Chaper One: To Merctown, and beyond!

Post Reply
User avatar
Imperator
Posts: 226
Joined: Tue May 28, 2019 6:42 pm

Chaper One: To Merctown, and beyond!

Post by Imperator »

Your arrive at briefing room 1a to find Triester waiting. The smell of fresh paint is still faintly present and the massive, vault like door bears dents and some very large claw marks. Reminders of an attack on Legion hierarchy by sunaj assassins a year ago.

When you all have arrived he stands and begins pacing. "I am happy to see none of you requested a hold on this transfer. Now for the skinny. We have recently come into the possession of some u-nique hardware. One of our contacts done presented us with the partial head and torso of a powerful combat robot of unknown origin. The eggheads can't even tell us if it's from here on good ole Earth or somewhere else in the megaverse. Add in the fact that second hand reports of the encounter from which it was salvaged suggests it was from a larger force and we got us a bit of a situation!"

As he paces back and forth he plucks a cigar from a pocket and begins to chomp on it and a couple of times almost reaches in his pocket for a lighter.

"So, your mission will be three fold: One, head to Merc town, meet the man what gave us this thing and pick his brain on the where and hows of it. Two: We have cordial relations with one of the pre-meir roboticists in Ishpeming. you're to take the remains to him to see what he can tell us. If you shake any leads from either tree then we git to stage Three: follow the leads you find to learn where the sam hell these things came from and if they're gonna be trouble. Some final tests are being performed on it now but shortly it and a months supply of rations will be set to be loaded into Brom's truck. You leave in three hours."

After the last sentence hangs for a few seconds he stops pacing and faces the team. "Now would be the time for questions."

Instructions:
Post any questions you have for Triester.
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
User avatar
Zak Maclintock
Posts: 35
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Chaper One: To Merctown, and beyond!

Post by Zak Maclintock »

Zak begins the questions, which seems to give the group Carde Blanche, "Sir is there a chance that we can get some more vehicles, or are we allowed to be creative on our trip?

Second, Rules of engagement? Anyone's toes we are suppose to avoid stepping on?

Third sir, is there a timeline that we need to follow?

Finally sir, are we suppose to check in back here at certain points so you can track our progress
?"

Zac sits back and tries to come up with some quick math, for the distance and time to get to Merctown, We need to keep speed up. The max through this place 50 MPH, we have a great driver. Best route Castle to Kingsdale quick stop. Then Whykin to Merctown. About 6 hours no stopping.

"Kingsdale may not want me in there with all those free snacks walking around. Now Whykin, we should have easy going. Need to touch base there we might be able to book a ride up to Merctown or a ferry to the other side of the Mississippi."
Zak Maclintock
ZAK Sheet
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0
• Armor: +7 Toughness: +3
ISP:30
Bennies 4
EP bought: +2

GEAR CARRIED:
OOC Comments
Body Armor:
MI "VAQUEROS" HEAVY EBA
The most popular series of new body armor produced by the Manistique Imperium, Vaqueros body armor has Mexican/Spanish styling worthy of its namesake. The helmet has a mesh fabric bandanna covering reminiscent of a western bandito, flashy cowboy boots made from advanced materials, and the armor has an integrated gun belt and pair of holsters. Besides being stylish,

Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.

Multi-Optics Helmet: This helmet—compatible with EBA systems (see page 88)—includes a targeting sight,
magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice projection system. It provides +4 Armor
and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits)

• Armor: +7 Toughness: +3
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
• Rarity: -3; Cost: 40,000
• Attachment: Desert Eagle
• Attachment: Desert Eagle

NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Dagger
• Attachment: Dagger
• Attachment: Locks Pick
• Attachment: Altess Eviscerator
• Attachment: Silencer:
• Attachment: Silencer:
• Attachment: MDC Handcuffs:
• Attachment: Special Item Creation Multi Translator


Vehicle/b]
RH100 Robot Horse: Black Star,
all Black coat, Starburst White mark on forehead
Size 2 (Normal),
Handling +2, Top Speed 75 MPH, Toughness
24 (12), Crew 1+1, Remaining Mods 3.

Notes: ATV, Exposed Crew, NuclearPowered, STS.
OOC Comments

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d6, Survival d6
Saddle Attachments
• Attachment: Rifle sleeve Winchester ‘73 (.44-40)
• Attachment: Rapier
• Attachment:Saddle bags
• Attachment: Sleeping roll
Weapons:
„ Kick (Str+d6 Mega Damage)
User avatar
Fahtoo
Posts: 27
Joined: Sun May 03, 2020 6:01 pm

Re: Chaper One: To Merctown, and beyond!

Post by Fahtoo »

The young hacker started out in a relaxed position, legs out stretched and arms crossed. She sat up straight and started biting on her thumb nail at the mention of her hometown. Her eyes tracked Triester's pacing across the room and laser focused in on Zak when he started firing off questions. She raised her hand to ask her questions next. She fired them off in quick succession, trying not to draw attention to how nervous she was about the last one.

"How many will ride in Bron's truck? Will the cargo we're carrying reduce the amount of passenger space? Is this mission requiring that we be completely undercover, or should we just not advertise what we're bringing or who we're taking it to? Who is our contact in Ishpeming?"
Fahtoo DeCruz
Fatimatou DeCruz - Human Psi-Operator

Pace: 6; Parry: 4; Toughness: 10 (4)
Wounds: None
PP: 30/30
Constant Effects:
Combat Edges: Brave, Fast Healer, Rapid Fire
Bennies: 4/3
Adventure Cards:

Retired from 21st SET - Hot Shots
Edit Signature
Player/Characters: Nelle/Cass/Tula
User avatar
Jeffery Wurst
Posts: 19
Joined: Sat Jun 20, 2020 3:18 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jeffery Wurst »

Jeffery eyed the tell tales scars of battle as he entered the room. The last vestiges of a day gone horribly awry.
A Few Months ago
"Hey Jeff, pass me a frank." The blond bombshell tossed her hair giving the vampire slayer a wink. She was wearing a summer dress with yellow and blues. Sandals adorned her feet and manacured toes. Nearby a few others laughed clinking their beers waiting for the bbq grill master Jeffery Wurst to start handing out the hotdogs.

Jeffery was sweating over the open flames of the impromptu pit the group had dug out in the legion open air courtyard. After a few months of pleading with Dahara they were allowed to fire it up. In about 20 minutes there would be enough meat for all. Jeffery sighed looking at the blond anxiously awaiting a big juicy slab of meat between two soft pieces of bread reamed with onion and tomato. A bit of laughter made him look over at the rest of his friends. There were six of them total, fresh from their first foray into Mexico. The easy going vampire hunter winked back at her, "Naw problemo Shelly. Therea be coming right up..." His voice trailed off as the castle's warning klaxon's blared around the group.

The castle's PA announced, ” Attention Legionnaires, this is Captain Pender Lumkiss. We have a code red data breach, code red data breach... Akkkkk...” The captain voice cut out in a gurgled wet cry.

An explosion rocked the court yard spraying shrapnel everywhere. The next thing the Wurst hunter knew was he was on the ground with Shelly's body clutched close. Her pale blue eyes rolled into the back of her head as her yellow blue dressed change to crimson red.
He touched the dented vault door frowning for a moment before easing into a chair. Sorry Shelly.

After listening to the briefing he had no real questions at first. He was accustomed to overarching mission parameters and using his tools to solve them. However as the rest of the group started bombarding Triester with questions the easy going vamp hunter got his in after a pause, "Naw who is dooin the research?" Jeffery's initial thought went to Libertas, Luke, or maybe even Dizzy if they were available. If Triester named that pencil neck red head budding TW named Taylor Thomas he would consider that transfer request. Jeffery had caught the TW's courtship of the medic assigned to Field Team Six when he had wandered into the mess and saw Taylor pinning for Lulu after a missed date. Love of course had a time and place, but Jeffery suspected this kind of research needed a certain level of concentration and it was best to leave it to one not love struck.
User avatar
James T
Diamond Patron
Diamond Patron
Posts: 16
Joined: Wed Apr 08, 2020 11:47 am

Re: Chaper One: To Merctown, and beyond!

Post by James T »




He was listening to the mission details and simultaneously recalling a memory...

Washington DC 2097 (well over 300 + years prior to Present Day Rifts)

The steps leading up and down from the Jefferson memorial were busy today. A parade marched in the street below the monument. Hundreds of thousands of Americans watched as former, retired US President Fitch made his way up the steps to the monument. Several former US Presidents and the current residing commander in chief were to arrive and announce a new monument that would be erected in the State Capitol, the Obama and Fitch memorial. Two black presidents and great men who had made incredible advances for the United States.

As former President Fitch slowly advanced up the stairs, the US Secret Service Agent, Jack Hall walked next to the Great man.

"Sir, please allow me to assist you. I will be discreet I promise you.”

The black man stopped and labored to breath, but held his smile in place.

"Jack.....I thank....you but.....I will do this......on my own.....however......I will take a moment and do that thing you...... suggested....you are a Jackal."


Agent Hall smiled.

The Secret Service agent had suggested that if President Fitch needed a breather, he should just stop and turn and wave at the crowd until he was ready to proceed, as if it was a planned stop. Fitch liked it. It let him look healthy and caring.

Several moments later, after waving to a cheering crowd, Fitch proceeded to continue up the stairs.

"I am proud to be of service President Fitch, I am extremely glad to see a monument built for you and the former Obama from decades ago. Just.... try to not overdo it Sir. If you die on my watch I am sure they will melt me down and make me produce toast for the remainer of my days."

Wheezing and chuckling Mr. Fitch gave the US Secret Service Agent and artificial intelligence android, a sideways look.

"Nice try. We will have to keep working on the humor thing. Sunday. Jeans and a T. No tie Jackal. We’ll fish and joke."

“Yes Sir.”



Briefing Room

As the others erupted into questions Jackal’s attention returned to the room and he listened to all the questions. Personally he was not really concerned, they would handle things as they came. Jackal was very good at being in the moment. Here and now. When not lost in thought.

No longer dressed in a clean cut suit, Jackal stood in glossy clean jet black armor, adorned with his old SS service pistol, a current age rifle and his dual vibro vambraces. He had adjusted his facial features just slightly, to add a hint of hardness and a extra scar down his cheek. He really had three dress codes: All business and smart well dressed in a suit, hardened killer in armor look and on Sunday only, relaxed t-shirt and jeans look.

Ishpeming?

Jackal raised an eyebrow at that. He hadn’t been East or north of the Castle yet. Noting Fahtoo’s reaction he almost moved to stand closer to her, protectingly, but caught himself and just stood still. Zak launches into questions. Good ones. But. Very emotionally. Fahtoo also seemed on edge. Jeffery was pretty mellow but had just a hint of concern in his actions. Jack looked to see how the rest would react.

Regardless, he was here, he would serve and protect these people and....

Combat robot of unknown origins.

Jackal laughed out loud. Randomly. Then grinned.

“Clearing” his throat he said: “Sorry. Go on. I am all vestibulocochlear organs. Heh.”

The lack of laughter makes Jack sigh.

“My only question Sir, is, I assume DeCruz is in command of this SET when we are in the field?”
"Ah ha, ha, ha. How indeed? You looks to know borgs and bots. Have ye ever seen a construct such as I? NO!! No, I be special! Special I was. A thing of beauty. A thing of power. A thing like nothin' the Coalition or the best chop-shop coulda built. That was I. My reward for thinking. Tee hee. Can you believe it? My reward for just sitting in the throne and thinking. Ohhhh, thinking about anything. Bots were best thing. Best to think about, but anything would do. And after thinking and talking, ... oh, we were friends, you know? ... Best friends and this was my reward. Tee, heee, heee, heeee ..." - James T (NPC Account)
Image
James T in 102 PA

User avatar
Bron Stormbrew
Posts: 22
Joined: Thu Apr 30, 2020 2:12 am

Re: Chaper One: To Merctown, and beyond!

Post by Bron Stormbrew »

Castle Refuge/Briefing room 1A
Afternoon

Brom wandered into Briefing Room 1A and looked at the scarred and battered door. He’d vaguely heard about the incident last year. He was surprised they were here. It didn’t get used much anymore. Too many SET members thought it bad luck, like sailing on a Friday. Not an auspicious start.

The dwarf took a seat and listened. “Seems easy enough,” he said. “Jus’ give us the names we’re lookin’ f’r. ‘ow big are these robot parts?” Bron was already figuring the route to Merctown and Ishpenig in his head.

