Charge/Overrun bonus, all attacks cost +3 ISP to do +12 Damage (total of 12 ISP spent this round)
Shibboleth Stats: -6 to hit from Greater Deflection; Parry: 7; Toughness: 29 (13) MDC with Greater Protection active and a Greater Lower Trait - Vigor.
Fighting 1d12+3, +2 for Wild Attack, -6 for Deflection, No MAP due to Exalted Quickness,
Fighting [dice:j1r0sc4k]63171:2[/dice:j1r0sc4k]
Wild Fighting [dice:j1r0sc4k]63171:3[/dice:j1r0sc4k]
Hit Damage (includes +2 from Overrun and +12 from extra ISP) [dice:j1r0sc4k]63171:4[/dice:j1r0sc4k] + [dice:j1r0sc4k]63171:5[/dice:j1r0sc4k] = 35 AP 8 = 3 Wounds and Knocks Shibboleth Prone.

Subsequent rolls assume that Shibby is Prone (+2 to attacks against him); if this is not the case due to Soaking, then notes will be made to show what difference it might make.

Second Attack:
Fighting [dice:j1r0sc4k]63171:6[/dice:j1r0sc4k]
Wild Fighting [dice:j1r0sc4k]63171:7[/dice:j1r0sc4k]
Hit Damage (+12 from ISP): [dice:j1r0sc4k]63171:8[/dice:j1r0sc4k] + [dice:j1r0sc4k]63171:9[/dice:j1r0sc4k] = 34 AP 8 = 3 Wounds
{IF NOT PRONE: Will spend Benny to turn attack into an automatic hit]

Quick Round 2 Actions:
Let's do that again, without the Charge, still Wild Attacking and burning ISP:
First Attack
Fighting [dice:j1r0sc4k]63171:10[/dice:j1r0sc4k]
Wild Fighting [dice:j1r0sc4k]63171:11[/dice:j1r0sc4k]
Raise Damage (Format: Strength + Weapon Damage + Raise): [dice:j1r0sc4k]63171:12[/dice:j1r0sc4k] + [dice:j1r0sc4k]63171:13[/dice:j1r0sc4k] + [dice:j1r0sc4k]63171:14[/dice:j1r0sc4k] = 41 before ACES: Strength Ace, Weapon Ace, Raise Ace: [dice:j1r0sc4k]63171:15[/dice:j1r0sc4k] + [dice:j1r0sc4k]63171:16[/dice:j1r0sc4k] + [dice:j1r0sc4k]63171:17[/dice:j1r0sc4k] = 50 base damage + 10 Raise Damage = 60 AP 8 = 9 Wounds
[IF NOT PRONE: No Raise, 6 Wounds instead]

Second Attack
Fighting [dice:j1r0sc4k]63171:18[/dice:j1r0sc4k]
Wild Fighting [dice:j1r0sc4k]63171:19[/dice:j1r0sc4k]
Hit Damage: [dice:j1r0sc4k]63171:20[/dice:j1r0sc4k] + [dice:j1r0sc4k]63171:21[/dice:j1r0sc4k] = 34 AP 8 = 3 Wounds
[IF NOT PRONE: No difference]

Current Stats:
Parry 10 (-2 to be hit by technology, -1 to ranged attacks, -2 to be hit by anything); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
Boost Trait: Psionics, Raise, d10
Speed, Raise, x2 Pace, Free Run
Deflection, -2 to be hit
Boost Trait: Fighting, Raise, d12+3 (included in current Parry)
18 ISP
1 Bennies

If Shibboleth was not knocked prone, then 0 bennies
Dropped on the ground as the telekinetic grip is released, Blurre hops up even as Rill's healing blessing flows through him, mending the Cyber-Knight's wounds and clearing his head from the shock of the injury. When he sees Seswarick punch a hole through the barrier with the magma gun, he doesn't hesitate--dashing forward recklessly, he draws upon his inner might and rains down a furious series of blows--one, two, three, four--all of them capable of dropping any lesser foe outright, and any two of them likely to fell even this monster, without the intervention of some sort of dark blessing Shibboleth might draw upon.

Or at least, that was the intent. However, as the first two attacks strike Shibboleth, something goes awry....
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Tribe of One
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Re: Day 42: This is the end

Post by Tribe of One »

With Ronin wrapped up in Jack's telekinetic grasp and Cassius still limping across the scorched desert sands outside, the heroes of the 18th COT turn their attention to the Shibboleth, whose dark sorcery threatens their beloved Stella.

First Kim launches another dispelling grenade at the rune-covered barrier protecting the sorcerer, causing it to flare but not fail. Jack's anger is not so easily turned aside, however, and a split second later he splits the iron wall with a psychic blast, shooting into the gap immediately and knocking the shrouded warlock off balance with a shot from his favorite Colt.

Seswarick presses the attack with a blast of electricity that -- for a moment -- crackles across the Shibboleth's cloaked form. Outside, Cassius roars in surprise.

Blurre, free of the Shibboleth's arcane grasp and healed by Rill's prayers, charges into the Leviathan, heedless of danger. Darting past Stella's pale form, he stabs his psi-sword past the Shibboleth's eldritch defenses, plunging it deep into his cloaked form ...

All hear the roars of pain and fear that follow -- from Cassius. Only Tito remains outside to see the blade of Sir Blurre's psi-sword emerge from the massive construct's chest, as the last arcs of Seswarick's earlier attack play across his form. An iron amulet with the symbol of a baleful eye glows briefly around the 'Borg's neck as he utters his final, crackling words: "Master, No! I can ... still be of ... use ..."

In one smooth motion, Blurre withdraws his blade and plunges it again into the Shibboleth. This time, the cry of pain comes not from Cassius, but from Ronin, who hangs motionless in the air with Blurre's psi-sword sprouting from her abdomen.

Her own amulet glows red as Blurre withdraws the blade and smoke rises from the wound -- not immediately fatal, but she clings to life only by the slenderest thread.

Only he hears the words Runnin sends echoing into his mind.

Aaaaah, Turtle ... Told you, you can't save everyone, she says, the sound of her thoughts summoning bittersweet memories in Blurre's mind. It's okay, though. One more place for me to get to first ... just have to go it alone. Know I wasn't always ... Sorry, little brother. Run your race. Save a spot for you across the finish line.


Children weren't the only human shields bound to the Shibboleth. The bonds of servitude Cassius and Ronin entered into voluntarily were even stronger, allowing the sorcerer to trade his own death for theirs. The choice now is Sir Blurre's -- will he continue with that third strike, killing his sister, so the fourth can find it's true target?
GM Bennies: 8/8

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Sir Blurre
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Re: Day 42: This is the end

Post by Sir Blurre »

OOC Comments
Quick Round 2, Adjusted.

Current Stats:
Parry 10 (-2 to be hit by technology, -1 to ranged attacks, -2 to be hit by anything); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
Boost Trait: Psionics, Raise, d10
Speed, Raise, x2 Pace, Free Run
Deflection, -2 to be hit
Boost Trait: Fighting, Raise, d12+3 (included in current Parry)
24 ISP
1 Bennies

Three actions:
Use Shield as Touch Attack vs. Shibboleth (Ambi eats Off-Hand)
Attack with Whip for Non-Lethal damage (Two-weapon fighter cancels MAP)
Reset shield back to defensive position. (Quickness cancels MAP)

Shield Touch Attack
Fighting [dice:kyewvngw]63220:0[/dice:kyewvngw]
Wild Fighting [dice:kyewvngw]63220:1[/dice:kyewvngw]
Hit: Targert (presumably Runnin) must roll Vigor or be Incapacitated
Damage: [dice:kyewvngw]63220:4[/dice:kyewvngw]

Whip Attack, Non-Lethal
Fighting [dice:kyewvngw]63220:2[/dice:kyewvngw]
Wild Fighting [dice:kyewvngw]63220:3[/dice:kyewvngw]
Miss

Shield Reset

Current Stats:
Parry 12 (-2 to be hit by technology, -1 to ranged attacks, -2 to be hit by anything); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
Boost Trait: Psionics, Raise, d10
Speed, Raise, x2 Pace, Free Run
Deflection, -2 to be hit
Boost Trait: Fighting, Raise, d12+3 (included in current Parry)
24 ISP
1 Bennie


Blurre checks his furious rain of blows as the true nature of the situation becomes evident.

