3.3 Northern Exposure: Development Interlude

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KahlessNestor
Posts: 543
Joined: Thu Feb 15, 2018 4:02 am

3.3 Northern Exposure: Development Interlude

Post by KahlessNestor »

Between adventures, when you are at Fort Hope, you have the opportunity to improve the base.

Check out the Resource Rules here.

And what resources you have available here.

There are maps of the fort and the area here.

What can you do: Anything you like. Some options are given below, but if you don’t know what you want to do, Winston or your Contacts will always have ideas to improve things.

Give Orders: Multiple orders can be given, but resources will be prioritized by the Team Leader.
  • Labor: Give your laborers orders on what you wish done. Roll your Labor Wealth die and Wild Die for how successful they are. Player characters may roll Support to aid them.
  • Military: Give Winston orders beyond his basic (protect fort, patrol zone). Roll your Garrison Wealth die
  • Trade: Give Captain Norris, Liz Urzenski, and Whiskey Pete orders what to buy or trade.
    • Requisition Resources
      • Team Leader roll Networking to make your case. Ask for what you’d like. Include rarity modifier. Your number of successes will determine how much of it you get. You may ask for priority, otherwise it will be randomly determined.
      • You may ask for Resources (Supplies, Build, Military, Labor, or Garrison). Or you may ask for something specific (a vehicle, a specific weapon, a piece of gear, NGR chocolate, maybe a building like a comm tower).
        • Items start at lowest/cheapest level. You may spend Raises to increase that level rather than getting other items or resources.
    • Trade Routes
      • William Norris (Castle Refuge): +1 Trade (assign resource)
      • Liz Urbanski (traveling): +1 Trade (assign resource)
      • Whiskey Pete (traveling): +1 Trade (assign resource)
      • Roll the Resource Wealth die you intend to trade to raise another Resource Wealth die

Search for resources. Make a Survival roll. A Success, roll 1d8 on the following options. A Raise, either roll for each success, find a larger resource -1/Raise), or choose a specific option:
  • 1) You found some Salvage. Bump Wealth die of Raw, Supplies, Military
  • 2) You found a Food source, either a herd of animals, a stand of fruit trees, or a good fishing hole. Bump Supply Wealth die by 1. This resource can be used to establish a Farm later.
  • 3) You found a small Wood or stand of trees. Bump Build Wealth die by 1. This can be used to establish a Logging camp later.
  • 4) You find a source of Stone. Bump Build Wealth die by 1. This can be used to establish a Quarry later.
  • 5) You find a Vein of ore or gems. Bump Build Wealth die (iron, copper, etc) or Raw Wealth die (gold, gems, etc) by 1. This can be used later to establish a Mine.
  • 6) You find a group of Refugees. Bump Labor Wealth die by 1.
  • 7) You find a tribal trading post or a small village. Bump any Wealth die by 1. A successful Persuasion roll can establish a trade relationship with Fort Hope.
  • 8) Your choice of above.

When you have written your Interlude, take a Benny.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Barinthasheer
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Posts: 114
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Re: 3.3 Northern Exposure: Development Interlude

Post by Barinthasheer »

Survival to search for resources
Survival [dice:3gislmrj]64429:0[/dice:3gislmrj]
Wild [dice:3gislmrj]64429:1[/dice:3gislmrj]
Result [dice:3gislmrj]64429:2[/dice:3gislmrj]
Spending the time he's not help move things around exploring the countryside proves to be of little entertainment most days. Really nothing felt the same. While not close like he and Mr, Vik were, he still liked the scary, eyeless woman. And now she was gone forever, a concept his young mind could barely grasp. He keeps expecting her to return from some scouting trip with professions of love for Mr. Thomas and scowls for the C.O. but it never happened.