***
Cargo/Loot
30 days rations for 6 people
Strange robot parts
Character Tracking
Bron Stormbrew Character Sheet
Parry: 7; Toughness:18 (8)
Powers: Boost Trait, Healing, Smite
Hindrances: Greedy, Loyal, Ugly
Bennies: 3/3
Credits: 18,900
Edges
  • Ace: Spend Bennies to Soak damage for his vehicle; ignores up to 2 points of penalties.
  • Combat Ace: Ignore the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Connections: Black Market, once per session
  • McGyver: Craft improvised weapons, explosives, or tools.
  • Mr. Fixit: Half repair time on a raise.
  • UEMC: Half repair time on a raise.
“Freya” Mountaineer Mk. 1 Nuclear
Toughness 34 (16) MDC; Pace: 12/24 (120 mph); Size: 6 (+2 size modifier)
  • Light Laser
    • STS: Ignore illumination penalties; ignore 2 points of other penalties
    • No Unstable Platform penalties
  • Reinforced ram
  • ATV: Ignore up to 2 points of Driving penalties for Difficult Ground and treat each inch of Difficult Terrain as 1.5” instead of 2”
User avatar
Jesse (Graunk)
Posts: 42
Joined: Sat May 02, 2020 10:00 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jesse (Graunk) »

Briefing room 1A, Castle Refuge
Aos was at the briefing room way too early. He couldn’t wait to get going and find out what was needed of him. Aos had heard of the incident attached to this location, but he did not choose to enter the scene with his minds eye. “You can never unsee a moment once observed. It will always be with you, like it is your own experience…” Aos was thinking remembering one of the lessons his latest mentor Jadenfist had told him at the sight of a long forgotten massacre. His eyes surveys the room and spots his seat plainly labeled with bold black letters on plain white stock Card “AOS THEAY”. With a thump he sits down and closes his eyes as he settles in to his chair and patiently waits. Aos soon slips into quiet reflection, then deeper still into a meditative state and soon thereafter a well needed sleep.
The noise of the other members of the team arriving and the excitement in the air wakes Aos back into the current moment.
The orange feline peered out from sleepy eyes at the commotion in the room. The cat was perched comfortably atop a pile of folded construction tarps piled in the far corner among the other supplies needing to be retrieved from the room by custodians. After a long arching stretch and a quick preen around the whiskers he leaps nimbly to the floor and casually circles the group rubbing kindly along their legs while passing beneath each one before hopping up onto the empty chair marked for Aos, stretches and yawns again, and begins to purr looking at everyone intently. Moments later, as everyone continues with the briefing, in a wave of reality bending thought, the form of a simple cat alters with a warping miasma of material and metaphysical energies, and reforming into a shape completely different, it was indeed- Aos. He smiles and waits patiently for his allies to fully express their thoughts and concerns, feeling confident that no matter what, they are in this together.
When Aos does speak it is to the point. “ I’ll do my best not to mess this up. I want you to know I won’t let anything happen to us, we are a Pack now, a family. Don’t worry either I’ll never use my abilities and skills to cross your individual boundaries. I’m not like that.” He always felt he should let others know that due to the mistrust powerful minds can foster.
In the brief silence after the barrage of questions and comments Aos leans forward toward the group and says “ Alright, sounds good. So, umm Fahtoo, how do you want to run this?” Aos sensed she was the personality, the decision maker, and agreed with his instinct.

Behind the Scenes
Hindrances
• Heroic (Major): The character always helps those in need.
• Loyal (Minor): The hero is loyal to his friends and allies.
• Outsider (Minor): Half-elves are never quite comfortable in human or elven society, They subtract -2 from Persuasion rolls with all but others of their kind.

Powers: shape change, object read

• Persuasion (Sp) - d4
1d4!-2: [4!, 4!, 2]-2 = 8

Jack-Of-All-Trades:
• Battle (Sm) - d6
1d6!: [5] = 5

• Survival (Sm) - d10
1d10!: [8] = 8
Graunk- Orc Vampire Slayer
User avatar
Fahtoo
Posts: 27
Joined: Sun May 03, 2020 6:01 pm

Re: Chaper One: To Merctown, and beyond!

Post by Fahtoo »

Aos Theay wrote: Thu Jul 09, 2020 10:23 amAfter a long arching stretch and a quick preen around the whiskers he leaps nimbly to the floor and casually circles the group rubbing kindly along their legs while passing beneath each one before hopping up onto the empty chair marked for Aos, stretches and yawns again, and begins to purr looking at everyone intently.
Logically Fahtoo knows that sentient humanoids who transform into furry creatures should still be treated like sentient creatures, but damn it... If he's going to act like a cute cuddly kitty, she's going to pet his back and scratch his ears when he twines around her legs.

Jackal wrote: Sun Jul 05, 2020 5:54 pmJackal laughed out loud. Randomly. Then grinned.

“Clearing” his throat he said: “Sorry. Go on. I am all vestibulocochlear organs. Heh.”
Fahtoo looks up at sharply at Jackal and smiles when he claims to be all ears. She doesn't understand what made him laugh, but the fact that he could made her happy. Happy to know he wasn't cold and unfeeling, that somewhere in his exceptionally complicated synapsis he could still find amusement through is own observations and thoughts.

Then he said something that made her question the rationality of those incredibly complicated synapsis.
Jackal wrote: Sun Jul 05, 2020 5:54 pm“My only question Sir, is, I assume DeCruz is in command of this SET when we are in the field?”
Aos Theay wrote: Thu Jul 09, 2020 10:23 amIn the brief silence after the barrage of questions and comments Aos leans forward toward the group and says “ Alright, sounds good. So, umm Fahtoo, how do you want to run this?”
"How do I? What?" Fahtoo whips her head back and forth to give both Jackal and Aos the same utterly confused look. "You want me in command? I was literaly just in your same training classes a month ago. I barely passed that final in Races, Faces, and Places of the Megaverse!" She looks at Triester pleadingly. "Sir?!"
Fahtoo DeCruz
Fatimatou DeCruz - Human Psi-Operator

Pace: 6; Parry: 4; Toughness: 10 (4)
Wounds: None
PP: 30/30
Constant Effects:
Combat Edges: Brave, Fast Healer, Rapid Fire
Bennies: 4/3
Adventure Cards:

Retired from 21st SET - Hot Shots
Edit Signature
Player/Characters: Nelle/Cass/Tula
User avatar
Zak Maclintock
Posts: 35
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Chaper One: To Merctown, and beyond!

Post by Zak Maclintock »

Zak loves all the group, and when Fahtoo has been nominated to lead he smile and says, "I think that is a good idea usually I just keep shooting things in my way until someone says to stop. And I don't like paperwork. And really usually start off in a bad way with other folk. See I am a true believer in the Korben Dallas school of diplomacy. Kill them all, and your diplomacy works!"

He nods to the others, "Besides the killing stuff is the fun part! Right?"
Zak Maclintock
ZAK Sheet
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0
• Armor: +7 Toughness: +3
ISP:30
Bennies 4
EP bought: +2

GEAR CARRIED:
OOC Comments
Body Armor:
MI "VAQUEROS" HEAVY EBA
The most popular series of new body armor produced by the Manistique Imperium, Vaqueros body armor has Mexican/Spanish styling worthy of its namesake. The helmet has a mesh fabric bandanna covering reminiscent of a western bandito, flashy cowboy boots made from advanced materials, and the armor has an integrated gun belt and pair of holsters. Besides being stylish,

Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.

Multi-Optics Helmet: This helmet—compatible with EBA systems (see page 88)—includes a targeting sight,
magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice projection system. It provides +4 Armor
and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits)

• Armor: +7 Toughness: +3
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
• Rarity: -3; Cost: 40,000
• Attachment: Desert Eagle
• Attachment: Desert Eagle

NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Dagger
• Attachment: Dagger
• Attachment: Locks Pick
• Attachment: Altess Eviscerator
• Attachment: Silencer:
• Attachment: Silencer:
• Attachment: MDC Handcuffs:
• Attachment: Special Item Creation Multi Translator


Vehicle/b]
RH100 Robot Horse: Black Star,
all Black coat, Starburst White mark on forehead
Size 2 (Normal),
Handling +2, Top Speed 75 MPH, Toughness
24 (12), Crew 1+1, Remaining Mods 3.

Notes: ATV, Exposed Crew, NuclearPowered, STS.
OOC Comments

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d6, Survival d6
Saddle Attachments
• Attachment: Rifle sleeve Winchester ‘73 (.44-40)
• Attachment: Rapier
• Attachment:Saddle bags
• Attachment: Sleeping roll
Weapons:
„ Kick (Str+d6 Mega Damage)
User avatar
Bron Stormbrew
Posts: 22
Joined: Thu Apr 30, 2020 2:12 am

Re: Chaper One: To Merctown, and beyond!

Post by Bron Stormbrew »

Castle Refuge/Briefing room 1A
Afternoon

Bron smirked in his bushy black beard at Fahtoo’s discomfort. “Least it ain’t me,” he said. “No’ tha’ I’ll listen t’ ye if I dunnae want t’,” he said with a chuckle. But he was a driver. Drivers did what they were told. A crew usually had someone else leading. “It’s me job t’ get ye where ye need t’ be.”

***
Cargo/Loot
30 days rations for 6 people
Strange robot parts
Character Tracking
Bron Stormbrew Character Sheet
Parry: 7; Toughness:18 (8)
Powers: Boost Trait, Healing, Smite
Hindrances: Greedy, Loyal, Ugly
Bennies: 3/3
Credits: 18,900
Edges
  • Ace: Spend Bennies to Soak damage for his vehicle; ignores up to 2 points of penalties.
  • Combat Ace: Ignore the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Connections: Black Market, once per session
  • McGyver: Craft improvised weapons, explosives, or tools.
  • Mr. Fixit: Half repair time on a raise.
  • UEMC: Half repair time on a raise.
“Freya” Mountaineer Mk. 1 Nuclear
Toughness 34 (16) MDC; Pace: 12/24 (120 mph); Size: 6 (+2 size modifier)
  • Light Laser
    • STS: Ignore illumination penalties; ignore 2 points of other penalties
    • No Unstable Platform penalties
  • Reinforced ram
  • ATV: Ignore up to 2 points of Driving penalties for Difficult Ground and treat each inch of Difficult Terrain as 1.5” instead of 2”
User avatar
Zak Maclintock
Posts: 35
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Chaper One: To Merctown, and beyond!

Post by Zak Maclintock »

Zak talks to Bron, "Bron I have a good 'Ma Deuce' is there a way we can have a swing mount that it can come out a door or a window on your Machine. It would add to the fire power and might surprise some idiots. I understand if you rather not. We can always set it up on the ground to have fun with.".
OOC Comments
Ma Deuce, M-2, 50 Caliber machine gun
Zak Maclintock
ZAK Sheet
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0
• Armor: +7 Toughness: +3
ISP:30
Bennies 4
EP bought: +2

GEAR CARRIED:
OOC Comments
Body Armor:
MI "VAQUEROS" HEAVY EBA
The most popular series of new body armor produced by the Manistique Imperium, Vaqueros body armor has Mexican/Spanish styling worthy of its namesake. The helmet has a mesh fabric bandanna covering reminiscent of a western bandito, flashy cowboy boots made from advanced materials, and the armor has an integrated gun belt and pair of holsters. Besides being stylish,

Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.

Multi-Optics Helmet: This helmet—compatible with EBA systems (see page 88)—includes a targeting sight,
magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice projection system. It provides +4 Armor
and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits)

• Armor: +7 Toughness: +3
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
• Rarity: -3; Cost: 40,000
• Attachment: Desert Eagle
• Attachment: Desert Eagle

NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Dagger
• Attachment: Dagger
• Attachment: Locks Pick
• Attachment: Altess Eviscerator
• Attachment: Silencer:
• Attachment: Silencer:
• Attachment: MDC Handcuffs:
• Attachment: Special Item Creation Multi Translator


Vehicle/b]
RH100 Robot Horse: Black Star,
all Black coat, Starburst White mark on forehead
Size 2 (Normal),
Handling +2, Top Speed 75 MPH, Toughness
24 (12), Crew 1+1, Remaining Mods 3.

Notes: ATV, Exposed Crew, NuclearPowered, STS.
OOC Comments

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d6, Survival d6
Saddle Attachments
• Attachment: Rifle sleeve Winchester ‘73 (.44-40)
• Attachment: Rapier
• Attachment:Saddle bags
• Attachment: Sleeping roll
Weapons:
„ Kick (Str+d6 Mega Damage)
User avatar
Imperator
Posts: 226
Joined: Tue May 28, 2019 6:42 pm

Re: Chaper One: To Merctown, and beyond!

Post by Imperator »

Listening to the teams question and conversation, Triester watches the reactions and interaction like a hawk. When Fahtoo implores him for an answer to the leadership question he chuckles and speaks up. "With most of you at e-quivalant rank and field time, at least since you all joined up, leadership is a tangle I feel is best sorted out by you. You're all professionals, I'm sure you'll suss all that out."