C'mon, Sis, do you really think I'm any less stubborn now than when I refused to yield the cookie-jar to you? Now, this may sting a bit, and I am sorry about that.

Then, with a grimace, he shifts gears, thrusting the shield forward and striking with the Psi-Whip to keep the blows from being lethal; this does throw him a bit off-balance, however, causing the whip attack to skitter off ineffectually, though the shield does smash into Shibboleth's face before Blurre sets it back into position.

"One of you spell-casters needs to figure out how to break the connection to Runnin! Then I can finish this coward!"
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Tribe of One
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Re: Day 42: This is the end

Post by Tribe of One »

Resistance Roll
Shibboleth rolls to resist the stun
Vigor [dice:1baa58dw]63242:0[/dice:1baa58dw]
Wild [dice:1baa58dw]63242:1[/dice:1baa58dw]
Don't be a blockhead, Turtle. The necklace doesn't come off, not without me dyi ..., Runnin's thoughts are cut off as the blow Blurre delivers to the Shibboleth knocks her unconscious.

The sorcerer, gathering himself after the rain of blows, begins laughing mercilessly.

"Always such weakness. Unwilling to sacrifice the memory of a sister who died long ago," he says, gripping Stella by the iron collar around her neck. "No matter. I have no such compunctions."
GM Bennies: 8/8

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Orrin Truthseeker
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Re: Day 42: This is the end

Post by Orrin Truthseeker »

History roll for Christian Theology - 8 -Success
Knowledge History [dice:1r4lvgm5]63332:0[/dice:1r4lvgm5]
Wild [dice:1r4lvgm5]63332:1[/dice:1r4lvgm5]
Knowledge Arcana for Amulet (just in case) - 11
Bonus: +2 from Armor
Knowledge Arcana [dice:1r4lvgm5]63332:2[/dice:1r4lvgm5]
Wild [dice:1r4lvgm5]63332:3[/dice:1r4lvgm5]
Ace! [dice:1r4lvgm5]63332:4[/dice:1r4lvgm5]
Orrin's blood goes chill when he sees the amulet on Ronin flare in the arcane spectrum just as Blurr delivers what should have been a crippling blow to the Shibboleth. Giving off the same, albeit more powerful, signature as the links to the children, Orrin knows exactly how terrible their situation is.

Orrin had spent a lot of time traveling with the cyberknight, and if there was one thing he knew about Blurr it was that he would do anything to save his sister. There was no way he would let her die in order to kill Shibboleth.

Unless...

Orrin quickly patches through a private line to Rill. He doesn't want Blurr overhearing this conversation...

"Preacher - If I recall correctly, your God has from time to time blessed his followers to be able to bring the deceased back to life correct? Do you have that kind of favor from your God? Could you bring back Ronin if she dies?"

While Orrin communes with @Rill , he inspects the amulet on Ronin's now limp body, just in case his other plan doesn't pan out.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature

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Tribe of One
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Re: Day 42: This is the end

Post by Tribe of One »

A brief look at the auras surrounding Ronin's amulet tells Orrin all he needs to know: Although similar to the siphon the Shibboleth established with the children, this one is much stronger, forged as it was with a willing adult subject who entered the bargain with full knowledge of its consequences. He sees no way to break the connection by arcane means.
GM Bennies: 8/8

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Rill
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Re: Day 42: This is the end

Post by Rill »

Orrin Truthseeker wrote:
Mon Feb 17, 2020 10:50 am
Orrin quickly patches through a private line to Rill. He doesn't want Blurr overhearing this conversation...

"Preacher - If I recall correctly, your God has from time to time blessed his followers to be able to bring the deceased back to life correct? Do you have that kind of favor from your God? Could you bring back Ronin if she dies?"
Rill responds, "Yes, if our efforts here are not enough to save her, I can attempt to raise her. It would not be an easy thing, nor a sure one, and only God can decide whether to once again link soul and body. I would caution you that such powers are not to be trifled with and should be relied upon only as a last resort. Truly, they are best relied on following a last resort.
Character Sheet

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Kim Black
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Re: Day 42: This is the end

Post by Kim Black »

Greater Entangle 18; Shibby needs to make an Agility roll vs 18. Fail, he is full entangled. Fail-raise, his escape attempts are at -4. There is also an acid/corrosive trapping, so he must make a Vigor roll or suffer Fatigue.
+2 Machine Maestro
Techno-Wizardry [dice:ureesxuj]63398:0[/dice:ureesxuj]
Wild [dice:ureesxuj]63398:1[/dice:ureesxuj]
Ace [dice:ureesxuj]63398:2[/dice:ureesxuj]
Ace [dice:ureesxuj]63398:3[/dice:ureesxuj]
New Mexico/Train
Afternoon
Day 41
Round 4

Kim gasped as Blurre’s psi-sword came out of his sister. “That bastard!” she exclaimed. They had to save Stella. She could fix all this!

Kim whipped out her ocarina and blew the haunting, discordant sound on it. Small tears in reality emerged around Shibboleth, and slimy tentacles dripping green acid wrapped around the evil mage.
Blurre
Blurre has Exalted Quickness
***

Exalted Quickness on Blurre (5r; -2/r)

Vigor: d12+3 (Orrin)
Pace: 8
Agility: d10
Dispel Device (9/12 PPE)
Quickness Device (3/17 PPE)
Healing Device (12/12 PPE)

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 31/25
Bennies: 3/3
Arcane Machinist (3/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2
Combat Ace: Ignore MAP for Piloting and Shooting in the same turn.

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

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Seswarick
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Re: Day 42: This is the end

Post by Seswarick »

Knowing first hand how easily the warlock can slip mystic bonds Seswarick seeks to entrap the fiend another way. Flying over to the dignitaries and various techno wizards who stood with the COT he beseeches them again for aid. "Good people the battle is not yet fully won. We need a barrier enclosing that car that can contain an immaterial being so that Shibboleth cannot escape. We have asked much of you and you have delivered. I humbly ask again for your aid. Please do what you can." That said he flies into said car to face Shibboleth with the rest of the COT.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Tito
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Joined: Mon Oct 08, 2018 10:52 am

Re: Day 42: This is the end

Post by Tito »

Notice 8, K/Arcana 5
Notice: [dice:1rr7h40a]63517:0[/dice:1rr7h40a]
Wild: [dice:1rr7h40a]63517:1[/dice:1rr7h40a]

Knowledge (Arcana): [dice:1rr7h40a]63517:2[/dice:1rr7h40a]
Wild: [dice:1rr7h40a]63517:3[/dice:1rr7h40a]
As Cassius collapses, mysteriously dead, Tito leans over him. Curiously, something smells strange. Not the stinkbot himself, but something magical..

Then he notices that the smell on Cassius’ necklace smells just like the chains that were connected to the children! Tito doesn’t know as much about magic as Orrin does, yet, but he thinks, ’Man, Orrin is badass with the magic stuff. He might even be as good as me! Maybe he can use shib..shibi..shibuitzu’s magic against him with this?”

The chihuagoyle snatches the necklace up and kicks himself into the air and bounds towards the leviathan. He crashes through the opening and turns to Orrin.

“Look, @Orrin Truthseeker!” Tito shouts over the din, “We can use this against Shibuitzu. Maybe one of those feedback rituals things you taught me about?”
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature

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Orrin Truthseeker
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Re: Day 42: This is the end

Post by Orrin Truthseeker »

Orrin takes the amulet from Tito, examining it more closely. It takes immense effort to give it a thorough inspection with his heart pounding from the still undecided battle, but Orrin forces himself to do so.

Hm...Yes I think you're right. Cassius may be dead, but enough of his life force remains in the area to sustain a weak connection to Shibboleth. Orrin pauses, contemplating the possibilities. He switches on his radio.

"Everyone, I have the amulet that created the connection between Cassius and the Shibboleth. I think I can reverse its effects, causing any harm caused to the wearer to hurt the Shibboleth instead. If I do and we give it to Roni....Runnin, it might reflect anything Shibboleth transfers to her back to him. That's a might though. I'm not sure. It might bounce back and forth between them and get split, doing half as much harm to each. Honestly, I think its the best we are going to get. Blurr, its your sister, so it's your call. Rill and I can try to keep her healed in case the amulets do split the harm between them while the rest of you try to take down that monster. We may need Jack to keep Runnin immobilized, in case she is still violent after we wake her up."