He can't help but wonder if he had not been mind controlled would things have gone differently? A sparkle from a nook in a hillside distracts him from such dark thoughts and his curious nature and youthful distractability kick in. Swooping down he finds a small cave, barely more than an overhang, hidden by brush from ground level views. Inside are a couple of vehicle grade rail guns and several drums of ammunition. I bet Mr.s Vik and Ryder can make some great defenses with these! Not able to carry it all Bari opts to grab the weapons and maybe come back with Mr. Ryder and the Aeon Cassoway for the rounds.

Flying in like a wounded duck he lands with a thump in front of the garage. "Look what I found!! There is ammunition too if someone wants to bring a truck."
Barinthasheer
Barinthasheer
Pace: 6/12 flying; Parry: 7 Toughness: 40 (22)/6 in human
Combat-Relevant Edges & Abilities:
  • List of Abilities
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: ISP 20/20; PPE 10/10
Bennies: 5/3
Adventure Cards
  • Edit Signature

    Characters Imperator (GM account), Barinthasheer, Aggelos, Xiang, Dorian Falstaff, Fiona Gladbrooke, Kyrin Brand

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Thomas
Posts: 140
Joined: Fri Mar 30, 2018 1:24 pm

Re: 3.3 Northern Exposure: Development Interlude

Post by Thomas »

Thomas sets in and starts working. The paper work was always one of the areas where he could shine. Between facilitating the transport of good to and from refuge and other locations and working here. Thomas felt things had a lot of potential to help straighten things out here.

Working with the commander Thomas agreed to provide a rift for people to get back and forth from refuge a couple times a week. Normally not inclined to provide such strenuous efforts for the Fort, Thomas was inclined because of how much it helped Liz, and the potential to get her to and from the other cities as safely as possible was well worth it. Requesting the aid of other Magic users and mystics when possible to ensure the stability of the task, it eventually feels like the work becomes routine. The frustration of going from being a wealthy son to a family of power

One way or another though it seemed with all the work going on the Fort was not doing as well as it could. They had already lost more than a few warriors and for each one killed a dozen monsters arrived to fill their spot.

Eventually Thomas decides a little help would be in order and summons a pair of Fairies. Negotiating with them a service contract and release terms he explains his needs, spies informants and general familiars will help them keep tabs on everything going on and making sure things are well.


Will add rolls when Freemage figures it out
No clue right now
Thomas (Rob T) status and conditions
Bennies 4
  • 3 Reset of Quarter
+1 Benny from GM for encouraging others to post interlude
-1 Reroll for resources
+1 Messed up and Monologue err. GM awarded benny.

PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.

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Q’omo
Posts: 16
Joined: Thu Jan 02, 2020 12:56 pm

Re: 3.3 Northern Exposure: Development Interlude

Post by Q’omo »

Seeing how important @Thomas felt making sure people could travel Q’omo himself silently accompanied some of these traders to make sure they did not need a strong sword should they encounter something like Brodkill on their journey.

fighting: [dice:2lsix33a]64463:0[/dice:2lsix33a] wild [dice:2lsix33a]64463:1[/dice:2lsix33a] ace [dice:2lsix33a]64463:2[/dice:2lsix33a]
Q’omo Stats and Edges
Attributes: Agility d10(2pts Race, 1pt IF), Smarts d10(3)-1, Spirit d10(2, 1 advance), Strength d10(3pts IF), Vigor d8(1pt IF, 1 advance)
Pace: 8 d8; Parry: 8(+1 from race) ; Toughness: 21(11) (½ Vigor+2 plus armor); Strain: 0

Combat Edges of Note: Quick, First Strike
Qomo Active Powers
None at the moment
Q’omo Bennys
3 Bennies

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Ryder
Posts: 107
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.3 Northern Exposure: Development Interlude

Post by Ryder »

Supply Search 5
Order: Build medical Facility

Action:
Use Contacts--Black Market to make a Networking roll to Search For Supplies
Persuasion [dice:1l1nz1wv]64585:0[/dice:1l1nz1wv] ACE [dice:1l1nz1wv]64585:2[/dice:1l1nz1wv]
Wild Networking [dice:1l1nz1wv]64585:1[/dice:1l1nz1wv]

Outcome: [dice:1l1nz1wv]64585:3[/dice:1l1nz1wv]
Vein of Iron Ore--add one to Build Die.