Resuming the pacing he address some of the operational questions. "Additional vehicles are not available, I think Brom's truck and the two horses you all have are sufficient. And while I know most of you have what the head shrinkers would call "Heroic Personality Traits", so some mischief is sure to ensue, try not to kick the big hornet nests. We don't need the CS or any other factions sniffin around your tails. As for time frame, the sooner the better. It's a dangerous and bizarre world out there, try not to get distracted."

He stops pacing next to the desk and reaches out to activate a holo-projector. First up is an image of a dwarf with obvious cybernetics.
Noldrin.jpg
Noldrin.jpg (10.53 KiB) Viewed 39569 times
"This is Noldrin Frostforge. Local boy off to make his way in the world. But this here prodigal son does send us the oh-cassional tidbit, like this footage of our subject in action and where we could find its wreckage."

The still picture of the dwarf is replaced by a shaky, first person video of a frantic battle in a burning forest. Several robots of unknown design close on the camera persons position, pulse lasers blazing. The attackers are around the size of the average suit of
size 2
Mystery robot.png
Withering return fire from the dwarfs allies lays into the hostile machines, disabling several of them but the inert forms then explode as well as their weapons. The exchange lasts several minuets before the attackers are all destroyed, but not without some losses on the side of the mercenaries. However the dwarf notices one of them where the apparent self destruction is not completely successful. Seconds later the recording ends.

Noldrin is currently in the em-ploy of the Tennessee Headhunters. He was on patrol 50 miles east of Merc town when they encountered half a dozen of these things. After you talk to him contact me via their comm facility as that will be our last chance for easy contact most likely.

The image of a scorched head and torso of one of the robots from the video appears next. "Not a whole lot of it left but still about the size of a person. and you'll be taking it to this man, Primagor. He works as a robotics consultant at the Robodome in the city of Ishpeming."
The image changes once again.
Primagor.jpg
Primagor.jpg (24.66 KiB) Viewed 39569 times
"Mr. Wurst, I have no idea who is doing said testing. Ain't my department. Any other questions? If not you have about two hours to make any final preparations and plan your route." His cigar rolls from one corner of his mouth to the other.

Instructions
Common Knowledge tests:
Successful tests don't reveal any additional info but
indicates the player has met him either at the castle or in Merctown. Decent guy, likes machines, left home for adventure and to make his own name.


Mystery bots: You got nothin, sorry.

Success reveals his name indicates he was from the street before joining the corporate world.
Rumor in the world of robot and vehicle modding is he used to work in a garage that did mods for underground racing as the as the usual work for mercs and adventurers.
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
User avatar
Fahtoo
Posts: 27
Joined: Sun May 03, 2020 6:01 pm

Re: Chaper One: To Merctown, and beyond!

Post by Fahtoo »

Dicey Business
What does Fahtoo know about Primagor in Ishpeming?
Common Knowledge -1
common knowledge 1d6!!-1: [4]-1 = 3
wild ck 1d6!!-1: [2]-1 = 1
I got nuttin. ;)
As Triester chuckled at her and began to talk, Fahtoo deflated. She rolled her eyes when he called them professionals and tried to resign herself to being the one who would have to do all the paperwork. Then the captain turned on the holo-projector and Fahtoo sat forward attentively, trying to memorize the faces and details of the mission. She didn't recognize their contact in Ishpeming, and took a little bit of comfort in that.

Except for trekking 700-800 miles through deep CS territory, the objectives seem mundane. Gather a little info and then play cross country courier. If they could keep a low profile, avoid inspections and no one leaked what they were carrying, it should be down right easy.

Fahtoo scoffed at her own thoughts. What was that old saying? ‘What you plan and what takes place ain't ever exactly been similar.‘

Captain Treister indicated that they needed to plan their own route and then stepped back to chew on his cigar and observe.

'Smug jerk.' Fahtoo thought to herself. 'He and upper command were probably going to be laughing while they sat back and watched the team fumble through this mission.' She bit back another eyeroll and moved toward the holo-projector terminal. She raised an questioning eyebrow at the commander as her long fingers hovered over the controls. He nodded his assent and she quickly threw up a map, zooming in on the territory between Castle Refuge and Merctown. She sat back down in her original seat and turned to the team.

“Zak, you said something about Kingsdale and Whykin. Do we need to stop there? Bron, you’re the one who has to get us there. Do you have a preference for what route we take?”
Fahtoo DeCruz
Fatimatou DeCruz - Human Psi-Operator

Pace: 6; Parry: 4; Toughness: 10 (4)
Wounds: None
PP: 30/30
Constant Effects:
Combat Edges: Brave, Fast Healer, Rapid Fire
Bennies: 4/3
Adventure Cards:

Retired from 21st SET - Hot Shots
Edit Signature
Player/Characters: Nelle/Cass/Tula
User avatar
Zak Maclintock
Posts: 35
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Chaper One: To Merctown, and beyond!

Post by Zak Maclintock »

Zak listens to the boss man and is glad that he is in charge of the team back at HQ. “Copy and understand don’t try to kick any big hornet’s nest. "

Zak listens to the next briefing and pays attention to details. He thinks about Noldrin Frostforge and wonders if he has an Idea of who he is. The same for this Primagor guy. I don’t think I have crossed his path.

Zak also has I know a Guy edge.?
Common Knowledge: d4
CK 1d4!!: [3] = 3
Wild Dice: d6
WD 1d6!!: [4] = 4
“Zak, you said something about Kingsdale and Whykin. Do we need to stop there? Bron, you’re the one who has to get us there. Do you have a preference for what route we take?”
Zak listens to the new team leader, Fahtoo questions and smiles before he answers her, “Yea been through both. If you go the northern route you might run in to CS troops, that is why I suggested staying south.”

“In Kingsdale I have dropped in for a meal, no don’t get that wrong impression. The magic kingdom doesn’t like its citizens cut up. The Foresters have Psi Stalkers in the Military, there are lots of monsters coming out of the woods. When we make contact with them, we are bounty hunters heading east, to merctown, which we are. We ask them about know monster sightings and if they can pass words along to their patrols that we are traveling through.”

“With our current configuration the robot horses and I think with Bron’s vehicle we don’t need to stop at Kingsdale or Whykin unless it is an emergency. If we catch a ride on a barge heading up to Merctown we should get plenty of rest. Then if not and we have to drive we cross the Mississippi River and head up near the bank of the river. Everything depends on what happens along the first part as to weather we should stop or not.”
Last edited by Zak Maclintock on Tue Jul 14, 2020 5:38 am, edited 1 time in total.
Zak Maclintock
ZAK Sheet
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0
• Armor: +7 Toughness: +3
ISP:30
Bennies 4
EP bought: +2

GEAR CARRIED:
OOC Comments
Body Armor:
MI "VAQUEROS" HEAVY EBA
The most popular series of new body armor produced by the Manistique Imperium, Vaqueros body armor has Mexican/Spanish styling worthy of its namesake. The helmet has a mesh fabric bandanna covering reminiscent of a western bandito, flashy cowboy boots made from advanced materials, and the armor has an integrated gun belt and pair of holsters. Besides being stylish,

Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.

Multi-Optics Helmet: This helmet—compatible with EBA systems (see page 88)—includes a targeting sight,
magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice projection system. It provides +4 Armor
and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits)

• Armor: +7 Toughness: +3
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
• Rarity: -3; Cost: 40,000
• Attachment: Desert Eagle
• Attachment: Desert Eagle

NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Dagger
• Attachment: Dagger
• Attachment: Locks Pick
• Attachment: Altess Eviscerator
• Attachment: Silencer:
• Attachment: Silencer:
• Attachment: MDC Handcuffs:
• Attachment: Special Item Creation Multi Translator


Vehicle/b]
RH100 Robot Horse: Black Star,
all Black coat, Starburst White mark on forehead
Size 2 (Normal),
Handling +2, Top Speed 75 MPH, Toughness
24 (12), Crew 1+1, Remaining Mods 3.

Notes: ATV, Exposed Crew, NuclearPowered, STS.
OOC Comments

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d6, Survival d6
Saddle Attachments
• Attachment: Rifle sleeve Winchester ‘73 (.44-40)
• Attachment: Rapier
• Attachment:Saddle bags
• Attachment: Sleeping roll
Weapons:
„ Kick (Str+d6 Mega Damage)
User avatar
Jeffery Wurst
Posts: 19
Joined: Sat Jun 20, 2020 3:18 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jeffery Wurst »

Jeffery was an elite hunter of the super natural specializing in killing vampires. If you over looked the little matter of Pinnacle Valley his record was superb. Any other vampire hunter might have balked at the thought of an assignment dealing with robots But Jeffery just smiled nice an easy with his baby blues at Triester. Simply put Jeffery had spent too much time in front of smooth secondary vampires trying to talk their way out of a soulful stabbing to believe Triester at face value. Jeffery crossed his arms nice and comfy like over his jacket letting his finger tips dip nice and easy into the folds coming to rest dangerously on a few choice implements of death hidden inside his jacket. Triester had nothing to worry about if he was telling the truth.

Like a duck treading water he just eased more into the chair while preparing for the worst. His drawl even hinted that he was ready to get a move on, “Nawt sure if Is knaw thosez two... Nawt thad it matter much. Aldo, thad one withda P seems a bit seedy. Mite have even ran into em ad one time or adnother. We about ready taw ride?”

Common Kn
Frostforge: 1d6! 1d6!: [2]+[5] = 7
Primagore: 1d6! 1d6!: [5]+[1] = 6

Notice on Triester for lying: Notice 1d8! 1d6!: [8!, 6]+[5] = 19 , total 14!
User avatar
Bron Stormbrew
Posts: 22
Joined: Thu Apr 30, 2020 2:12 am

Re: Chaper One: To Merctown, and beyond!

Post by Bron Stormbrew »

Common Knowledge Noldrin 3
Common Knowledge 1d4!!: [3] = 3
Wild 1d6!!: [1] = 1
Common Knowledge Primagor 3
Common Knowledge 1d4!!: [2] = 2
Wild 1d6!!: [3] = 3
Castle Refuge
Afternoon

Bron studied Zak a bit as he asked to mount a large projectile gun on his Freya. “I c’n see wot I c’n dae,” the dwarf said.
OOC Comments
Not sure if he can do that or not? We have one mod space left. I don’t know how much that would take up.
“Bron, you’re the one who has to get us there. Do you have a preference for what route we take?” Fatoo asked.

Bron considered. “Both are on the way,” he said. “Kingsdale won’t be a problem. “Tis directly on the way. But Whykin is a wee bit off the path an’ Coalition friendly. Me an’ the elf might draw some trouble, but we might be foine. I say we make straight f’r Merctown from Kingsdale, an’ if we need t’ stop in Whykin, we can adjust oor route an’ stop there. Ain’t far between Whykin an’ Merctown.”

Zak seemed to prefer a river passage. “Tha’ means headin’ directly west t’ the Mississippi an’ findin’ a barge stop. That’ll bring us past Whykin an’ on t’ Merctown. Less options if somethin’ ‘appens. More campin’ out an’ roughin’ it. But it’ll work.”