Orrin squeezes his eyes shut, hoping Blurr agrees to the plan. If he doesn't and no one has anything else, Orrin is going to have to press to just kill Shibboleth and let the preacher try and raise the wayward cyberknight...
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature

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Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: This is the End

Post by Tribe of One »

The plan hatched by Tito and Orrin is a desperate one, but it's the only option so far that avoid unacceptable casualties. As he turns his arcane attentions to Cassius's amulet, Orrin realizes one wrinkle, however: While a brute force attempt to reverse the polarity is possible, doing so in a short amount of time will leave the wearer at vulnerable to at least a portion of the damage being transferred to the Shibboleth. Ronin would almost certainly be killed -- as is, someone will need to work to keep her stable when the time comes -- which means someone else will need to don Cassius's necklace, and suffer the blows meant to kill the Shibboleth.

Their foe, meanwhile, is not inclined to go quietly. Held fast by Kim's Lovecraftian summons, the ancient sorcerer spits a steady stream of abyssal curses as he tightens his grip on Stella's collar. The light radiating from the superhuman saloon gal's skin dims and flickers as the Shibboleth draws power, preparing a last ditch reprisal.

"When I am done with you worms, even your names will be erased from the multiverse. My will is ageless, my power eternal -- no mewling band of heroes will turn me aside when all that I desire is in my grasp!"

Time seems to slow to a crawl as the members of the 18th faced their most desperate hour, each action an opportunity for salvation or ruin.

Shibboleth.jpg


Final Dramatic Task Time!

Multiple tasks need to be addressed - each PC may tackle one of the following actions:

  • Reverse the flow of energy from Cassius's amulet to the Shibboleth: Multiple PCs may join in this task, which requires the use of a PPE-based arcane skill (Spellcasting, Techno-Wizardry or Mysticism, but not Psionics). One point is earned for every success and raise (including multiple raises); a total of 5 points are required to successfully reverse the flow.
  • Keep the Shibboleth distracted: Multiple PCs may join in this task, using a variety of appropriate skills. Each success and raise prevents the Shibboleth from drawing a Benny from Stella (with no successes, he can draw three); additional successes will impose a penalty on the Shibboleth's attempt to soak using my one remaining GM Benny.
  • Transfer Wounds: Once the amulet's flow is reversed, someone needs to put it on. Others can then spend their actions making normal attacks against the victim, er, volunteer, ignoring armor, if desired. All Wounds inflicted are transferred to the Shibboleth automatically, but the volunteer must roll to resist them as well, by making a free (no Benny required) Soak roll against each attack, which does not use the volunteer's action.
  • Stabilize Ronin: Monitoring Ronin and preventing an overflow of lethal energy from killing her can be done with the Healing skill, or with an arcane skill if the user has the healing power. Only a single success is needed, but the roll suffers a -3 penalty due to Ronin's current wounds.


Good luck!
GM Bennies: 8/8

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Rill
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Re: Day 42: This is the end

Post by Rill »

Stabilizing Ronin: Success
Mysticism [dice:30qj1ud7]63725:0[/dice:30qj1ud7]
Wild [dice:30qj1ud7]63725:1[/dice:30qj1ud7]

Reroll [dice:30qj1ud7]63725:2[/dice:30qj1ud7]
Wild [dice:30qj1ud7]63725:3[/dice:30qj1ud7]


Rill moves to the wounded knight’s side, channeling divine power to keep her stable.

”Whatever you are going to do, best to do it quickly!”
Character Sheet

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Jack 'Bullet' Jones
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Re: Day 42: This is the end

Post by Jack 'Bullet' Jones »

Distraction - 3 successes
Psionics to distract Shibboleth
[dice:1iehpkak]63736:0[/dice:1iehpkak]

WD Psionics
[dice:1iehpkak]63736:1[/dice:1iehpkak]
Jack catches on to the plan in a flash. Turning his psionic attention to Shibboleth, he reaches out with telekinetic force. "Now, listen here, you cur. Take yer filthy mitts off that little girl, there. You ain't fit ta be walkin' the same earth as her, an' you sure as shootin' ain't worthy ta put yer hands on her." With a violent wrenching, he pulls the Shibboleth's hand from Stella's collar. The sorcerer reaches back for her, but a telekinetic shove bats his other hand away. "Fella, ah done told you once, you son of a bitch. You ain't fit ta touch that angel!" Tendrils of hideous evil reach again, but a firm rapping of the sorcerer's head against the ground and an erratic pulling and shoving against his hands hinders his attempts at weaving his dark spellcraft. "If'n it weren't for one of the noblest men ah've ever met, and familial love asides, you miserable whelp, ah'd have twisted yer damn head off and fed it to Tito! SET STILL, you RAT!"
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature

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Seswarick
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Re: Day 42: This is the end

Post by Seswarick »

Psionics to distract Shibby
Cost: 4 ISP for +2 to psionics roll
Psionics [dice:3mom7qua]63738:0[/dice:3mom7qua]
Wild [dice:3mom7qua]63738:1[/dice:3mom7qua]
Reroll with Elan
Psionics [dice:3mom7qua]63738:2[/dice:3mom7qua]
Wild [dice:3mom7qua]63738:3[/dice:3mom7qua]
Getting the gist of the plan Ses manipulates the static electricity around Shibboleth so that sparks begin to jump from the walls and ceiling into the dark wizard, the shocks diminishing his ability to focus on much besides the electricity intermittently pulsing thru his nervous system. "We can, and will stop you. You're not the first self declared god we have fought."
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Orrin Truthseeker
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Re: Day 42: This is the end

Post by Orrin Truthseeker »

Spellcasting for Reversing Polarity - 25 - 6 Successes!
Bonuses: +1 staff, +1 armor
Spellcasting [dice:26atlfez]63752:0[/dice:26atlfez]
Ace! [dice:26atlfez]63752:2[/dice:26atlfez]
Wild [dice:26atlfez]63752:1[/dice:26atlfez]
Once everyone is on board - with a couple of minor changes - Orrin takes the amulet in hand an turns to Tito.

With a deep a breath Orrin raises to the amulet over Tito's head. He brings it down to rest on the dog boys thick neck, and then rest both hands on his most recently recruited soldier's shoulders.

"You've been a good boy." Orrin says, looking Tito in the eye. "We need more good boys in the Legion, so don't even think about dying on us ok? Besides... Orrin adds with a smirk. "You're way too bad-ass to die before that scrawny guy over there. Heck, you probably wont even need the preacher to tend to your wounds when we are done."

This is Orrin giving Tito his last bennie through common bond

Having said his piece, Orrin nods once and steps back. Closing his eyes, he bows his head in concentration and raises one hand while planting his staff firmly on the ground. Both the staff and the implant in his chest begin to glow as Orrin begins reciting his incantation.

The world slips away as Orrin begins to focus on the arcane energies he is drawing upon. He can feel the taint radiating from shibboleth and the demons he holds inside of him. He can feel as that taint spreads, poisoning the sweet, inspiring energy that rolls off of Stella. He can also sense an anchoring force in the area - likely Jack's spike planted somewhere nearby.

Sweat begins to bead on Orrin's forehead as he pulls more and more energies together, preparing for the weaving of the spell. Un-sure how complex it will be once he starts, he strives to pull in as much as he can hold so the spell doesn't fizzle. As soon as he is at his breaking point, Orrin slowly feeds the energy into the amulet, shaping and weaving it along the thin threads left of the spell broken when Cassius died.

It feels like painfully slow, laborious work, though only seconds pass in reality. Once the final threads are set in place, Orrin begins to let the bulk of the energy begin to flow, activating the spell.

And nothing happens. Without a purpose, the energy begins to evaporate. Orrin starts to panic.

No no no...this has to work!

Orrin's mind races. This is his area. This is what he brings to the SET. Arcane expertise. Yes, Kim is a skilled Technowizard, and Orrin has never met anyone with the faith Rill has, but when it comes to the pure manipulation of mystical energies - that's Orrin's job. And yet the spell continues to fizzle. Frantically, Orrin picks through the woven spell, looking for where he went wrong. He feels the excess energy inside of him begin to dwindle, and knows he only has seconds left before he loses the spell completely.