First, Ryder talks to Thomas. "Camp's growing. We need a proper medical building set up--the doctor's'll be ten times as effective if they're not using hacksaws and laser torches on a dirt floor."

After that, he heads off a bit from the campsite and chats on the radio with some of his old cronies in the Market. Most of them have nothing useful to say right now (but of course, keeping those connections live is a thing in itself), but one of 'em gives him a lead--a grizzled old prospector tried to pay his debt to the Market with a tip-off on the location of a vein of metal ore. The Market went in and dug out the silver that was there, but his contact tells him they left behind a lot of iron and copper ore--if the people in the Market wanted to work for a living, they'd be miners. And the old mine's location is not far from the site of the camp.

A quick excursion out to the site finds the mine in dangerous shape--it'll need some work to be brought up to working status. But the silver miners had abandoned a lot of raw ore; there's even some ore that was already smelted, with the result that there's some solid lumps of copper that could be put to use making wiring and such for the buildings in the camp.

He takes a couple settlers out to help him load up the Cassowary's cargo bay with as much ore as it'll take, and drives that back to camp, leaving the commander with a map to the possible mine site.
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
Vik
Posts: 134
Joined: Sat Mar 03, 2018 7:07 pm

Re: 3.3 Northern Exposure: Development Interlude

Post by Vik »

Taking his leave of the rest of the crew, Vik goes in search of Charlize for a long-overdo reacquaintancing with the pneumatic blonde warrior -- and is much chagrined to find the camp's capacity for privacy has not improved during his absence.

"Can't have a proper shag wif'out half the legion stopping by askin' about murdered cats and banshees," he grouses while sharing a toke of certain esoteric reagents with Charlie in the afterglow. "Gotta get these gits off their arses and build some proper council houses, is what's what."

The next morning -- well, next afternoon -- he rounds up a crew and begins issuing decrees, which seems to work a trick even if no one quite signed off on the plans, official-like.

"Oy, step proper, right ingenuity on display is what it is," he says, taking a swig of the rotgut he'd left fermenting before the latest mission. "Get you a right luxury cot in a corner when it's done, we will, with a proper private place for a wank or a cry or whatever it is salts your neeps."

[Vik will direct the construction of a barracks, using Repair as a support roll.
Repair [dice:3lv6l1kf]64589:0[/dice:3lv6l1kf] = Ace! [dice:3lv6l1kf]64589:2[/dice:3lv6l1kf]
Wild [dice:3lv6l1kf]64589:1[/dice:3lv6l1kf]

19 total = Success with a Raise
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 3/3 + 0/2
Adventure Cards:

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6 (1d12+1), Vigor d6 +2
Pace: 6 (8) (1d6); Parry: 5 (9); Toughness: 17 (8) MDC or 21 (12) with amulet
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d8+2, Persuasion d6, Common Knowledge d4
Edges and Abilities of Note: Adept + Auto-Raise for boost trait, Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (five times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to Common Knowledge, Electronics, Hacking, Research, Repair and Thievery rolls when interfacing with electronics and machines, +2 with preexisting TW and arcane devices); Master of Magic.
PPE: 14/20
Active Effects: +2d Shooting with reroll 1/action; Pace 16, ignore Run penalty; Ignore all MAP

User avatar
Thomas
Posts: 140
Joined: Fri Mar 30, 2018 1:24 pm

Re: 3.3 Northern Exposure: Development Interlude

Post by Thomas »

Thomas agrees that the medical needs are primary, and believes Vik would be able to get the garage work done in a hurry. But if put on something else it would all be for not as spite is a remarkable power.