***
Cargo/Loot
30 days rations for 6 people
Strange robot parts
Character Tracking
Bron Stormbrew Character Sheet
Parry: 7; Toughness:18 (8)
Powers: Boost Trait, Healing, Smite
Hindrances: Greedy, Loyal, Ugly
Bennies: 3/3
Credits: 2400
Edges
  • Ace: Spend Bennies to Soak damage for his vehicle; ignores up to 2 points of penalties.
  • Combat Ace: Ignore the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Connections: Black Market, once per session
  • McGyver: Craft improvised weapons, explosives, or tools.
  • Mr. Fixit: Half repair time on a raise.
  • UEMC: Half repair time on a raise.
“Freya” Mountaineer Mk. 1 Nuclear
Toughness 34 (16) MDC; Pace: 12/24 (120 mph); Size: 6 (+2 size modifier)
  • Light Laser
    • STS: Ignore illumination penalties; ignore 2 points of other penalties
    • No Unstable Platform penalties
  • Reinforced ram
  • ATV: Ignore up to 2 points of Driving penalties for Difficult Ground and treat each inch of Difficult Terrain as 1.5” instead of 2”
User avatar
Jesse (Graunk)
Posts: 42
Joined: Sat May 02, 2020 10:00 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jesse (Graunk) »

initial Rolls
• Common Knowledge (Sm) - d8
Noldrin Frostforge: currently in the em-ploy of the Tennessee Headhunters.
1d8!: [8!, 4] = 12
1d6!: [2] = 2
• Common Knowledge (Sm) - d8
Primagor
1d8!-2: [2]-2 = 0
1d6!-2: [4]-2 = 2
• Common Knowledge (Sm) - d8
Merctown, Kingsdale,Whykin,
1d8!: [3] = 3
1d6!: [5] = 5
• Common Knowledge (Sm) - d8
West river route
1d8!: [8!, 2] = 10
1d6!: [2] = 2
• Survival (Sm) - d10
planning the route
1d10!: [1] = 1
1d6!: [4] = 4
• Notice (Sm) - d10
general observations of others
1d10!: [4] = 4
1d6!: [5] = 5
The Psi-Druid let out an audible "gasp" and turned ashen in the cheeks when the imagery of the robots attacking the dwarven Merc Co. came across the holo projection. They had a similar appearance to Skelebots at a distance, just enough to put the Half-elf on the edge of his seat. It was a near death experience involving a mechanical weapon of war such as these that first lead to contact with the Tomorrow Legion. A Recon team saved his ass from certain death at the hands of Skelebots, literally.
He felt all eyes on him momentarily so he defensively burst out with a deflective detail to mask his discomfort. “ ugh, Bots! Uh, yah those buggers will never stop, I’ll tell ya. Those aren’t “Skeleys” though that’s for sure!” Theay embarrassed by his interruption and being startled by an image slides back in his chair meekly with a nod to please continue. Shortly after the presentation is concluded the party is in discussion.
“I tend to agree, I like the river route. Let’s take Nature’s given pathways, direct and probably quickest. Maybe not safest.” Aos added his thoughts to the discussion about travel routes. “Never been to any of those places, but no matter, I haven’t been much of anywhere, but that never stops me.” Then he added a request of his own. “ I think we should take the time to gather our own Intel at the sight of the attack. It’s only 50 miles out from Merc Town. We should be able to track the location or have Noldrin show us the location. I've met him here at the Castle, I’m sure he wouldn’t mind. The information we could get directly from the scene could be beneficial.” Aos paused to see if anyone was still listening, and surprisingly and refreshingly they were. “ where is this facility we are to contact command from outside of Merc Town?” "And are you sending us with any Medical supplies or Barter, most of us could only gear up with personal equipment, what about “Expenses?” Aos was looking at Triester directly on this topic. “ also one more thing. Who is our direct competition. Who else wants the Tech. You wouldn’t need us if you thought this was a done and delivered deal.” A hint of suspicion edged his voice.
Before he began to spiral, Aos stopped talking. and listened.

• Persuasion (Sp) - d4/ -2 from Persuasion rolls with all but others of their kind.
anytime Aos interacts there's a chance he just messes it up!
1d6!: [5] = 5 1d4!-2: [2]-2 = 0
1d6!-2: [6!, 1]-2 = 5
Last edited by Jesse (Graunk) on Tue Jul 14, 2020 8:10 pm, edited 5 times in total.
Graunk- Orc Vampire Slayer
User avatar
James T
Diamond Patron
Diamond Patron
Posts: 16
Joined: Wed Apr 08, 2020 11:47 am

Re: Chaper One: To Merctown, and beyond!

Post by James T »


Jackal stares at the holo as each detail, individual and map is displayed. Every detail is recorded by his synthetic eyes. Attention given to Triester and then Fahtoo he absorbs the information.

Again Jack reflects on: Combat robot of unknown origins.

A thought strikes him.

Would these new friends be as friendly when they learn Jackal isn’t human, or of flesh and blood. The human part not as important these days. But, as excepting as some are, by contrast others were not.


Listening to former President Fitch give a speech at the high school and maintaining security protocols Secret Service Agent Hall was recording the event in 360 degree detail. The US government artificial intelligence agent of course saw Imani Fitch-Lawson approaching him from behind.

Turning to greet her she looked momentarily stunned then she smiled kindly at him.

”As I grew up in the White House I got good at sneaking about. Didn’t think you’d see me. Hi. I’m Imani.

Agent Hall nodded and stated: ”Your dossier was uploaded to my net ma’am. I am aware of your years in the House and recent marriage, well done in your degree ma’am. A pleasure.”

The instant change and look on her face made Agent Hall run additional scans fearing she saw something he had missed. Then it became apparent her mood was his doing.

”Seriously. My father was president of the United States for two terms, and in his retirement continues to be an asset to the Northern Eagle Military Alliance and they assign a robot to protect him. I should have seen it. Are you a J66 series?”

She sounded unpleased. Jack merely responded: ”J2600 Defense Series... “

“Are you serious? A Janky 26? It’s bad enough they throw a robot at my father as his security - but a first series flaw? I want your supervisor name and number. I’m calling them. ....”



As Fahtoo finishes Jackal states.

”I have not been north or east of the castle. Not in years......a lot of years. Not recently. I trust the rest of you with driving and navigating this time. I’m probably best utilized as scout, lookout and muscle initially.”

As an afterthought he smiles at everyone and holds off on saying more, knowing that eventually they’ll realize, like Fahtoo seems to have, that he is not flesh and blood.
"Ah ha, ha, ha. How indeed? You looks to know borgs and bots. Have ye ever seen a construct such as I? NO!! No, I be special! Special I was. A thing of beauty. A thing of power. A thing like nothin' the Coalition or the best chop-shop coulda built. That was I. My reward for thinking. Tee hee. Can you believe it? My reward for just sitting in the throne and thinking. Ohhhh, thinking about anything. Bots were best thing. Best to think about, but anything would do. And after thinking and talking, ... oh, we were friends, you know? ... Best friends and this was my reward. Tee, heee, heee, heeee ..." - James T (NPC Account)
Image
James T in 102 PA

User avatar
Fahtoo
Posts: 27
Joined: Sun May 03, 2020 6:01 pm

Re: Chaper One: To Merctown, and beyond!

Post by Fahtoo »

Aos Theay wrote: Tue Jul 14, 2020 9:26 amThe Psi-Druid let out an audible "gasp" and turned ashen in the cheeks when the imagery of the robots attacking the dwarven Merc Co. came across the holo projection.
Without taking her eyes off the information, Fahtoo stretches out a hand to squeeze Aos's knee. She's done it before she even realizes she has. It's the same sort of affectionate gesture her mother and oldest sister would do to her in church or at public assemblies when CS sympathizers would preach about the evils of those they deemed less human. They knew she was getting upset or scared and they wanted her to stay quiet. To her mind the gentle squeezes had always said, 'We're with you. You're not alone. It'll be okay.'
Aos Theay wrote: Tue Jul 14, 2020 9:26 am “ I think we should take the time to gather our own Intel at the sight of the attack. It’s only 50 miles out from Merc Town. We should be able to track the location or have Noldrin show us the location. I've met him here at the Castle, I’m sure he wouldn’t mind. The information we could get directly from the scene could be beneficial...
"My only concern about investating the site itself is that it's 50 miles into Federation Territory. But it would be nice to know if anyone else will be looking for what we're carrying. Those are some good questions." Fahtoo gives Aos a nod and looks to see if Captain Treister has any answers.
Jackal wrote: Tue Jul 14, 2020 11:07 am”I have not been north or east of the castle. Not in years......a lot of years. Not recently. I trust the rest of you with driving and navigating this time. I’m probably best utilized as scout, lookout and muscle initially.”
Fahtoo watches Jackal as he states his talents and uses. She nods again when he sits down, and addresses the rest of the group.
"We'll have some travel time between here and Merctown. I don't know about the rest of you, but I plan to spend a little time with this piece of technology to see what I can learn about it. I'd be interested in hearing everyone's theories while we travel." She looks directly at Jackal with her last statement.
Fahtoo DeCruz
Fatimatou DeCruz - Human Psi-Operator

Pace: 6; Parry: 4; Toughness: 10 (4)
Wounds: None
PP: 30/30
Constant Effects:
Combat Edges: Brave, Fast Healer, Rapid Fire
Bennies: 4/3
Adventure Cards:

Retired from 21st SET - Hot Shots
Edit Signature
Player/Characters: Nelle/Cass/Tula
User avatar
Zak Maclintock
Posts: 35
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Chaper One: To Merctown, and beyond!

Post by Zak Maclintock »

Zak, is eager to get the show on the road, well it isn't really a show anymore the rest of the group nixed that. but traveling as Bounty hunters well that is OK . Zack knows he will be hungry again in a few days and living in the Castle does not provide much of anything for him, and he doesn't want to ask anyone, Hey, how about a dinner date, can I cut and bleed you for a while. Zak speaks up, "So should we load the gear and get a move on?"/b] Zak looks at them again, " You know, Daylight's burning? On the road again, These Boots are made for walkin? Born to be WIld,. and My favorite "Hit the Road Zak and don't you come back, had a couple of wives sing that to me."
Zak Maclintock
ZAK Sheet
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0
• Armor: +7 Toughness: +3
ISP:30
Bennies 4
EP bought: +2

GEAR CARRIED:
OOC Comments
Body Armor:
MI "VAQUEROS" HEAVY EBA
The most popular series of new body armor produced by the Manistique Imperium, Vaqueros body armor has Mexican/Spanish styling worthy of its namesake. The helmet has a mesh fabric bandanna covering reminiscent of a western bandito, flashy cowboy boots made from advanced materials, and the armor has an integrated gun belt and pair of holsters. Besides being stylish,

Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.

Multi-Optics Helmet: This helmet—compatible with EBA systems (see page 88)—includes a targeting sight,
magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice projection system. It provides +4 Armor
and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits)

• Armor: +7 Toughness: +3
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
• Rarity: -3; Cost: 40,000
• Attachment: Desert Eagle
• Attachment: Desert Eagle

NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Dagger
• Attachment: Dagger
• Attachment: Locks Pick
• Attachment: Altess Eviscerator
• Attachment: Silencer:
• Attachment: Silencer:
• Attachment: MDC Handcuffs:
• Attachment: Special Item Creation Multi Translator


Vehicle/b]
RH100 Robot Horse: Black Star,
all Black coat, Starburst White mark on forehead
Size 2 (Normal),
Handling +2, Top Speed 75 MPH, Toughness
24 (12), Crew 1+1, Remaining Mods 3.

Notes: ATV, Exposed Crew, NuclearPowered, STS.
OOC Comments

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d6, Survival d6
Saddle Attachments
• Attachment: Rifle sleeve Winchester ‘73 (.44-40)
• Attachment: Rapier
• Attachment:Saddle bags
• Attachment: Sleeping roll
Weapons:
„ Kick (Str+d6 Mega Damage)
User avatar
Jeffery Wurst
Posts: 19
Joined: Sat Jun 20, 2020 3:18 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jeffery Wurst »

Jackal wrote: Tue Jul 14, 2020 11:07 am
Jackal stares at the holo as each detail, individual and map is displayed. Every detail is recorded by his synthetic eyes. Attention given to Triester and then Fahtoo he absorbs the information.

Again Jack reflects on: Combat robot of unknown origins.

A thought strikes him.

Would these new friends be as friendly when they learn Jackal isn’t human, or of flesh and blood. The human part not as important these days. But, as excepting as some are, by contrast others were not.


Listening to former President Fitch give a speech at the high school and maintaining security protocols Secret Service Agent Hall was recording the event in 360 degree detail. The US government artificial intelligence agent of course saw Imani Fitch-Lawson approaching him from behind.

Turning to greet her she looked momentarily stunned then she smiled kindly at him.

”As I grew up in the White House I got good at sneaking about. Didn’t think you’d see me. Hi. I’m Imani.

Agent Hall nodded and stated: ”Your dossier was uploaded to my net ma’am. I am aware of your years in the House and recent marriage, well done in your degree ma’am. A pleasure.”

The instant change and look on her face made Agent Hall run additional scans fearing she saw something he had missed. Then it became apparent her mood was his doing.

”Seriously. My father was president of the United States for two terms, and in his retirement continues to be an asset to the Northern Eagle Military Alliance and they assign a robot to protect him. I should have seen it. Are you a J66 series?”

She sounded unpleased. Jack merely responded: ”J2600 Defense Series... “

“Are you serious? A Janky 26? It’s bad enough they throw a robot at my father as his security - but a first series flaw? I want your supervisor name and number. I’m calling them. ....”



As Fahtoo finishes Jackal states.

”I have not been north or east of the castle. Not in years......a lot of years. Not recently. I trust the rest of you with driving and navigating this time. I’m probably best utilized as scout, lookout and muscle initially.”

As an afterthought he smiles at everyone and holds off on saying more, knowing that eventually they’ll realize, like Fahtoo seems to have, that he is not flesh and blood.
Jeffery smiled at The Jackle, “We got yer back. Us humans can count on eech other, eh? Well unless yer one of them post apocolyptic cavs, or the cee ess... Or even a fedy.” Jeffery chuckled easily wondering not for the first time how humans even it made it out of the dark ages. They had always been at each others throats. “Well I got yer back, and it sounds like yer gonna have ours.”
User avatar
Imperator
Posts: 226
Joined: Tue May 28, 2019 6:42 pm

Re: Chaper One: To Merctown, and beyond!