Those seconds are filled with terror as Orrin remembers being under the control of the sorcerer. The pure blackness of his heart was incomprehensible. Orrin knows he can't go back to the writhing sensation of having that monsters influence in his mind. Just as Orrin remembers the worst moments of experiencing the Shibboleths soul so intimately, something in Orrin's mind clicks. Maybe its a remnant of the connection Shibboleth made, or maybe it's just intellectual insight bourn from the shared experience with the Diabolist, but Orrin knows exactly how Shibboleth made the spell, and how to reverse its effects.

In the very last possible moment, Orrin tweaks the weave of the spell. The last bit of energy drains from him as he opens his eyes and the amulet bursts to life with light before settling down to faint glow.

Orrin senses the Shibboleth's attention turn in their direction - anger flaring on his face as he becomes aware of the dangerous bond that now exists between him and Tito.

The connection is complete! Do it now!. Orrin steps back further to make room for the others, nearly falling to the ground in exhaustion. Orrin wants to turn from what comes next, but he forces himself to watch, knowing that if anyone other than Shibboleth dies, that the responsibility must lie squarely on his shoulders..
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature

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Sir Blurre
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Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 42: This is the end

Post by Sir Blurre »

OOC Comments

Current Stats:
Parry 12 (-2 to be hit by technology, -1 to ranged attacks, -2 to be hit by anything); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
Boost Trait: Psionics, Raise, d10
Speed, Raise, x2 Pace, Free Run
Deflection, -2 to be hit
Boost Trait: Fighting, Raise, d12+3 (included in current Parry)
24 ISP
1 Bennie

All attacks are against Parry 2, Toughness 15, because Tito is Best Boy.

Quickness Round 1:
Move to Tito, Wild Attack, Spending 3 ISP to increase damage by +6 (CORRECTION: 3 ISP = +12 Damage--final number modified accordingly)
Fighting [dice:2e0th37k]63771:0[/dice:2e0th37k]
Wild Fighting [dice:2e0th37k]63771:1[/dice:2e0th37k] ACE [dice:2e0th37k]63771:2[/dice:2e0th37k]
Raise Damage: [dice:2e0th37k]63771:3[/dice:2e0th37k] + [dice:2e0th37k]63771:4[/dice:2e0th37k] ACE [dice:2e0th37k]63771:5[/dice:2e0th37k] (+6 for Correction) = 38 MD = 5 Wounds

Quickness Round 2 (ONLY IF NEEDED):
Wild Attack, Spending 3 ISP to increase damage by +12
Fighting [dice:2e0th37k]63771:6[/dice:2e0th37k]
Wild Fighting [dice:2e0th37k]63771:7[/dice:2e0th37k]
Raise Damage: [dice:2e0th37k]63771:8[/dice:2e0th37k] + [dice:2e0th37k]63771:9[/dice:2e0th37k] = 37 MD = 5 Wounds

Blurre wants to argue against the plan, but even the stubbornly idealistic Cyber-Knight has to admit that Tito has a better chance of surviving the ordeal than any of them.

When Orrin gives the signal, then, Sir Blurre simply gives Shibboleth a cocky grin. "Your back door is open, Shibby."

With that, he whips around and dashes straight at the Chihuahuagoyle, bringing up his psi-whip for what he hopes is the last time today. Only Tito can see the tears welling up in his eyes as he takes a swing at the Best Dogboy Ever's exposed chest and strikes true. He waits only long enough to see if Shibboleth goes down from that single blow before, if necessary, striking a second time.

Please, God, let this be the end of him, and this ordeal.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: This is the End

Post by Tribe of One »

Soaking
Vigor[dice:1l1yyp27]63872:0[/dice:1l1yyp27]
Wild [dice:1l1yyp27]63872:1[/dice:1l1yyp27] = Ace! [dice:1l1yyp27]63872:2[/dice:1l1yyp27] = Ace! [dice:1l1yyp27]63872:3[/dice:1l1yyp27] = Wot? [dice:1l1yyp27]63872:4[/dice:1l1yyp27]
Uh ... so he soaked the first attack. Completely.

Can't soak attack #2, though.
The diabolic sorcerer soaks the first blow completely, so the second strike is necessary. Ol' Tito needs to make some Soak rolls. Anyone who still needs to act can post, then I'll add in some narrative.
GM Bennies: 8/8

User avatar
Silverclaws
Silver Patron
Silver Patron
Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 42: This is the end

Post by Silverclaws »

Silver sees whjat is happening and moves from his spot on the last car. Slinging the Magma Rifle over his shoulder he heads to the first car he can get access to.

Finding the gathered passengers he begins giving instructions to get radio and general communications up with the RRC. The Leviaithan will not be moving without Stella's help and it is best that they have another means to move the passengers back to safety.

Repair Support Roll, 7 _
CEP: +4 Repair
Untrained: -2
[*] Repair (1d4) [dice:3jxafjho]63894:0[/dice:3jxafjho]
[*] Wild (1d6) [dice:3jxafjho]63894:1[/dice:3jxafjho]
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 42: This is the end

Post by Tito »

Vigor 24, Vigor 10; +1 Benny, -1 Benny, +3 Wounds
Free Soak 1
[dice:25jq2llm]64011:0[/dice:25jq2llm] Ace: [dice:25jq2llm]64011:2[/dice:25jq2llm] (+2 Battle Hardened)
[dice:25jq2llm]64011:1[/dice:25jq2llm]

Free Soak 2
Vigor: [dice:25jq2llm]64011:3[/dice:25jq2llm] (+2 Battle Hardened)
Wild: [dice:25jq2llm]64011:4[/dice:25jq2llm]
Extra Effort: [dice:25jq2llm]64011:5[/dice:25jq2llm] (+2 Elan)
Orrin Truthseeker wrote:
Fri Feb 28, 2020 10:34 am
"You've been a good boy." Orrin says, looking Tito in the eye. "We need more good boys in the Legion, so don't even think about dying on us ok? Besides... Orrin adds with a smirk. "You're way too bad-ass to die before that scrawny guy over there. Heck, you probably wont even need the preacher to tend to your wounds when we are done."

This is Orrin giving Tito his last bennie through common bond

...Orrin senses the Shibboleth's attention turn in their direction - anger flaring on his face as he becomes aware of the dangerous bond that now exists between him and Tito.

The connection is complete! Do it now!. Orrin steps back further to make room for the others, nearly falling to the ground in exhaustion. Orrin wants to turn from what comes next, but he forces himself to watch, knowing that if anyone other than Shibboleth dies, that the responsibility must lie squarely on his shoulders..
"I'll show you how badass I am!" Tito responds with a big smile, "That was so cool, @Orrin Truthseeker. I've never smelled such a big, amazing cloud of magic before. Well, not counting that nasty smelly stuff coming from the bad guy over there. You just rest now, ok, man? Sir Blurre can do the rest."

Tito rips his helmet off and hurls it at Shibboleth with one hand, and then he pops one of his vibro claws out on the other and wedges it into the chestplate of his armor. His massively muscled arm bulges as he tears the plate off and turns towards the Cyber-Knight. The dog boy stands as tall as any of the team has ever seen him and Tito opens his arms as if waiting to receive a hug from the kind-hearted cyber-knight.
Sir Blurre wrote:
Sat Feb 29, 2020 12:57 am
When Orrin gives the signal, then, Sir Blurre simply gives Shibboleth a cocky grin. "Your back door is open, Shibby."

With that, he whips around and dashes straight at the Chihuahuagoyle, bringing up his psi-whip for what he hopes is the last time today. Only Tito can see the tears welling up in his eyes as he takes a swing at the Best Dogboy Ever's exposed chest and strikes true. He waits only long enough to see if Shibboleth goes down from that single blow before, if necessary, striking a second time.
"It's time to save your sister now, man. Show her how badass you are because she's about to find out exactly how badass I am. Don't hold back, ok, man? I can take it. I...I went through a lot where I came from, man." Tito says as @Sir Blurre flashes across the room nearly too quick to see.

The first lash sears across Tito's chest and he feels a burning pain for the briefest moment before it fades. The dog boy can smell the magic. It's working, he knows it. When Blurre hit Tito, something happened on Shibboleth's end of the connection

Tito growls at Sir Blurre, "Hurry, man, again and don't hold back! It's working so give it everything you got, man. And...I mean, I'm too badass to die here, but if I don't get the chance to go find my friend Rocko..make sure he's ok, alright?"