"I would also like to see our defenses hardened some. The amount of time they send their most competent teams away is concerning." Deciding he will also need to see what resources are available for training soldiers and building walls.
Thomas (Rob T) status and conditions
Bennies 4
  • 3 Reset of Quarter
+1 Benny from GM for encouraging others to post interlude
-1 Reroll for resources
+1 Messed up and Monologue err. GM awarded benny.

PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.

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Ashley Logan
Posts: 126
Joined: Tue Mar 06, 2018 3:55 pm

Re: 3.3 Northern Exposure: Development Interlude

Post by Ashley Logan »

"Hey, Thomas." The mage turned around to see Ashley coming over towards him. Her hair had grown out a little and she had to brush her bangs out of her eyes.

"I've been thinking. We've been throwing around our weight a bit...the town's growing...but we still only have dirt to keep our people safe. We're big enough and loud enough for more dangerous raiders to have heard of. I don't think we're up to facing that down...especially if it happens when we're not here."

On seeing she had Thomas' attention, Ash nodded. "We don't have much heavy equipment for construction, but I can lift a pretty good chunk if I put my head to it. All we really need is access to stone or concrete in enough supply, which money can buy. I figure we can put an outer wall a little ways past the outer ring of housing...gives us some room to expand before we have to start building outside it."

"Anyway. I, uh, figure you've got a lot on your plate. Just let me know when the crew's ready, or if you need me to help out with getting the stuff we need."

Rolls: Support to build that wall: 8
Psionics (using TK to help construction) [dice:2c80fqzw]64654:0[/dice:2c80fqzw] or [dice:2c80fqzw]64654:1[/dice:2c80fqzw]
Ace [dice:2c80fqzw]64654:2[/dice:2c80fqzw]

User avatar
Thomas
Posts: 140
Joined: Fri Mar 30, 2018 1:24 pm

Re: 3.3 Northern Exposure: Development Interlude

Post by Thomas »

Thomas nods and agrees with @Ashley's assesment. "You are right. I was just thinking the same thing, most of the residents do not have our special skills.

"I have been working as much as possible to support the team and get resources. I will see what I can have issued to help you in the labor. Espceially if we can get an engineer who knows what better options their are."


Networking 25 (26 if Liz can help, unsure how that counts)
Okay, I think I get what is going on here.

Networking for resources
Persuasion [dice:3gbtr3um]64682:0[/dice:3gbtr3um]
Wild [dice:3gbtr3um]64682:1[/dice:3gbtr3um]

Free reroll
Persuasion [dice:3gbtr3um]64682:2[/dice:3gbtr3um]
Wild [dice:3gbtr3um]64682:3[/dice:3gbtr3um]

I have 4 bennies, may as well use them
Persuasion [dice:3gbtr3um]64682:4[/dice:3gbtr3um]
Wild [dice:3gbtr3um]64682:5[/dice:3gbtr3um]

ACE! [dice:3gbtr3um]64682:6[/dice:3gbtr3um]
SUPERACE!! [dice:3gbtr3um]64682:7[/dice:3gbtr3um]
DIE ROLLER BROKEN ACE!!! [dice:3gbtr3um]64682:8[/dice:3gbtr3um]
Thomas (Rob T) status and conditions
Bennies 4
  • 3 Reset of Quarter
+1 Benny from GM for encouraging others to post interlude
-1 Reroll for resources
+1 Messed up and Monologue err. GM awarded benny.