Post by Imperator »

Triester nods at the idea of examining the site. "If Noldrin can get some time away from his employer that may be a damn fine idea. The Headhunters don't know he salvaged that 'bot and sent it to us though, so it may be difficult to arrange it. As for communication, there's a branch of the NGMI(Northern Gun/Manistique Imperium) Bank in Mecrtown. They have a transmitter that can reach the castle so contact us from there. We'll also transfer you all some credits for the trip through them. We don't know that anyone else is on the trail of these new interlopers, but you can bet your bippy if anyone with an interest in tech gets word they'll want a piece of this pie. Legion Command has tried to keep this thing hush-hush but we're still weeding out the informants to various other powers and groups so we can't be certain that someone ain't spilled the beans to one of em. So watch yer backs out there."

Later, after the team has left

Captain Triester sits in his office pouring over a map of the mid west when there is a soft knock on his office door. He bids them enter and is greeted by Serina Stargazer. "Well Captain, what do you think?"

The former spy chews his lower lip in frustration a second. "You mean besides "I don't like being told who to put on a team by some psychic"?... I think they're all good Legionnaires. Some of the most promising, but some of them may be better utilized in other areas. It would be nice if you could tell me why I need these par-ticular soldiers for this."

The elven woman nods in understanding. "I too find the lack of clarity in my visions disappointing, While I do not know why it is so, I have seen that this team is needed."

Harrumphing in irritation the man then sighs, the woman's visions had been rock solid if cryptic thus far. "Let's just hope your streak continues then."
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
User avatar
Bron Stormbrew
Posts: 22
Joined: Thu Apr 30, 2020 2:12 am

Re: Chaper One: To Merctown, and beyond!

Post by Bron Stormbrew »

Castle Refuge
Afternoon
Round 0

With the dismissal from the briefing, Bron walked out with the rest of the team. He headed down to the Legion garage where Freya was being loaded with their supplies. He crawled inside the Mountaineer and pulled out a digital map of southern Missouri and the area between Castle Refuge and Merctown, plotting out the route from the Castle to Kingsdale, then on to Whykin. Provided they didn’t get in trouble in the human supremacist city, they could pick up a ferry upriver to Merctown. It was quite the overland distance to Whykin, though, and as a dwarf, Bron wasn’t too fond of going on water.

***
Cargo/Loot
30 days rations for 6 people
Strange robot parts
Character Tracking
Bron Stormbrew Character Sheet
Parry: 7; Toughness:18 (8)
Powers: Boost Trait, Healing, Smite
Hindrances: Greedy, Loyal, Ugly
Bennies: 3/3
Credits: 2400
Edges
  • Ace: Spend Bennies to Soak damage for his vehicle; ignores up to 2 points of penalties.
  • Combat Ace: Ignore the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Connections: Black Market, once per session
  • McGyver: Craft improvised weapons, explosives, or tools.
  • Mr. Fixit: Half repair time on a raise.
  • UEMC: Half repair time on a raise.
“Freya” Mountaineer Mk. 1 Nuclear
Toughness 34 (16) MDC; Pace: 12/24 (120 mph); Size: 6 (+2 size modifier)
  • Light Laser
    • STS: Ignore illumination penalties; ignore 2 points of other penalties
    • No Unstable Platform penalties
  • Reinforced ram
  • ATV: Ignore up to 2 points of Driving penalties for Difficult Ground and treat each inch of Difficult Terrain as 1.5” instead of 2”
User avatar
Jeffery Wurst
Posts: 19
Joined: Sat Jun 20, 2020 3:18 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jeffery Wurst »

Jeffery had been a few places, two of them included whykin and kingsdale. He piped up as he saw the dwarf crawl into the mountainer. Should I help the little guy? Its like he can’t even climb in, crawling on all fours is a shame.

“Naw I’ve been too Kingsdale beefore. Nice city, and I reemember this leetile hole in da wall Tavern. Called da Fear Mod, owned and operated by the Blacks if I am not mistaken. A pleasent couple by all accounts, more deen happy to answer ever asinine question yer could thin of.”

He paused pivoting still a bit worried if Bron was going to be able to crawl all the up the mountaineer. The vehicle was huge, and crawling was a hard task on a level surface, but crawling the verticality of the mountaineer... Impressive... He did it. Continuing his drawl kept an easy pace belying the dangers of Whykin, “Wykin, However... Not a bad city if ye lookin like Jackel. They got one foot in with the Cee Ess and don’t take kindly to other worldy strangers, but still der a nice enough place we coukd stop at called the Silver Chalice Badth house and Inn. Not sure who stil runds it but it was friendly enough.”
User avatar
Zak Maclintock
Posts: 35
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Chaper One: To Merctown, and beyond!

Post by Zak Maclintock »

Zak heads down to the garage and has two foot lockers, he speaks to Bron, “In this one is the ‘Ma Deuce.’ the 50 caliber machine gun. It won’t do to much against armored targets but a few of us have that special ability to juice it up and then she will rip holes in things.”


Zak gets on his dark black robot horse named Midnight. His special sword is placed next to the saddle and the neck of Midnight. The rifle on the other side. He asks Fahtoo if he should take the lead, “Hey Boss Lady, do you want one to take the lead and the other in trail behind the big rig.”


He will take the lead or Tail End Charlie or switch up whenever she wants to trade off. He does whatever the “Boss” wants. On the trail he will go from one side to the other side about 200 yards away from the main vehicle. He makes sure that the sides are covered too.

He travels with his visor open so he could detect supernatural, and also occasionally shift to his multi-optic helmet to check out the surrounding areas using various sensors. He speaks to Midnight to use the STS capability to help locate any threats, “Midnight keep your sensors going and call out any threats over the radio.”

Notice Success 5
Notice d10+2
Notice 1d10+2!!: [3]+2 = 5
Wild Dice d6
WD 1d6!!: [1] = 1

Midnight STS another +2
Zak Maclintock
ZAK Sheet
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0
• Armor: +7 Toughness: +3
ISP:30
Bennies 4
EP bought: +2

GEAR CARRIED:
OOC Comments
Body Armor:
MI "VAQUEROS" HEAVY EBA
The most popular series of new body armor produced by the Manistique Imperium, Vaqueros body armor has Mexican/Spanish styling worthy of its namesake. The helmet has a mesh fabric bandanna covering reminiscent of a western bandito, flashy cowboy boots made from advanced materials, and the armor has an integrated gun belt and pair of holsters. Besides being stylish,

Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.

Multi-Optics Helmet: This helmet—compatible with EBA systems (see page 88)—includes a targeting sight,
magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice projection system. It provides +4 Armor
and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits)

• Armor: +7 Toughness: +3
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
• Rarity: -3; Cost: 40,000
• Attachment: Desert Eagle
• Attachment: Desert Eagle

NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Dagger
• Attachment: Dagger
• Attachment: Locks Pick
• Attachment: Altess Eviscerator
• Attachment: Silencer:
• Attachment: Silencer:
• Attachment: MDC Handcuffs:
• Attachment: Special Item Creation Multi Translator


Vehicle/b]
RH100 Robot Horse: Black Star,
all Black coat, Starburst White mark on forehead
Size 2 (Normal),
Handling +2, Top Speed 75 MPH, Toughness
24 (12), Crew 1+1, Remaining Mods 3.

Notes: ATV, Exposed Crew, NuclearPowered, STS.
OOC Comments

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d6, Survival d6
Saddle Attachments
• Attachment: Rifle sleeve Winchester ‘73 (.44-40)
• Attachment: Rapier
• Attachment:Saddle bags
• Attachment: Sleeping roll
Weapons:
„ Kick (Str+d6 Mega Damage)
User avatar
Fahtoo
Posts: 27
Joined: Sun May 03, 2020 6:01 pm

Re: Chaper One: To Merctown, and beyond!

Post by Fahtoo »

Fahtoo listens intently as Treister explains who may or may not know what they're carrying. She nods and heads out with the rest of the team at dismissal. She's got a few things to pack up and maybe a heavy bag to throw a few punches at before they head out.

Later, at the garage, Fahtoo turns up with her gear packed neatly into a pack and her gun in a shoulder holster under her leather jacket. She tosses her pack into the passenger compartment and leans against the door, watching the rest of the team come back together.

"Dibs on the seat closest to the gun turrett!" she calls out when people start moving toward seats. "That was always my favorite spot when we'd play cooperative shooter games back home."

When Zak asks her about ride formation, she grins at him. "Scouting ahead and around is good. Since we have no idea who's out there, I'd really like to know if we are going to meet someone before they know about us.
You spoke up first, so you get point. If Jeffrey is willing switch positions every 3 hours. Tomorrow, you can work it out if you both want to keep doing that or implement another system. Keep us all informed of positions, please. "


When the last member of the team arrives in the garage, Fahtoo pulls herself up, straightens her jacket and addresses the group, "I want to make you all are aware of potential personal complications. The CS may want to question me in regards to some criminal activity in Ishpeming. A faction of criminals in Ishpeming actually want me dead. Also, Ishpeming is my hometown and many of my family members live there. I cannot vouch for their whereabouts or their attitudes toward seeing me back in town. My mother is a potential threat. If you encounter her, do not be fooled by her sweet demenor and excellent pie."

She nods sharply, visually ending the announcement. Without waiting for questions, she climbs into the Mountaneer and takes her chosen spot under the laser gun turret.
Fahtoo DeCruz
Fatimatou DeCruz - Human Psi-Operator

Pace: 6; Parry: 4; Toughness: 10 (4)
Wounds: None
PP: 30/30
Constant Effects:
Combat Edges: Brave, Fast Healer, Rapid Fire
Bennies: 4/3
Adventure Cards:

Retired from 21st SET - Hot Shots
Edit Signature
Player/Characters: Nelle/Cass/Tula
User avatar
James T
Diamond Patron
Diamond Patron
Posts: 16
Joined: Wed Apr 08, 2020 11:47 am

Re: Chaper One: To Merctown, and beyond!

Post by James T »

“...do not be fooled by her sweet demenor and excellent pie." - Fahtoo

Pie...


Music echoed out of the kitchen.

🎵
Follow me down to the river
Drink while the water is clean
Follow me down to the river tonight
I'll be down here on my knees

So follow me down to the river
Follow me down through the trees
Follow me down to the river, man
I'll be down here on my knees

🎵

Aliyah Fitch sang along with the music, guitar thrummed deeply from the speakers as the wife of retired President Fitch sang loudly. She had the house to herself since her husband and his security Android were fishing .... as it happened, down by the river.

Upon their return, like every Sunday, they would come home, cook the fish they caught and enjoy Aliyah’s after dinner pies.

Tradition.

Smiling she reflected that Agent Hall had been a blessing to her aging husband. He had sacrificed his social life to be a great president. Now. Now Jack Hall had all but become the former presidents best friend. Next to her of course. The artificial man made sure to stay one step behind her love. He was kind. She often forgot he was not human.

The way he ate and enjoyed her pies. It was almost crazy that he wasn’t human.

Grabbing up some apples to prepare as an ingredient she screamed in surprise as the kitchen door burst open.

Jackal kicked the door open and carried Fitch in his arms.

“I already alerted 911 via my radio system. He slipped in the river and hit his head. I’ve stopped the bleeding but he needs medical attention. Please prepare to leave. I have a secure hover craft in route.”

Dropping the apples Aliyah removed her apron and heard the incoming hover craft. The estate was remote. In the flatlands of Texas. The closest hospital easily an hour away.

“Will he be okay until we get to a hospital Jackal?”

Aliyah caught herself mentally, her husband called Jack Hall, Jackal. This was the first time she had.

The artificial intelligence normally wore a suit and tie. Very professional. But. Per her husband’s request he was in blue jeans and a black t shirt. It was Sunday. Fishing day. Jack nodded.

“Yes ma’am. Sensors suggest he will be fine. But. Needs stitches. I will meet you outside. Our ride has arrived. Oh! Pie. Thank you. When we return from the hospital I am sure he will love a slice. I know I will. Pie. Makes everything better.”

Jack Hall held onto his charge and made for the outside and hovercraft.



Jack followed Fahtoo out of the briefing room. When the hallway split she went her way and Jack his.

Standing in his temporary room he looked about. He really didn’t own much. He could carry it all at once if need be. He owned more now then he ever had in the past.

Grabbing his pack he left the room.

Before he headed to the hanger where his team was waiting Jackal headed to the mess hall.

“Ah. Jackal. You looking for another pie dear?”

Since his arrival at the castle the only thing he had eaten was the pie of the day in the mess hall.

“Please.”

Stepping into the garage where Bron had the APC, the AI looked about and finished eating the slice of pie. Blueberry. Good. Very.