Tito readies himself for the blow that comes down on him as he finishes speaking. The whip feels like it sliced down through his heart, into his lungs, and then burrowed deep into his guts. The pain is more than Tito expected, and his regeneration had been tested to every one of its limits back home. His legs buckle from the blow, and Tito falls to one knee, hunched over to the ground. The only things keeping him from falling over are sheer willpower and two strong arms - one on the ground and the other across his elevated knee.

The dog boy coughs out a mouthful of blood, but he forces himself not to whine or even make a single sound. He almost collapses, but then the pain eases and some of the wounds mend themselves instantly. Tito's gargoyle blood begins working on the remaining injuries, and as quickly as Tito fell he rises up to his feet again with his arms wide and a bloody smile on his face despite the gruesome trench across his torso.

"See? I keep telling you I'm a badass. This isn't anything, man, you know? Give me a day and I'll good as new." Tito brags. Too desperate to even look to see how Shibboleth fares and afraid of falling over, or even just revealing to Blurre just how bad off he is, Tito shouts, "Now, finish it!"
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature

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Kim Black
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Diamond Patron
Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 42: This is the end

Post by Kim Black »

Distracting Shibboleth 13; 3 success
+2 Machine Maestro
Techno-Wizardry [dice:2pvw189q]64061:0[/dice:2pvw189q]
Wild [dice:2pvw189q]64061:1[/dice:2pvw189q]
Ace [dice:2pvw189q]64061:2[/dice:2pvw189q]
New Mexico/Train
Afternoon
Day 41
Round 5

Seeing that Orrin had the magical realignment well in hand, Kim put up her ocarina again. She continued playing the eerie tune, calling in more of the tentacles from the void to wrap around Shibboleth, focusing on pulling his arm off of Stella so he couldn’t draw her power. She had to turn away as Sir Blurre laid into Tito with his whip, tears running down her cheeks as she continued her eeria aria.
Blurre
Blurre has Exalted Quickness
***

Exalted Quickness on Blurre (5r; -2/r)

Vigor: d12+3 (Orrin)
Pace: 8
Agility: d10
Dispel Device (9/12 PPE)
Quickness Device (1/17 PPE)
Healing Device (12/12 PPE)

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 31/25
Bennies: 3/3
Arcane Machinist (3/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2
Combat Ace: Ignore MAP for Piloting and Shooting in the same turn.

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

User avatar
Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: This is the End

Post by Tribe of One »

The lights within the Leviathan's cabin flicker and strobe as the vast arcane energies swirl, eddies of dark magic swirling around the Shibboleth, alternately repulsed and strengthened by the steady glow emanating from Stella's ivory flesh. Abyssal screams echo in your mind, threatening to drown out the voices of your comrades as they coordinate a last ditch assault on the vile sorcerer.

Some words can't be drowned out, however.

"Fella, ah done told you once, you son of a bitch. You ain't fit ta touch that angel!" Jack yells, the curse accompanied by a telekinetic assault that seems set to strip the ancient flesh from the Shibboleth's bones. Bones pop and grind as the warlock's fingers are wrenched free of the iron collar around Stella's neck, disrupting the transfer of energy. Lightning plays over the sorcerer's dark form as Seswarick adds in his own psychic distraction, the shocks disrupting the sorcerer's attempts to rally a counterattack, while the otherworldly tentacles Kim summons wrap the Shibboleth up in a spine-crushing embrace.

At the other end of the cabin, Rill lays hands on Sir Blurre's comatose sister, healing light enveloping Ronin's battered body and preventing further damage from what is to come.

Orrin, the COT's reluctant leader, nevertheless finds a moment in the swirling chaos to speak a few reassuring words to Tito, before focusing every fragment of his attention and arcane might on the amulet taken from Cassius's smoking corpse. Dissecting threads of eldritch energy, he weaves them back together in new forms, redirecting the flow of life -- and death -- toward the amulet's architect. Seconds pass as the iron-skinned arcanist engages in solitary conflict, then his eyes flutter open: "The connection is complete! Do it now!"

With Tito egging him on, Sir Blurre greets the order with a grin. "Your back door is open, Shibby."

The first lash of his whip catches the chihuagoyle straight across the chest, burning deep -- but whether due to a poor connection or unnatural vigor, the Shibboleth is unfazed by the blow.

"Hurry, man, again and don't hold back! It's working so give it everything you got, man," Tito growls. "And ... I mean, I'm too badass to die here, but if I don't get the chance to go find my friend Rocko ... make sure he's ok, alright?"

The blow that follows burns through the mutant Dog Boy's heart, into his lungs, and deep into his guts. The pain is transcendent. His legs buckle from the blow and he falls to one knee, coughing up a mouthful of blood.

The whine that follows comes not from Tito, but from the Shibboleth. The whistling intake of breath seems as if it precedes a scream, but the sorcerer's final words are lost in a rush as his chest collapses, seeming to cave in on itself as a black hole opens where his heart might have been. The baleful light of his eyes is the last thing you see, snuffed out beneath the cowl of his robe as it falls empty to the floor. A silver key, shaped like a tuning fork, clatters next to it.

"See? I keep telling you I'm a badass," Tito says, smiling with bloody teeth and a horrific wound across his chest. "This isn't anything, man, you know? Give me a day and I'll good as new."

Rill, monitoring Ronin, feels the fallen cyber-knight's armored body clench and spasm when the Shibboleth ceases to be. As the connection fades, she goes slack and relaxes in Jack's telekinetic grip. The preacher cannot see her face, but senses she remains comatose beneath the mask of her helmet.

Silverclaws joins the others in the cabin a moment later, having worked his way through the other train cars, rallying the Combine engineers. Already, reinforcements have been called, with the techno-wizard Emmett Brown calling coordinates to a squad of whirlies en route to airlift everyone to safety.

Stella favors you all with that same glorious smile before leaning against the wall and sliding slowly to the ground, sapped of strength.

"Well, I dare say that's what the stories like to call saving the day," she says, before gesturing to the Shibboleth's empty rags. "Funny, the older they are, they just don't seem to expect failure. Like any of us gets through a life, no matter how long, without being on the receiving end ..."

Her eyes lose focus for a moment, before seeming to reignite with the golden light you saw blazing earlier.

"Beg pardon, I'm just feeling a little under the weather, is all. Hard to catch my breath. Don't suppose one of you could help to listen this collar, if you please?"
GM Bennies: 8/8

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Jack 'Bullet' Jones
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Posts: 207
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Re: Day 42: This is the end

Post by Jack 'Bullet' Jones »

"Stella! Darlin', hang on! Ol' Jack's there like a bullet!" Jack drops everything to sprint to Stella's side. On his way, he snatches up the silver key with his mind, pulling it across the car to meet him at the exhausted beauty. Heedless of any remaining danger, he works the forked key, hoping to release the girl from her horrendous captivity. "Come on now. Let's turn this thing loose of ya. Ain't nobody oughta be trussed up like that, but sure as shootin' not you!"
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature

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Sir Blurre
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Re: Day 42: This is the end

Post by Sir Blurre »

As soon as he gets the high-sign that Shibboleth is down, Sir Blurre moves to where he's wanted to be this entire time. Kneeling next to Rill, he tells the preacher, "You should check on Tito and Stella. I'll look after Runnin." He then leans over and gently starts to work open the faceplate of her armor.

"Toldja, Sis. I'm way more stubborn than you, always have been."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Rill
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Re: Day 42: This is the end

Post by Rill »

With Ronin stabilized (if comatose), Rill moves to Tito’s side at the urging of @Sir Blurre ”That was very brave,” he tells the dog boy. ”Here, let me patch you up.”

He channels once again to heal @Tito, insofar as it is needed.

Hopefully before @Jack 'Bullet' Jones can unlock Stella’s collar, Rill calls the psi-slinger off. ”A moment, Jack. I am as eager to see Stella freed as you, but it has been a long day and full of tricks. Stella, with your leave, I would like to examine your aura. Some of your captors made some disturbing claims about you, and I would like to confirm they are the falsehoods they seem. Would you consent to allow me to do so, child?”
Character Sheet

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Jack 'Bullet' Jones
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Re: Day 42: This is the end

Post by Jack 'Bullet' Jones »

Jack spins quickly, rage in his eyes, ready to snap at the preacher for an unnecessary delay. He bites his tongue as his eyes fall to his friend @Rill, the Fennodi preacher; a man of wisdom and discernment, the epitome of caring for your fellow man, and someone who would never intentionally subject Stella to undue torture. Jack shakes his head and glances back at Stella. With a tone of resignation, he agrees. "Ah'll be dogged if'n you ain't right, preacher, but...hurry. Ain't none of us would care fer such a shackle, and she's had the worst of it."
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature

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Silverclaws
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Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 42: This is the end

Post by Silverclaws »

Silver is patrolling the several cars of the Leviathan, making sure that none of the passengers get out of hand and everyone gives wide berth to Stella, the 18th, Turner, and Holt. He goes so far as to cordon off the front car and the engine altogether.