PPE
Staff: 10/10
Personal: 20/20*
Bran and Lana Bind the Summons Frost Pixies
Attributes: Agility d10, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Athletics d8, Common Knowledge d6, Fighting d6, Occult d8, Notice d8, Persuasion d10, Performance d8, Spellcasting d10, Stealth d8, Thievery d6
Pace: 4; Parry: 5*; Toughness: 3
Hindrances: Clueless, Impulsive
Edges: Very Attractive
Special Abilities:
„ Flight: Even the wingless Pixies possess a flying Pace of 12.
„ Inherent Magic: All minor Faerie Folk possess the following powers: beast friend, confusion (befuddling dancing lights), darksight, entangle (gripping ice), invisibility, puppet (Faeries invariably use this to lead their victims in a Faerie Dance, stealing their clothes and equipment while they cavort), slumber, and speak language. Frost Pixies know bolt.
Faeries often Support each other to be more effective casters. In the PPE rich biome of Rifts Earth, Faerie Folk possess effectively unlimited PPE.
„ Size −3 (Very Small): The various sorts of Faerie Folk range from four to 12 inches tall.
„ Weakness (Salt): Salt does damage to Faeries, dealing +4 damage. Even a pinch deals 1d4+4 damage, quite deadly to such small creatures.

User avatar
KahlessNestor
Posts: 543
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.3 Northern Exposure: Development Interlude

Post by KahlessNestor »

If you posted an interlude participating in developing the fort, take a Benny.

Here is what I have so far. Let me know if this is correct, and if the priority order is correct, and I will start making rolls. I'll make the rolls, but you my elect to spend bennies on any of the rolls you wish, if you have the bennies.

Barinthasheer: +1 DT Military Wealth
Ryder: Iron Ore +1 DT Build Wealth
Vik: +4 Support to building barracks
Ashley: +2 Support to building walls
Thomas: +6 DT building supplies from the Tomorrow Legion (available next development cycle)

Work Orders:
Build/Upgrade medical facility
Upgrade Barracks
Upgrade/Build walls
Train more soldiers
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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Pender Lumkiss
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Posts: 3453
Joined: Thu Mar 09, 2017 9:00 pm

Re: 3.3 Northern Exposure: Development Interlude

Post by Pender Lumkiss »

Looks like Q’omo helped out some traders by protecting them not sure if there is a roll needed. Let me know and I’ll put it in.
Field Team Six Bennies
3/6

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Ryder
Posts: 107
Joined: Wed Aug 29, 2018 4:46 am

Re: 3.3 Northern Exposure: Development Interlude

Post by Ryder »

Pender Lumkiss wrote:
Thu Apr 02, 2020 9:38 am
Looks like Q’omo helped out some traders by protecting them not sure if there is a roll needed. Let me know and I’ll put it in.
I believe that would be using Survival or a Combat Skill to Support Thomas. Assuming he did get the 26 on the base roll, then you need a Raise to push his Requisition for next time up to +7 DT. (Obviously, Matthew should confirm/deny this interpretation.)
Ryder
Veteran Trimadore MARS Operator
OOC Comments
Agility d8, Smarts d8, Spirit d8, Strength d4 (d12+1 w/armor), Vigor d6
Pace: 6/d6 (8 in Armor); Parry: 5; Toughness: 16 (6) MDC; Strain: 4; Reach: 1; Starting Bennies: 8
Skills:
Athletics d4 (+1 Urban Climbing); Fighting d6; Shooting d8 (+1 w/ Calibrated weapons)
Boating d4; Driving d12; Piloting d4 (All get +2 with Vehicle Interface, ignore 2 points penalty)
Electronics d8 (Free Reroll); Hacking d6; Repair (Sm) d8+2 (Free Reroll, +2)
Thievery d8+1; Stealth: d6 (+1 Urban); Persuasion d4; Common Knowledge d4
Notice d8+4 (+2/Free Reroll vs. Surprise, +2 to spot ambushes/explosive traps, +2 Visual, ignore illumination)
Edges:
Ace, Alertness, Brave, Combat Ace, Connections (Black Market), Demolitionist, Elan, Field Intel, Gearhead, McGuyver, Mr. Fix-it, Reliable, Steady Hands, Thief
Hindrances: Alien Physiology, Big-Boned, Major D-Bee, Major Wanted (FedMagic). Quirk, Stubborn
Cybernetics: Expanded Detection & Security Array, Vehicle Interface Package, Core Electronics Package
Gear:
NG-EX10 Gladius Exoskeleton EBA (+4 vs. Environmental Hazards, immune disease/airborne poison) w/Multi-Optics Helmet
Solar Wyrm Rifle: Range 24/48/96; 60 Shots; RoF 4/3/3 (1/5/10/20); 4d6 AP 4; Heavy Pulse (RoF 1, MD, Snapfire, 3 Shots, +1 Shooting/+3 Damage); Enhanced Targeting (Total Shooting d10+3 before Pulse); Solar Trapping
Grenade Launcher (RoF 1, Damage by Grenade, 18/36/72, Shots 12, Load cycles: AP, Frag, HEx, Plasma)
Impact Maul (2-Handed, +4 to Break Things, Str+2d8+4 MD)
Assorted Grenades and Explosives
Aeon Cassowary
Size: 7 (Large); Toughness: 40 (20) MDC
Handling: +1; Top Speed: 120 MPH
Crew: 2+8
ATV; ECC; STS (Ignore Illumination; +2 Notice w/ Sensors; Ignore 2 points Range/MAP, no Unstable Platform for mounted weapons)
Mini Rail Gun (50/100/200; Damage: 2d10+2 MD AP 6; RoF: 4 (1/5/10/20); Shots: 30; Anti-Personnel, Reaction Fire in Chases)
"Helios" Solar Cannon (150/300/600; RoF: 4/3/3; Shots: N/A; 3d10 MD, AP 20; Solar Trapping; Enhanced Targeting gives total Shooting d10+3