Licking fingers he hears Fahtoo’s speech and smiles.

“I’m looking forward to seeing what’s out there.”

• Preferably Jackal will sit up front next to the driver seat if it’s possible.
"Ah ha, ha, ha. How indeed? You looks to know borgs and bots. Have ye ever seen a construct such as I? NO!! No, I be special! Special I was. A thing of beauty. A thing of power. A thing like nothin' the Coalition or the best chop-shop coulda built. That was I. My reward for thinking. Tee hee. Can you believe it? My reward for just sitting in the throne and thinking. Ohhhh, thinking about anything. Bots were best thing. Best to think about, but anything would do. And after thinking and talking, ... oh, we were friends, you know? ... Best friends and this was my reward. Tee, heee, heee, heeee ..." - James T (NPC Account)
Image
James T in 102 PA

User avatar
Jeffery Wurst
Posts: 19
Joined: Sat Jun 20, 2020 3:18 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jeffery Wurst »

Jeffery grinned shutting down his portable bbq. He had started to fire it up just in case it took folks a while to get going. No sense trekking out an empty stomach. He whistled, and a small wry lad with a grey hat scurried over and wheeled the bbq out of the way. He nodded to @Fahtoo with a friendly smile, ”Naw problemo. Love riding an’ blazing da trail. How long da want to travel tewday?”

He strapped his gear up to his robo horse which snorted mechanically. “Eezy Danga. Easy.”
User avatar
Imperator
Posts: 226
Joined: Tue May 28, 2019 6:42 pm

Re: Chaper One: To Merctown, and beyond!

Post by Imperator »

Setting Out
Day: 1 and 2


After getting the supplies and package loaded up you set out with several hours of daylight to burn. The roads and trail to the east and north are well traveled and know by the team so you make good time in your first evening of travel. Stopping to set camp in the waning light of dusk, your evening is like a pleasant camping trip than a top secret mission. The weather is perfect, the bugs aren't biting, and Jeffery grills up some rabbits and game bird Zak brought down feeding his other appetite. All in all it's a nice night and watches pass uneventfully.

The next day starts well, and you decide against diverting to Kingsdale, seeing to gain for the time spent. as the day gets into afternoon however things take a turn. A distress call on a Legion frequency breaks the peace. "Legion operatives, this is the 5th recon squad. We have civilians in need of assistance. Does anyone copy?

The signal is weak and fading.


Instructions:
You're on a mission, but fellow Legionnaires and civilians need aid and you may be their only hope. What do you do?
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
User avatar
Jeffery Wurst
Posts: 19
Joined: Sat Jun 20, 2020 3:18 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jeffery Wurst »

Jeffery responds as if he was talking to a good friend about their famous chocolate chip recipie, ”Naw, This here is Jeffery Wurst of de 21st. Sounded like ye in a bit of a squal, where ye callin from eh?”
He had been from time to time the guy making a call for help, and had anyone responded perhaps Pinnacle Valley would have turned out different.
User avatar
James T
Diamond Patron
Diamond Patron
Posts: 16
Joined: Wed Apr 08, 2020 11:47 am

Re: Chaper One: To Merctown, and beyond!

Post by James T »


As Jeffery talks on the radio Jackal moves to stand next to the man.

Tapping the side of his own neck Jackal pulls a cord from the base of his neck and plugs it into the radio.

“This should boost the signal. Try again Jeff.”

There is no doubt that Jackal is of the same mind set as Jeff. Regardless of them being Legion or not, there is no reason to not respond to the call for aid.

Adjusting the dials on the radio Jackal works to sharpen the quality of the transmission.

”Fahtoo, is there any reason we shouldn’t respond to this? I think we track them down and assist. Thoughts?”
"Ah ha, ha, ha. How indeed? You looks to know borgs and bots. Have ye ever seen a construct such as I? NO!! No, I be special! Special I was. A thing of beauty. A thing of power. A thing like nothin' the Coalition or the best chop-shop coulda built. That was I. My reward for thinking. Tee hee. Can you believe it? My reward for just sitting in the throne and thinking. Ohhhh, thinking about anything. Bots were best thing. Best to think about, but anything would do. And after thinking and talking, ... oh, we were friends, you know? ... Best friends and this was my reward. Tee, heee, heee, heeee ..." - James T (NPC Account)
Image
James T in 102 PA

User avatar
Fahtoo
Posts: 27
Joined: Sun May 03, 2020 6:01 pm

Re: Chaper One: To Merctown, and beyond!

Post by Fahtoo »

"Assisting civilians is part of the job here in the Legion. We aren't in a time crunch. So let's do it."
Originally she thought this command gig was just going to be her responsible for doing the paperwork at the end of the day. It was kind of nice, and also kind of daunting to be the person making potentially life-threatening decisions.

Looking to @Zak Maclintock she asks, "I know it's a long shot, but it could be a good ruse for an ambush. Would you want to scout around when we get a location?"
Last edited by Fahtoo on Mon Jul 27, 2020 4:02 am, edited 1 time in total.
Fahtoo DeCruz
Fatimatou DeCruz - Human Psi-Operator

Pace: 6; Parry: 4; Toughness: 10 (4)
Wounds: None
PP: 30/30
Constant Effects:
Combat Edges: Brave, Fast Healer, Rapid Fire
Bennies: 4/3
Adventure Cards:

Retired from 21st SET - Hot Shots
Edit Signature
Player/Characters: Nelle/Cass/Tula
User avatar
Zak Maclintock
Posts: 35
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Chaper One: To Merctown, and beyond!

Post by Zak Maclintock »

Looking to @Zak Maclintock she asks, "I know it's a long shot, but it could be a good ruse for an ambush. Would you want to scout around when we get a location?"
Zak looks at Fahtoo and speaks up,"My thoughts exactly, I"ll go in and take a peek around if I use the word Gator, you better gat tour ass's in here shoutin."

Zak smiles at that and turns towards Jeffery, "Did I say that correctly?"

When the time comes Zak will make sure he is all set to head into the area, he has his horse STS up and running along with his helmet.

He takes a quick look around make sure he doesn't sniff any magic or Psi nearby
Scene Modifier 1d8 Scene Modifier 1d8: [7] = 7 +2
Notice d10+2 Success 5
OOC Comments
1d10+2 Notice 1d10+2: [1]+2 = 3
Wild Dice d6
1d6 Wild Dice 1d6!!: [5] = 5
Protection is up prior to going in. 9 Success and a raise
OOC Comments
1d10 Psi 1d10!!: [9] = 9
Wild Dice 1d6
Psi Wild Dice 1d6!!: [7!!] = 7
Zak Maclintock
ZAK Sheet
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0
• Armor: +7 Toughness: +3
ISP:30
Bennies 4
EP bought: +2

GEAR CARRIED:
OOC Comments
Body Armor:
MI "VAQUEROS" HEAVY EBA
The most popular series of new body armor produced by the Manistique Imperium, Vaqueros body armor has Mexican/Spanish styling worthy of its namesake. The helmet has a mesh fabric bandanna covering reminiscent of a western bandito, flashy cowboy boots made from advanced materials, and the armor has an integrated gun belt and pair of holsters. Besides being stylish,

Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.

Multi-Optics Helmet: This helmet—compatible with EBA systems (see page 88)—includes a targeting sight,
magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice projection system. It provides +4 Armor
and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits)

• Armor: +7 Toughness: +3
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
• Rarity: -3; Cost: 40,000
• Attachment: Desert Eagle
• Attachment: Desert Eagle

NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Dagger
• Attachment: Dagger
• Attachment: Locks Pick
• Attachment: Altess Eviscerator
• Attachment: Silencer:
• Attachment: Silencer:
• Attachment: MDC Handcuffs:
• Attachment: Special Item Creation Multi Translator


Vehicle/b]
RH100 Robot Horse: Black Star,
all Black coat, Starburst White mark on forehead
Size 2 (Normal),
Handling +2, Top Speed 75 MPH, Toughness
24 (12), Crew 1+1, Remaining Mods 3.

Notes: ATV, Exposed Crew, NuclearPowered, STS.
OOC Comments

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d6, Survival d6
Saddle Attachments
• Attachment: Rifle sleeve Winchester ‘73 (.44-40)
• Attachment: Rapier
• Attachment:Saddle bags
• Attachment: Sleeping roll
Weapons:
„ Kick (Str+d6 Mega Damage)
User avatar
Bron Stormbrew
Posts: 22
Joined: Thu Apr 30, 2020 2:12 am

Re: Chaper One: To Merctown, and beyond!

Post by Bron Stormbrew »

Castle Refuge
Day 2/Afternoon
Round 0

Bron isn’t so undignified as to actually crawl into the Mountaineer. As he opened the door, retractable steps descended from beneath the chassis to give the dwarf easy steps up into the large vehicle. The seat was low, until he pressed a button, then it rose up so he could see out the windshield. The accelerator and brakes also rose to his feet, giving him a comfortable perch as they headed out.

But all Bron could think of was pie. “Mmmm...pie…”

***

That day and the next went fairly smoothly, with only slight grumbling from the dwarf about feet up on the furniture or dash and such. He made sure everyone knew to make way for the little cleaning robot for the carpet.

When the distress call came in, Bron looked to Fahtoo on the monitor for instructions. But then Jackal pulled something out of his neck and plugged it into the radio.

“Don’t be go stickin’ yer thingee intae me baby girl!” Bron scolded the man-robot.

At Fahtoo’s instruction, Bron turned Freya in the direction of the distress call. He got on the radio again. “Wot’s the nature o’ yuir emergency?” he asked. “Wot are we facin’? We’re comin’ in ‘ot.”

Immediately before they reached the hot zone, Bron opened an overhead panel and jammed some strange device onto the power cables leading to the laser turret. “Tha’ll do, luv” the dwarf said.

***
Cargo/Loot
29 days rations for 6 people
Strange robot parts
Character Tracking
Bron Stormbrew Character Sheet
Parry: 7; Toughness:18 (8)
Powers: Boost Trait, Healing, Smite
Hindrances: Greedy, Loyal, Ugly
Bennies: 3/3
Credits: 2400
Edges
  • Ace: Spend Bennies to Soak damage for his vehicle; ignores up to 2 points of penalties.
  • Combat Ace: Ignore the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Connections: Black Market, once per session
  • McGyver: Craft improvised weapons, explosives, or tools.
  • Mr. Fixit: Half repair time on a raise.
  • UEMC: Half repair time on a raise.
“Freya” Mountaineer Mk. 1 Nuclear
Toughness 34 (16) MDC; Pace: 12/24 (120 mph); Size: 6 (+2 size modifier)
  • Light Laser
    • STS: Ignore illumination penalties; ignore 2 points of other penalties
    • No Unstable Platform penalties
  • Reinforced ram
  • ATV: Ignore up to 2 points of Driving penalties for Difficult Ground and treat each inch of Difficult Terrain as 1.5” instead of 2”
User avatar
Jeffery Wurst
Posts: 19
Joined: Sat Jun 20, 2020 3:18 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jeffery Wurst »

Jeffery Wurst, or sometimes just plain ole Jeff was happy to be out of the castle and super happy that the vehicle had a mechanized seat that could raise little Bron Bron up enough to see out the windshield. Those legion mechanics are super nice. It took everything Jeffery had not to ruffle the tykes hair.

Jeffery smiled at @Zak Maclintock happy to watch his riding mate do a bit of scouting and smelling. He nodded swiftly and chipped with all the english upper crust he could manage, “Righty O’ Zack, you say the word Gator and I will come riding in on my silver charger. However, be a good lad and use the radio, as my hearing is not what it used to be.”
User avatar
James T
Diamond Patron
Diamond Patron
Posts: 16
Joined: Wed Apr 08, 2020 11:47 am

Re: Chaper One: To Merctown, and beyond!

Post by James T »

Staring wide eyed at Bron, from the “shotgun” seat of the APC, Jackal looks very concerned - for just a moment.

”We talked earlier Dad. It’s not forced, she consented. I’ll go easy on her good Sir. My thingie is a high tech sophisticated bit of tech. It’s clean too.”