He oversees food and water and administers what little first aid he can for those in need. Just remaining vigilint in keeping unnecessary personel from interupting the last and remaining work for the 18th.

Silver does occassionaly drop things like "the 18th COT" and "the Tomorrow Legion", when passengers are inquiring amongst themselves about who their rescuers were and what they were doing aboard the Leviathan.
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 42: This is the end

Post by Tito »

When @Sir Blurre Blurre doesn't strike him again and its clear that Shibboleth is no more, Tito's shoulders slump and his posture droops. He nods at the cyber-knight and says, "Wow, man, I didn't realize just how badass you were. I told you it'd work, though didn't I? Orrin knows his stuff! I'm glad you saved your sister man."

The dog boy walks to the nearest wall and puts his back to it. He lets out a little whimper as he uses it to support himself sliding down onto the floor, "I'm just going to sit here a minute, OK? But if you need me I'm ready, man. Hey! Do you think I'll have a cool scar from this? I don't have any cool scars. They always heal over..."
Rill wrote:
Mon Mar 09, 2020 5:11 pm
With Ronin stabilized (if comatose), Rill moves to Tito’s side at the urging of @Sir Blurre ”That was very brave,” he tells the dog boy. ”Here, let me patch you up.”

He channels once again to heal @Tito, insofar as it is needed.
Tito smiles the biggest smile and puffs up again just a little bit when @Rill compliments him, "I've been telling you I'm a badass! Now you know. I'm OK, though, its not too bad. Give me a day and I'll be good as new!" Then he shifts his eyes to the left and right to make sure no one is listening and whispers, "But, I mean, if no one else needs your help, it does hurt just a little. Not much, though, I'm OK, really, man."
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature

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Seswarick
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Re: Day 42: This is the end

Post by Seswarick »

Releasing both his aura and his static field with Shibboleths collapse, Seswarick is relieved to see Tito and everyone else is alive. Hopping out of the car he gives Tito a birdy grin. "Most impressive my friend!"

Seeing the situation on the ground well in hand the lyn-srial turns to Orrin. "I'll check the area out real quick to be sure those bandits aren't regrouping or that no other surprises are about to pop up." Launching into the air he begins to first check the perimeter, then make sure the remnants of the blue hand are still fleeing.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: This is the end

Post by Tribe of One »

Sir Blurre wrote:
Mon Mar 09, 2020 4:58 pm
As soon as he gets the high-sign that Shibboleth is down, Sir Blurre moves to where he's wanted to be this entire time. Kneeling next to Rill, he tells the preacher, "You should check on Tito and Stella. I'll look after Runnin." He then leans over and gently starts to work open the faceplate of her armor.

"Toldja, Sis. I'm way more stubborn than you, always have been."
Removing his sister's helmet and mask, Blurre feels his stomach drop as he realizes the reason behind her recently-developed telepathy. The bottom half of her jaw is mangled and scarred as if crushed by an armored fist, then stitched back together with cybernetic mesh. Above the horror, though, her brow is smooth and relaxed -- as peaceful as Blurre remembers her when they slept as children.

At his voice, her eyes open slowly. The realization of what has happened sets in quickly and she closes her eyes again as they fill with tears.

Free, then, is it, she thinks, her mind's voice filled with both relief and sadness as it echoes in Blurre's head. If you loved me, you'd have let me go, Turtle. What I've done ... seen ... It wasn't always his hand on my soul. My heart was black before ... I was just so ... There's no penance that erases the blood on my hands.

The voice in Blurre's mind is quiet for a moment.

Suppose I should say thank you, little brother. Maybe it's what I deserve.
GM Bennies: 8/8

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Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: This is the end

Post by Tribe of One »

Rill wrote:
Mon Mar 09, 2020 5:11 pm
"Stella, with your leave, I would like to examine your aura. Some of your captors made some disturbing claims about you, and I would like to confirm they are the falsehoods they seem. Would you consent to allow me to do so, child?”
A smile spreads across Stella's face, the light of it undimmed by the weakness behind it.

"If it was going to be anyone, I'd have thought it would be Jack asking for a peak under my skirt, Reverend, not you," she says, but nods. "But if you're asking, am I Stella? the answer is I am. If you're asking, am I something other than Stella? the answer is I am."

The words come nonchalantly, but Rill is certain she has chosen them deliberately. She laughs, a sound like light that rings of truth.

"I have never meant you harm, Brother Lightwalker, and I do not now. I have been ... not entirely myself. A little time as a saloon gal in Black Mesa was a comfort I sorely needed. I believe it is now time for me to be something other than a saloon gal, if you'll agree to remove this collar. No harm will come to you and yours, and I believe your questions will be answered."

Assensing Stella's aura -- which glows like glass left to warm in the sun, Rill detects no falsehood. He has no doubt she is more than the mortal woman before him, but whatever it is, the cold band of iron around her neck prevents her from manifesting fully.

Image
GM Bennies: 8/8

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Sir Blurre
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Re: Day 42: This is the end

Post by Sir Blurre »

Tribe of One wrote:
Tue Mar 10, 2020 6:53 pm
Sir Blurre wrote:
Mon Mar 09, 2020 4:58 pm
As soon as he gets the high-sign that Shibboleth is down, Sir Blurre moves to where he's wanted to be this entire time. Kneeling next to Rill, he tells the preacher, "You should check on Tito and Stella. I'll look after Runnin." He then leans over and gently starts to work open the faceplate of her armor.

"Toldja, Sis. I'm way more stubborn than you, always have been."
Removing his sister's helmet and mask, Blurre feels his stomach drop as he realizes the reason behind her recently-developed telepathy. The bottom half of her jaw is mangled and scarred as if crushed by an armored fist, then stitched back together with cybernetic mesh. Above the horror, though, her brow is smooth and relaxed -- as peaceful as Blurre remembers her when they slept as children.

At his voice, her eyes open slowly. The realization of what has happened sets in quickly and she closes her eyes again as they fill with tears.

Free, then, is it, she thinks, her mind's voice filled with both relief and sadness as it echoes in Blurre's head. If you loved me, you'd have let me go, Turtle. What I've done ... seen ... It wasn't always his hand on my soul. My heart was black before ... I was just so ... There's no penance that erases the blood on my hands.

The voice in Blurre's mind is quiet for a moment.

Suppose I should say thank you, little brother. Maybe it's what I deserve.
Blurre winces a bit at the cyber-mesh, but, well, there are things that can be done for that. He's more focused on the inner injuries she's suffered. You think I don't know that you started this before you met him? You think it makes a damn bit of difference to me? Now, you may be right that penance is beyond mortal means. That's fine; penance is overrated, anyway. What matters now--the only thing that ever matters, is what you do going forward. I see lots of choices, with four standing out. First, you can go off down the same road you did when we split up. I'm sure it'd be tempting to lose yourself in the darkness again. Second, if you have finally turned away from that life, then you can go and sulk, cutting yourself off from the world, convinced that you're a monster. Third, of course, you could end it. Oh, I'll do everything I can to stop you, but I can't keep my guard up forever, and it'd probably only take a moment, so yes, eventually, you could kill yourself out of remorse--though that seems awfully like trying to atone for something you say is unatoneable. He pauses, a moment, murmuring aloud. "Atoneable? Is that a word? Eh, good enough." Then he continues through the psychic connection.

The fourth option, of course, is to make the decision, here and now, to do good going forward--not to atone, or from penance, but instead, for the same reason we took the Oath and the Order in the first place--because it's the right thing to do. I ain't saying to forget about what you've done. I'm saying learn from it--from every deed, good or bad, that brought you to this point. He smiles. Maybe listen to me a little more, for awhile at least, going forward. I give pretty good advice, after all. He leans down and kisses her forehead, then pulls the crucifix from around his neck, and places it back on her. Now, I think there's something going on over there with Stella. We should probably pay attention to the finale, yeah?