User avatar
KahlessNestor
Posts: 543
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.3 Northern Exposure: Development Interlude

Post by KahlessNestor »

Yes, that is the case. Some sort of Support roll.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

User avatar
Pender Lumkiss
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Diamond Patron
Posts: 3453
Joined: Thu Mar 09, 2017 9:00 pm

Re: 3.3 Northern Exposure: Development Interlude

Post by Pender Lumkiss »

KahlessNestor wrote:
Mon Apr 06, 2020 4:48 am
Yes, that is the case. Some sort of Support roll.
rolled, +2 to Thomas...
Field Team Six Bennies
3/6

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KahlessNestor
Posts: 543
Joined: Thu Feb 15, 2018 4:02 am

Re: 3.3 Northern Exposure: Development Interlude

Post by KahlessNestor »

Work Orders:
Build/Upgrade medical facility
Upgrade Barracks
Upgrade/Build walls
Train more soldiers

Medical Facility build roll
Build [dice:mk3sc068]65254:0[/dice:mk3sc068]
Wild [dice:mk3sc068]65254:1[/dice:mk3sc068]

Success, but reduce the wealth die to d4. You may spend bennies to try and get a raise. You have upgraded the medical facilities to Average +0.

Expand or Upgrade Barracks - you can choose to expand (build another barracks at +0) or Upgrade the existing barracks to +1.
+4 from Vik
Build [dice:mk3sc068]65254:2[/dice:mk3sc068]
Ace [dice:mk3sc068]65254:4[/dice:mk3sc068]
Wild [dice:mk3sc068]65254:3[/dice:mk3sc068]
Ace [dice:mk3sc068]65254:5[/dice:mk3sc068]

Several raises, so Build die is safe. Let me know if you want to Upgrade or Expand.

Upgrade Walls to Stone
+2 from Ashley
Build [dice:mk3sc068]65254:6[/dice:mk3sc068]
Wild [dice:mk3sc068]65254:7[/dice:mk3sc068]

Success, so it busts out the Build die. You may spend bennies to reroll this if you wish.

Train more soldiers.
Labor [dice:mk3sc068]65254:8[/dice:mk3sc068]
Wild [dice:mk3sc068]65254:9[/dice:mk3sc068]

Raises your Garrison to 1d8, Labor lowers to 1d6.

That's your entire work order for this Interlude. Let me know if you want to spend any bennies on rerolls.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8

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