Jacked into the APC, Jackal boosts comms and doesn’t touch any other systems of the APC.
"Ah ha, ha, ha. How indeed? You looks to know borgs and bots. Have ye ever seen a construct such as I? NO!! No, I be special! Special I was. A thing of beauty. A thing of power. A thing like nothin' the Coalition or the best chop-shop coulda built. That was I. My reward for thinking. Tee hee. Can you believe it? My reward for just sitting in the throne and thinking. Ohhhh, thinking about anything. Bots were best thing. Best to think about, but anything would do. And after thinking and talking, ... oh, we were friends, you know? ... Best friends and this was my reward. Tee, heee, heee, heeee ..." - James T (NPC Account)
Image
James T in 102 PA

User avatar
Jesse (Graunk)
Posts: 42
Joined: Sat May 02, 2020 10:00 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jesse (Graunk) »

Travel- 2nd day

Aos stuffed his large forest green travel sac into his designated stow away cubby on the massive vehicle. Bron had showed him a good spot to ride and rest in earlier as well as some cool modifications he had done. Next he slung up a portable field hammock with thin heavy duty rope directly over his duffle sac. Promptly and unceremoniously leans forward into the cocoon of polymer fabric weave and crashes out for a long rest. Theay hated being cooped up on long trips but he needed to ride this one inside. Besides, on the previous nights hunting trip he had gotten poisoned but not realized it until much later. All he needed was some good R and R and his pungent tea blend to help him recover.
The Psi-Druid can often be found silently staring out into the distance lost in thought, or motionlessly meditating to heighten his Inner Strength achieving greater Psychic potential, or just plain napping, and dreaming. During long road trips, if he isn’t out as scout, he’s probably sleeping. Especially if there was no eating, and there certainly was not. Respectfully.
Having fully recovered from his poison fatigue in time, the first day and night of the journey had gone smooth without notable event and everyone remained focused into the following days travel. When the scratchy radio transmission comes in everyone snaps into action as if anticipating the call for help.
Aos wakes instantly and is aware of the radio transmission and it’s subsequent responses from the team. With ease he rolls out of his hanging cot and reaches for a few choice belonging from his gear supply while listening to the plan of action as it forms. The scouts race off and intel is gathered from the comms. The moving truck heads in the direction of certain danger. As the hatch to the outside clangs open Aos looks to Bron seriously and says “ I will be the eye in the sky. I’ll stay close to the rig. Please keep the upper hatch open so I can get back in hasty like if needed.” Climbing up the ladder within the inner crew compartment Aos peers back once more before climbing out and yuans out a quick compliment. “ Man, you sure we’rnt kidding, the work you did on the undercarriage was no joke. This beast of a machine runs smooth and steady. Even comfortably in rough terrain. I think I slept the whole ride so far. Well, break times over, time to get to work.” As he exited the hatch the transformation of man to bird of prey was momentary and intentional. With a stroke of powerful leathery wings the Druid in the form of a Blood Hawk rises effortlessly into the sky above, joins his avian companion already in flight, and begins to circle the vehicle as it presses on toward the location of the urgent distress call. With keen senses and graceful flight, Aos keeps watch from above ready to assist as needed.

Behind the scenes
round 0
Psionics (Sm) - d10
1d10!: [6] = 6
wild 1d6!: [4] = 4
ISP 5, Seasoned - Size 0,
SPEECH (+1): The recipient retains the power of speech (but still cannot activate powers
Mega Power Modifiers:
EXTENDED CHANGE (+1): The power’s Duration is measured in minutes instead of rounds.
GREATER SHAPE CHANGE (+2): The caster can take on the form of any type of creature
ISP TALLY: -9

Blood Hawk -see character attachment
Wings: Blood Hawks fly at a pace of 10 with a Run die of d8.
Hawkeyed: A Blood Hawk gains +2 on all sight-based Notice checks and can see well at extreme distances. The +2 bonus also applies to Survival rolls made to track targets across open ground.

Notice (Sm) - d10
1d10!+2: [1]+2 = 3
1d6!+2: [1]+2 = 3
Oh crap!! crit fail!!!
Graunk- Orc Vampire Slayer
User avatar
Imperator
Posts: 226
Joined: Tue May 28, 2019 6:42 pm

Re: Chaper One: To Merctown, and beyond!

Post by Imperator »

Big Damn Heroes
Day 2

The reply from the beleaguered recon team is noticeably more faint than their first transmission and continues to fade. "There's El Occulta slavers in the area, watch out for them. We rescued some of them blues from 'em but it was a fight. we gave em the slip but took damage. Powers fading, transmitting coded coordinates." The transmission does not resume after the position data is sent. The coordinates are coded in a current Legion code, indicating this is probably the real deal and time is of the essence.

You set out into the forested hills of Arkansas eyes and sensors pealed for slavers.
Arkansas landscape.jpg
Arkansas landscape.jpg (18.22 KiB) Viewed 39090 times
With some skill, keen senses, and a little luck maybe you can make it to them safely...
You locate your target and find them in a beat up Mountaineer 2 that sits motionless. The vehicle looks a bit shoddy and your first thought is it belongs to El Occulta but the dress and demeanor of the few guards says otherwise. A couple of humanoids aim rifles at your approach and your radio gets a transmission on a Legion channel.
"This is Lt Herbert on the 5th Recon, is that you 21st?" On being reassured it is the guards stand down and the team rolls up assess the situation. As a bandaged up Grackle hobbles out of the mountaineer blue faces can be seen looking out of the door and windows, to see what's going on. Anyone whose been to the castle in the last couple of months recognizes them as Faelarin, as new species to migrate to Earth via the rifts. Natural batteries of mystic energy to whom violence was as foreign as the new world they found themselves on.

When you disembark Herbert is glad to see you but is on task, giving a quick assessment of their situation.

"We were following a big mess of Occula. Think they're some of Fell's boys. When they came on these blues. Now we know enough about Daxon Fell to know these nice folk were bound for sacrifice if we didn't step in. So we did but Sojanna, our Medic and Stretch, our operator were KO'd, hell most of my team was shot up in some way. We jacked this truck but took some hits on the way out. Electrical fires shorted out the comms and weapons and it died here."

Several members of the 5th Recon are in need of medical assistance. Including Herbert, though he insists you treat this squad and the newcomers first. While the damage to the 5ths ride is extensive enough to require several hours of welding, the electrical damage will be a much easier fix. At least then the trucks guns would be of use...

Those not fixing something or someone are left to watch the perimeter. A task made harrowing by the sound of their pursuers echoing through the wooded valleys. Never quite sure if the sounds were in this valley of the next one over. Coming closer, then fading to nothing only flare back up so load they Had to be here. Then gone again.

As repairs are being made (or as they're wrapping up) the whine power armor boosters and the roar of motorcycle engines can be heard. Seconds later a pair of terrain hopper PA and several men on wastelander motorcycles come tearing into sight. On seeing their stolen truck no questions are asked, the slavers open fire...




Instructions:
This event has three parts. One player can roll for each task leaving the other three players to roll support. Each player may only roll once, be it for a task or to support someone else. More than one person can support the same task but the max bonus from support is +4. Support rolls can use any skill you can makes a reasonable case for. If a character uses an arcane skill or power for either a task or support roll deduct 2d6 PPE/ISP. If shooting is used deduct 2d6 rounds. Narrate what you do during the task.
Task One: Getting around the hunters and to the prey.
First things first, you need to get to the team while avoiding scouts of those hunting the refugees in their care.
This task will require Survival, Electronics, or Driving for the primary roll.
Modifier: 1d8 No modifier.
Results:
  • Crit Fail: You come in with enemy scouts minuets behind you, you won't have much time to help the recon team or set up defenses. Task two and three have a -2 penalty added to any modifiers they may have.
  • Fail: The El Occulta scouts find your trail and close a bit sooner than they would have. You have less time to help with repairs and healing than you would like.
  • Success: You slip around the pursuit like a ghost and don't lead anyone to your friends in need.
  • Raise: The team not only avoids detection, but leaves some false trails and ghost sensor images, buying the Hot Shots more time to path up the recon team. Task two gains +2
Task Two: Fixing them up before trouble arrives.
The situation at 5th Recon Teams position isn't good, but it could be worst. Getting their ride up and running will take a couple hours, but getting it's electronics back but may be doable on the fly and that'll help them defend themselves at least. Additionally several of the teams members are wounded enough to hinder their efficacy.
This task will require Repair, Electronics or Healing for the lead roll. A character with a magical healing power may substitute their relevant arcane skill.
Modifier: 1d8 +2 bonus
Results:
  • Crit Fail: You flood the 5th RTs ride with toxic smoke, the refugees are forced out of the cargo compartments and so are you until it clears. Hope no one attacks while all these non-combatants are underfoot... Everyone is fatigued and the third task suffers a -2 penalty in addition to any other modifiers and any Faelarin casualties are doubled.
  • Fail: Your efforts to get the Mt2s weapons online are not successful and any healing has been insufficient. When the scout team attacks you are unprepared and still mid task. The third task suffers a -2 penalty in addition to any other modifiers.
  • Success: You get the Recon Teams weapon systems up and their people stitched up. At least enough for them to lend a hand when the scouts stumble onto you.
  • Raise:
The guns are humming and the wounded are much better now. Task three gains a +2 bonus
Task Three: Trouble comes.
Not long after you get things and people patched up (or possibly during) a scout team in light PA finds you and attacks. While there aren't enough to be a serious threat their radio chatter makes it clear there are more not far away.
This task will require combat or arcane skills
Modifier: H1d8 No modifier
Results:
  • Crit Fail: That was a bloodbath, on all sides but you drove off the scouts. The 5th RT's mountaineer is wrecked, again and several of them lie wounded severely. The refugees are decimated and the Hot Shots don't look too hot. Players suffer d3 wounds, Freya suffers a wound and a crit roll, and the refugees suffer 2d6 casualties. All players suffer a -2 penalty to the final task in the event in addition to any other modifiers.
  • Fail: Any fight you can walk away from, eh? You did it, but not without cost. The 5th RTs ride is back out of commission and your side took some damage. Players take one wound and the refugees suffer 1d6 casualties. All players suffer a -2 penalty to the final task in the event in addition to any other modifiers.
  • Success: You beat back the scouts without much damage and are ready when the main force rolls in.
  • Raise: That was a down home country ass-whooping! Not only did you beat them like rented mules but you're primed and ready for their main force! The team gains a +2 to the final task.
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
User avatar
Bron Stormbrew
Posts: 22
Joined: Thu Apr 30, 2020 2:12 am

Re: Chaper One: To Merctown, and beyond!

Post by Bron Stormbrew »

Task 1 14; Raise: +2 to Task 2
+1 Handling
Driving 1d10!!+1: [13!!]+1 = 14
Wild 1d6!!+1: [2]+1 = 3
Castle Refuge
Day 2/Afternoon
Round 0

Bron glared at Jackal, and grumbled into his beard about people not respecting other people’s things.

“I will be the eye in the sky. I’ll stay close to the rig. Please keep the upper hatch open so I can get back in hasty like if needed,” Aos said.

“I’ll do me best, elf, but if they start shootin’ plasma at us, that hatch is closin’,” he warned.

More information came from the radio. "There's El Occulta slavers in the area, watch out for them. We rescued some of them blues from 'em, but it was a fight. We gave em the slip, but took damage. Powers fading, transmitting coded coordinates."

Bron received the coordinates and made a slight adjustment to their heading. The code was Legion, so it seemed legit. “Anyone ken wot any o’ tha’ means?” Bron asked. “Who’s this El Occulta? Blues?”

Bron made good time, noting the bogeys on the sensors and deftly avoiding their sensors. He found a streamed gulch that gave them some cover from visibility and took them right to the coordinates. They rode up on a Mountaineer 2, and Bron slowed down, seeing the armed men.

"This is Lt. Herbert on the 5th Recon. Is that you 21st?" came a radioed query.

“‘Tis.” Bron replied. “Passcode is Pineapple Pumpernickel,” he sent.

“Just like Mom used to make,” came Lt. Herbert’s appropriate reply.

Freya approached the 5th, and Bron saw the blue faces. “Ah, the blue elfy things,” the dwarf recognized. “Best get t’ work, lads an’ lady. We ain’t exactly ‘idin’ oot ‘ere.” He could help with the repairs, but Bron thought it best to stay behind the wheel in case they needed a quick getaway. He flipped the switch to the laser cannon to warm it up and gave Freya’s targeting controls a few practice turns of the turret until the bogeys showed up.

***

Top hatch open for Aos.
Cargo/Loot
29 days rations for 6 people
Strange robot parts
Character Tracking
Bron Stormbrew Character Sheet
Parry: 7; Toughness:18 (8)
Powers: Boost Trait, Healing, Smite
Hindrances: Greedy, Loyal, Ugly
Bennies: 3/3
Credits: 2400
Edges
  • Ace: Spend Bennies to Soak damage for his vehicle; ignores up to 2 points of penalties.
  • Combat Ace: Ignore the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Connections: Black Market, once per session
  • McGyver: Craft improvised weapons, explosives, or tools.
  • Mr. Fixit: Half repair time on a raise.
  • UEMC: Half repair time on a raise.
“Freya” Mountaineer Mk. 1 Nuclear
Toughness 34 (16) MDC; Pace: 12/24 (120 mph); Size: 6 (+2 size modifier)
  • Light Laser
    • STS: Ignore illumination penalties; ignore 2 points of other penalties
    • No Unstable Platform penalties
  • Reinforced ram
  • ATV: Ignore up to 2 points of Driving penalties for Difficult Ground and treat each inch of Difficult Terrain as 1.5” instead of 2”
User avatar
Zak Maclintock
Posts: 35
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Chaper One: To Merctown, and beyond!