He moves around, gently propping her up so that she can see the woman with the radiant smile speaking with Rill and Jack.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 42: This is the end

Post by Kim Black »

New Mexico/Train
Afternoon
Day 41
Round 0

Kim put a hand on Rill’s shoulder as she looked at the exhausted Stella, glad the woman was okay now. “If you need help, let me know. I have a healing device,” she said. “I’m going to see to my grandfather.”

Kim walked back in the train, already pulling out pieces from her kit. She removed her helmet as she went over to Holt Turner. There were tears in her eyes.

“I’m glad you’re okay,” she said, giving him a hug. Then she clapped a pair of manacles on his hands. “But you’ve done some very bad things,” she said, her voice choking. “You need to face up to that.”

***

Dispel Device (9/12 PPE)
Quickness Device (1/17 PPE)
Healing Device (12/12 PPE)

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 31/25
Bennies: 3/3
Arcane Machinist (3/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2
Combat Ace: Ignore MAP for Piloting and Shooting in the same turn.

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

User avatar
Rill
Bronze Patron
Bronze Patron
Posts: 169
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 42: This is the end

Post by Rill »

After healing @Tito and hearing Stella's response, Rill nods to @Jack 'Bullet' Jones. "I believe she is telling the truth, as far as she is telling it, and I don't think we are likely to get much more from her than that. Our options at this point are either to trust her or to leave her shackled as she is indefinitely, and I don't much care for that second option. She is Stella, but she may no longer be our Stella." Rill says this with some clear regret in his voice.
Character Sheet

User avatar
Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 207
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 42: This is the end

Post by Jack 'Bullet' Jones »

Jack's face screws a little, slightly perplexed by Rill's hesitation. "Preacher, mebbe ah ain't privy to what all y'all heard since ah's off...doin' what ah had to. But ah'm a fair hand at readin' a person's eyes. If'n this ain't the Stella ah knew from Cobb's, ah'll eat my hat this very minute." Assuming no other hesitations or protestations, he works the key as quickly as he can to loose the girl.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature

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Silverclaws
Silver Patron
Silver Patron
Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 42: This is the end

Post by Silverclaws »

Silver does not respond to the the conversation of Stella not being Stella, but that collar, Silver can feel it chaffing his own neck.

Under the fur around his neck is a scar that is two inches thick and runs the entire circumfrence of his neck. No hair has grown in that spot since his own collar was removed.

Curse the Coalition. Damn human supremists.

It was partly due to the collar that he had opted for Cybernetics. Nothing like hidden surprises in a ten foot tall wolf weighing five hundred pounds.

He silently expressed his good fortune for the Northern Gun Gun Runners who saw fit to take down the CS Retrieval Team. He was so bruised, battereed and torn after that ordeal, he was surprised he had not died.

He gingerly touched his neck as he passed through the various cabs checking on security and getting passengers ready to air lift.

"I realize that this is a modern marvel of science and engineering, but there is no way right now to return the Leviathan to the RCC Foundry. Of course I could have missed something."
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 277
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 42: This is the end

Post by Orrin Truthseeker »

Orrin's head swings back in forth as he tries to watch both Tito and the Shibboleth, waiting anxiously to see which of the two will fall first.

When the Shibboleth implodes and Tito is left - mostly - standing, his wounds clearly not life threatening, Orrin breaths a sigh of relief.

As the pent up tension of days of stress begins to melt away, that sigh turns to a small smile, which grows into a large grin. That grin morphs into barely suppressed chuckles, which eventually succumbs to a full, uncontrollable belly laugh.

For a couple minutes, Orrin is completely unable able to get so much as a syllable in as he simultaneously gasps for air and laughs, making a ridiculous sound that only fuels itself.

By the time he has control of himself again, most of the others have already started attending the wounded or worked through the benefits and risks of removing Stella's collar.

Ah... Sorry about that. It's just surprisingly refreshing not to have anyone in a life or death situation to worry about for once..." Orrin says, as he gets to his feet.

Walking over to Stella, Jack and Rill, Orrin puts in the two cents he couldn't offer before. While your caution is appreciated preacher, I have no doubt that this is indeed our Stella. I felt her power while I worked on the amulet, and it is the same as what she put off back in the Sidewinder the night the coalition attacked. As far as what she is...well, I don't know and would be very interested to find out, but I can say this at least. Feeling both her and the Shibboleth power side by side...I've never seen such a distinct example of good and evil side by side."

Orrin nods to Jack. "Now let's get that collar off."
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

Update Signature

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Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: Blinded by the Light

Post by Tribe of One »

Holt Turner rouses as Kim hovers over him. He smiles, weakly, and starts to sit up.

“I’m glad you’re okay,” she says, giving him a hug. Then she claps a pair of manacles on his hands. “But you’ve done some very bad things,” she says, her voice choking. “You need to face up to that.”

Turner seems about to say something more, then looks down. His face seems to crumble and he lets out a sigh.

"You're your mama's daughter, no doubtin' that," he says. "She used to look at me the same way ... disappointed."

He looks away. "I'd tell you that I thought I was doing the right thing. But I'm not so blind that I can't see I was doing what was right for me and the Combine. Told myself it wasn't a person chained to that engine, just a vessel filled with something from out of a Rift, a demon or alien energy signature. But that was just ... snake-oil, or greasepaint."

He hauls himself to his feet, swaying, then steadies. "I suppose it is my time to repent, and hope I am shown more mercy than I deserve."

Leaning against each other for support, Holt Turner and his granddaughter join the others in the forward cabin just as Jack taps the tuning fork against the rune-covered iron collar. There is a brief chime, like bells tolling from a great distance, then the collar drops to the floor with a thud. Stella opens her eyes as if in surprise and inhales a deep breath ... then slumps against the wall again in sudden slumber.

Even as Stella's body goes still, some other part of her -- a form that seems crafted of pure, shining light -- stands up. You squint against brightness and when your vision clears, you can make out the features of a woman within the glow. Her body seems crafted of ivory, hair of white-gold. From her brow, two horns emerge, like those of a cow, though nothing could appear more regal. She smiles, and warmth washes over you.

"Oh, my friends, I thank you from the very depth of my being," she says, and it's as if you can feel her words like a soft touch on your face. "It is not the first time I have been imprisoned, alas, but freedom never fails to taste so sweet."

She turns to the pile of robes left behind by the Shibboleth and snaps her fingers dismissively, causing the remains to combust into a brief flame that leaves no trace. Turning next to Holt Turner, she closes the distance and reaches out her hand, resting a single finger on his chest, over his heart.

The leader of the Red River Combine looks at her in fear, his eyes growing wide.

"Do you see me now, Holt Turner," she says.

"I ... I ... I see you, ma'am. I do," he stammers. "And I know you could burn a hole in my heart, faster than Mr. Jones over there could slap leather."

"I could. But I think you already feel a dagger there," she says. Instead of fire, a golden glow spreads from her fingertip, causing Holt to gasp as she leans close and whispers in his ear. ”You have my forgiveness. In time, you may earn hers."

Turning away from Holt, the Stella-light moves across the cabin to Ronin, whose eyes narrow in alarm.

"I have nothing to give you but words, child," the glowing woman says. "Only one person can grant the absolution you seek. Do not punish yourself for too long, when you could be doing so much to deserve it."

She turns back to the rest of you, smiling fondly.

"And you, my dear friends and saviors. I fear I might never be able to give you the boon you deserve. Instead, I will give you a story:

"Once, in a place where the ruins of an old empire meet the once and future West, a girl grew up in a town along a mighty river. It was a place full of trade, where even the innocent were bought and sold. And as is so often the case in this dark age, that girl's life held too little kindness and more pain than any should have to bear. But like a candle in the darkness, the girl's light remained undimmed -- until cruel men snuffed it out, taking what they wished before dumping the broken remains in the river."


"I found her there, among the reeds. Crushed and empty. But I have wrought miracles from the wreckage of greater mutilations ...

"I myself was damaged, having recently escaped from another sort of prison. I needed time and a place to recuperate. Your Stella, or at least the body she left behind, seemed a perfect vessel. So I became she ... and in time, she became me, in more ways than I imagined. Life as a frontier saloon gal held its trials, no doubt, but the longer I inhabited her form, the curves and corners of Stella's sweet nature became like my own. Her light had been but a flicker, but it kept the dark at bay -- what kind of power is that, in this day and age? I found myself healed, as I took on her spirit to match her form."


The spirit of light looks down at the still form of the Sidewinder's slumbering barmaid.

"So am I a thief, a body-snatcher? I'll let you be the judge. Though I would hope enough of Stella's kindness has rubbed off that you will share her understanding. I owe her much. And as her body gave me a place to heal, I now return it to her. The wind carries the murmur of other rivers ... they call to me, now. But if there is more you would have from me, you need only ask."
GM Bennies: 8/8

User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 42: This is the end

Post by Kim Black »

New Mexico/Train
Afternoon
Day 41
Round 0

“The Legion will be fair,” Kim promised Turner Holt. “And if you wish it, I will return to the Combine and see that it survives,” she promised him.

Kim swallowed and tensed as the Stella-Spirit approached her grandfather. But there was no lashing out.

“Is...is Stella going to live?” she asked. “How much will she remember?” Kim blushed a bit, recalling how Stella and the Widow O’Brien had argued about Kim’s future back in Black Mesa.

***

Dispel Device (9/12 PPE)
Quickness Device (1/17 PPE)
Healing Device (12/12 PPE)

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 31/25
Bennies: 3/3
Arcane Machinist (3/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2
Combat Ace: Ignore MAP for Piloting and Shooting in the same turn.

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

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Sir Blurre
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Posts: 201
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 42: This is the end

Post by Sir Blurre »

Turning away from Holt, the Stella-light moves across the cabin to Ronin, whose eyes narrow in alarm.

"I have nothing to give you but words, child," the glowing woman says. "Only one person can grant the absolution you seek. Do not punish yourself for too long, when you could be doing so much to deserve it."
As the luminous woman turns to address the group as a whole, Blurre leans down and murmurs to Runnin, his tone absolutely that of a little brother teasing his older sister. "I suppose you're going to listen now that she says it...."

After the spirit of light finishes her speech, Blurre is about to speak, but then stops as Kim asks everything he wanted to know.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Jack 'Bullet' Jones
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Posts: 207
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 42: This is the end

Post by Jack 'Bullet' Jones »

Jack stands, mesmerized by Stella's story...or whoever was in Stella. Still, that light was unmistakably the same one that lit up the room every time that saloon gal smiled. He smiles, then, inexplicably, the smile melts into a half-frown. "Stella...darlin'...ma'am..." He tips his hat, nervously, though he doesn't know why. He'd spent many a night talking to this angel. He knew her better than probably anyone, or so he'd have thought before all this started. Now he wondered what it was he'd been talking to. He pushed the curiosity to the back of his mind."Ah...ah've been gone from home a long time. Ah've seen things ain't nobody in my family'd even dream about. Ah've done things...ma'am, ah've done things ah ain't proud of on account of Baron Samedi holdin' maw and paw over my head. Ah done things ta settle up, an'...ma'am, ah don't know if'n yer even able to, but ah'd like to go home. Even if it means ah lose what ah've found here. Ah don't think my folks got much time left, an' ah ain't sure if'n there's any way ah'll meet up with 'em in the next life, on account of the things he made me do. Are...can you do that? Can you send me home?" The stone-faced gambler's lip quivers for just a moment, unsure of the hand he's pushed all in on. He has no idea whether she has that kind of power over rifts and time, but he has to gamble. Nobody has been able to locate his place or time, except Baron Samedi.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature

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Silverclaws
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Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 42: This is the end

Post by Silverclaws »

Being one of the few on this team who had literally travelled among the stars, Silver was not at all surprised by Stella's statement.

"One more star, restored to it's former glory."

He stares out beyond the desert as the air lift is inbound. "I will most likely head out after Delta. There is a mystery there and details to be secured."

"It is also good to have a base of operations out this far, if the Combine is not opposed to me stopping in from time to time."
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 42: This is the end

Post by Tito »

Tito's draw drops as he stares at the shining lady and he whispers, "Wooow..."

"I don't know what I'll do next," he speaks up as the team starts making plans, "But I don't want to abandon my new friends, man. If we do all go our own ways, then I'll go find Rocko. He's real smart, man, but he's not badass like me. He needs someone to help him stay safe. I thought that was me, man. But they found us. So I left Rocko so they wouldn't find him. I think its me they wanted, man, but they haven't come for me since then. Maybe its safe for me to go find him now?"

Shrinking down to his dog boy form, Tito smiles and asks. "So, what now?"
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature

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Seswarick
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Posts: 156
Joined: Fri Sep 07, 2018 12:23 pm

Re: Day 42: This is the end

Post by Seswarick »

Returning from his brief turn at scouting Seswarick is in time to witness the transformation of the being the team came to rescue. He stands in silent awe as she speaks and he considers her words with care. "I think that the only person whose judgement matters in this case is that of the person whose body and spirit you shared for she would know your heart and intent better than any of us could presume to."
Tito wrote:
Sat Mar 28, 2020 11:51 am


"I don't know what I'll do next," he speaks up as the team starts making plans, "But I don't want to abandon my new friends, man. If we do all go our own ways, then I'll go find Rocko. He's real smart, man, but he's not badass like me. He needs someone to help him stay safe. I thought that was me, man. But they found us. So I left Rocko so they wouldn't find him. I think its me they wanted, man, but they haven't come for me since then. Maybe its safe for me to go find him now?"

Shrinking down to his dog boy form, Tito smiles and asks. "So, what now?"
Seswarick nods to the dogboy, "I too would serve with the 18th for as long as it continues. However were it to not do so I would gladly aid you Tito and offer both you and your friend homes in Tirith-Sal. But I do think our allied city of Arzno may more fit your adventurous nature."
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Rill
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Posts: 169
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 42: This is the end

Post by Rill »

Rill is contemplative. From the way she describes it, her... union(?) with Stella sounded consensual, and what could Rill say to that? Why would he want to say anything.

"This world is full of terrible things, and full of bright ones. Time and the Lord will tell which was which, but you seem very much to be a source of good. And even if you were not, very few beings in the wide cosmos deserve imprisonment of the type you experienced. I am glad we could assist, and I will be glad to take Stella back home to Black Mesa."
Character Sheet

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Sir Blurre
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Posts: 201
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 42: This is the end

Post by Sir Blurre »

Blurre listens to the others, and then nods at Rill's words. "Sis, this would be a small thing, but it would be a good small thing. Come with Rill and I, and we'll all get Stella back to Black Mesa safe and sound. After that, we can talk more about 'what next'."

He holds a hand out to help her stand, his eyes never wavering in their conviction.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

User avatar
Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: This is the end

Post by Tribe of One »

Kim Black wrote:
Wed Mar 25, 2020 3:27 am
“Is...is Stella going to live?” Kim asked. “How much will she remember?”
It's hard to see details within the glow, but you sense that the woman (goddess?) shining in your midst smiles.

"She will live -- and live well, with friends like you," she says. "As for what she remembers, I have left her with everything up to the Coalition's attack on Black Mesa. Sparing her the memory of our captivity seems a kindness."

The glowing being listens approvingly as the others discuss their plans, and seems to anticipate Jack's request to be returned to his parents.

"I know where your parents are, Jack Jones, and I can take you to them. But that is not your home," she says, reaching out a hand dripping with sunlight to touch his face. The contact feels like fire and cool water, all at once, and Jack feels a measure of the stain upon his soul wash away. "You no more belong in the place of your childhood than you do in Baron Samedi's doghouse, Jack. No need to wander when you've found people you love and who love you."

"Come, gather your things and I will take you for a visit, then drop you off in Black Mesa where you belong,"
she says. "Perhaps your mother will bake one of her custard pies to send along to share."

Grasping Jack's hand, the spirit turns to you and waves. "Farewell, friends and heroes. You have made the West a safer place, and taught others to do the same. We will meet again."

The light radiating from her form grows in brilliance until you have to look away. When you turn back, she and Jack are gone, replaced by a lingering golden haze.

Stella, leaning back against the cabin wall, opens her green eyes and looks around at you.

"Well, waking up to all of y'all staring at me has me thinking I've gone and done something foolish," she says, looking around in bemused confusion. "I don't know where this is, but I hope it's not too far from the Sidewinder. I don't know about you, but I could use a drink. Anyone want to join me?"



~~~~~ And thus ends our tale. For now. ~~~~~
GM Bennies: 8/8

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