Post by Zak Maclintock »

Task Three: Trouble comes a Callin!

Smite: Auto Raise success and a raise +2
OOC Comments
d10
Smite 1d10!!: [5] = 5
Wild Dice
d6
Wild Dice 1d6!!: [1] = 1
Deduct
OOC Comments
2d6 PPE/ISP.
ISP 2d6: [5, 3] = 8
2d6 rounds.
Rounds 2d6: [4, 6] = 10
Seconds later a pair of terrain hopper PA and several men on wastelander motorcycles come tearing into sight. On seeing their stolen truck no questions are asked, the slavers open fire.
Zak sees the attackers coming,
And hears Jack’s radio waning.
“Zak! Incoming!!”
Zak gets Midnight to charge into the on coming enemy. As the shots fly around, he takes the fight to them. So that they don’t bother the ones back at the Mountaineer. Shots seem to hit him but do no damage. He lets loose with his two Desert Eagles, the hand cannons, just ripping into the men on the motorcycles. Huge holes with blood pouring out, as the bodies hit the dirt.

He uses Havok on the fliers to throw the PA’s in to each other and then sends the 50 Cal. rounds pounding them. As they go tumbling into the ground, he hopes this is it but he knows better.

Round two is just around the corner. He knows he has used up some of his ammo so he uses this time to switch out the clips. And make sure they are souped up.

Over the radio Zak calls to the others over the radio, “Fahtoo, if you have time get the Ma Deuce out and set it up. Donkey, can you charge it up.”

He finds cover behind a big tree or boulder. And gets his armor camouflage working main him invisible. he then puts the silencers on the Desert Eagle to get ready for sniping as the others. prepare for the next attack. He directs Midnight off to the side near an already dead man to look as if the horse is just hanging around it’s dead owner.
Last edited by Zak Maclintock on Wed Jul 29, 2020 3:16 pm, edited 1 time in total.
Zak Maclintock
ZAK Sheet
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0
• Armor: +7 Toughness: +3
ISP:30
Bennies 4
EP bought: +2

GEAR CARRIED:
OOC Comments
Body Armor:
MI "VAQUEROS" HEAVY EBA
The most popular series of new body armor produced by the Manistique Imperium, Vaqueros body armor has Mexican/Spanish styling worthy of its namesake. The helmet has a mesh fabric bandanna covering reminiscent of a western bandito, flashy cowboy boots made from advanced materials, and the armor has an integrated gun belt and pair of holsters. Besides being stylish,

Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.

Multi-Optics Helmet: This helmet—compatible with EBA systems (see page 88)—includes a targeting sight,
magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice projection system. It provides +4 Armor
and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits)

• Armor: +7 Toughness: +3
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
• Rarity: -3; Cost: 40,000
• Attachment: Desert Eagle
• Attachment: Desert Eagle

NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Dagger
• Attachment: Dagger
• Attachment: Locks Pick
• Attachment: Altess Eviscerator
• Attachment: Silencer:
• Attachment: Silencer:
• Attachment: MDC Handcuffs:
• Attachment: Special Item Creation Multi Translator


Vehicle/b]
RH100 Robot Horse: Black Star,
all Black coat, Starburst White mark on forehead
Size 2 (Normal),
Handling +2, Top Speed 75 MPH, Toughness
24 (12), Crew 1+1, Remaining Mods 3.

Notes: ATV, Exposed Crew, NuclearPowered, STS.
OOC Comments

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d6, Survival d6
Saddle Attachments
• Attachment: Rifle sleeve Winchester ‘73 (.44-40)
• Attachment: Rapier
• Attachment:Saddle bags
• Attachment: Sleeping roll
Weapons:
„ Kick (Str+d6 Mega Damage)
User avatar
James T
Diamond Patron
Diamond Patron
Posts: 16
Joined: Wed Apr 08, 2020 11:47 am

Re: Chaper One: To Merctown, and beyond!

Post by James T »



Skill: Fighting d10+2 (4) (Task 3)
Fighting 1d10!!: [19!!] = 19 +2 from my skill = 21 +3 due to using Vambraces = 24 Fighting plus any other assistance bonus from party.
Wild Die 1d6!!: [4] = 4

• Jackal - Artificial Construct & Former US Secret Service AI [ QUICK EDGE & Additional Action: augmented reaction abilities, ignore 2 points of Multi-Action penalties per turn. ]

• Weapons used in this combat are dual vibro forearm Vambraces blades. Vibro-Blade Vambraces (Range Melee, Damage STR (d12+4) +2d10 AP8 +3 to hit , M.D.C., +1 Parry) One on each arm. Ambidextrous and Two Fisted allow Jackal to strike with both in same turn at no penalty.


• Parry: 9+1=10 with Vambraces; Toughness: 24 (12) MDC



Jackal’s enhanced hearing picks up Bron’s annoyance and the artificial man lightly pats the dwarfs shoulder, “I promise I will respect your things Bron. I’m still working on my humor, and I really was only trying to help.”

-

Jackal stood on top of the broken down APC the others had just fixed. Ready to help if needed and using the height of the vehicle for advantage in keeping look out. It is the whine of power armor boosters and the roar of motorcycle engines that warns the artificial intelligence of impending trouble.

“Zak! Incoming!!”

Seconds later a pair of terrain hopper PA and several men on wastelander motorcycles come tearing into sight and open fire.

Jackal leaped up and off the APC with inhuman ability and athleticism. As the man soars out towards the villains he sees Zak below and thinks to himself “Damn and I thought I was fast, his draw is like lightning.”

The artificial intelligence’s leap brings him down on top of a PA suit and both of Jackal’s Vambraces punch down into the neck and body of the outlaw several times with blinding speed until the head and helmet of the PA pilot is torn off.

At this point some of the others start to react.

Like skipping across a river jumping from stone to stone that create a path across rushing water, Jackal bounces from shoulders of PA to the next, then onto the top of motorcycle riders deftly moving and never touching the ground. Vambraces slice, slash and stab out with inhuman speed.

Eventually the Party takes out the whole group of outlaws together and Jackal hops down from a PA suit he was standing on. Cupping a hand to his ear he listens to see if more are on the way.

With a calm demeanor he turns to face his traveling companions. Jackal asks: “Are you all alright? Does anyone require medical assistance?”
"Ah ha, ha, ha. How indeed? You looks to know borgs and bots. Have ye ever seen a construct such as I? NO!! No, I be special! Special I was. A thing of beauty. A thing of power. A thing like nothin' the Coalition or the best chop-shop coulda built. That was I. My reward for thinking. Tee hee. Can you believe it? My reward for just sitting in the throne and thinking. Ohhhh, thinking about anything. Bots were best thing. Best to think about, but anything would do. And after thinking and talking, ... oh, we were friends, you know? ... Best friends and this was my reward. Tee, heee, heee, heeee ..." - James T (NPC Account)
Image
James T in 102 PA

User avatar
Fahtoo
Posts: 27
Joined: Sun May 03, 2020 6:01 pm

Re: Chaper One: To Merctown, and beyond!

Post by Fahtoo »

Fahtoo followed along with the radio communications, feeling more confident in their decision to answer the distress call when the passcodes checked out.

As soon as the mountaineer came to a stop, she was out the door, pack in hand. As Lt Herbert finishes his brief, she starts digging for her field repair kit.
"Aos! Get your pretty tail feathers down here. We need your clever fingers." She stands again, opening the kit as she speak to Herbert this time. "I think my team can help yours hold them off long enough to get you back on your feet. Let me get a look at that ATV and Aos will see what he can do for your people."

Dropping her jacket on her pack, Fahtoo dives into the guts of the Mountaineer atv, yanking wires and pulling out scorched electronics. She's keeps on working through the noise of impending bad guys with guns. She trusts the guys have her back and the faster this vehicle is mobile, the faster they can all be out of trouble.

Fahtoo is covered in soot to her elbows with smudges all across her face when the shots break out. She twists one final wire connection and then runs for the cab. She thanks all their little gods that the engine fires up on the first try.

She doesn't bother to do more than wave goodbye to Herbert as she slides back out and dives for her pack. She pulls her gun and runs for a piece of cover, hoping the boys save some slavers for her to shoot.

Raise! +2 to Aos
Support roll for task 2:
Scene modifier +2, task 1 modifier +2, repair kit modifier +1 for total +5.

Support Repair 1d8!!+5: [7]+5 = 12
Support wild 1d6!!+5: [1]+5 = 6
Last edited by Fahtoo on Wed Jul 29, 2020 1:03 pm, edited 2 times in total.
Fahtoo DeCruz
Fatimatou DeCruz - Human Psi-Operator

Pace: 6; Parry: 4; Toughness: 10 (4)
Wounds: None
PP: 30/30
Constant Effects:
Combat Edges: Brave, Fast Healer, Rapid Fire
Bennies: 4/3
Adventure Cards:

Retired from 21st SET - Hot Shots
Edit Signature
Player/Characters: Nelle/Cass/Tula
User avatar
Jesse (Graunk)
Posts: 42
Joined: Sat May 02, 2020 10:00 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jesse (Graunk) »

Task 2- Healing and Repairs

healing: 16 Raise; +2 Task 3
The guns are humming and the wounded are much better now. Task three gains a +2 bonus
As the 21st scatter around the site with specific duties and with some sweet coaxing from Fahtoo, Aos asses the situation to determine who was wounded and how badly. using some tarps, he creates an area where he can tend to those in need of healing. The location of this emergency med tent is chosen with protection from any possible hostilities in mind. He uses the available first aid kits and clean water boiled and sterilized. While attending to those in need he conducts his inner strength and focuses on the surrounding natural energies to assist in the healing process. Just as the last team member is bandaged up and cared for, the call of distress rings out and combat begins as El Occulta closes in.

Healing
Healing 1d8 (+2 edge; +2 Task 1; +2 Mod: +2 Support) MAX +4
1d8!+4: [8!, 4]+4 = 16
wild 1d6!+4: [6!, 1]+4 = 11

Psionics (Sm) - d10
" life force" - heal
1d10!: [5] = 5
wild 1d6!: [2] = 2

summary: Restores Wounds.A success removes one Wound, and
a raise removes two. MASS HEALING (+2/+3): For +2 Power Points, healing affects all allies within a Medium Blast Template centered on the caster (or a Large Blast Template for +3). Ignore individual wound penalties of the treated and apply a flat −2 instead.
Graunk- Orc Vampire Slayer
User avatar
Fahtoo
Posts: 27
Joined: Sun May 03, 2020 6:01 pm

Re: Chaper One: To Merctown, and beyond!

Post by Fahtoo »

Zak Maclintock wrote: Sun Jul 26, 2020 11:49 amZak looks at Fahtoo and speaks up,"My thoughts exactly, I"ll go in and take a peek around if I use the word Gator, you better gat tour ass's in here shoutin."
”Gotcha. ‘Gator’ is now the official Get-your-ass-in-here-and-rescue-me codeword for the 21st.”

Much later....
Zak Maclintock wrote: Wed Jul 29, 2020 8:16 amOver the radio Zak calls to the others over the radio, “Fahtoo, if you have time get the Ma Deuce out and set it up. Donkey, can you charge it up.”
”Negative.” Fahtoo replies over the comm. She runs for a different position that will give her better range to cover Aos as he packs up the last of his patients. “We’re still dealing with wounded. Promise me you’ll give me another chance to play with it later though!”

She grabs the opposite arm of the man Aos is helping to his feet and gets them moving toward the shot up Mountaneer. The weapons system has finally come back online and she can hear the laser cannon charging. No doubt Lt. Herbert is ready to start blasting his way out of these woods.

”Great job, A! Let’s get this one loaded and get back to Freya before Bron decides to leave us behind to chase these slavers all the way back to their base.”
Jackal wrote: Wed Jul 29, 2020 9:04 amEventually the Party takes out the whole group of outlaws together and Jackal hops down from a PA suit he was standing on. Cupping a hand to his ear he listens to see if more are on the way.

With a calm demeanor he turns to face his traveling companions. Jackal asks: “Are you all alright? Does anyone require medical assistance?”
”Twenty-first, report!” She still holds her gun at the ready, but Fahtoo smiles to herself. She’s thinks she’s getting the hang of this command thing.
Fahtoo DeCruz
Fatimatou DeCruz - Human Psi-Operator

Pace: 6; Parry: 4; Toughness: 10 (4)
Wounds: None
PP: 30/30
Constant Effects:
Combat Edges: Brave, Fast Healer, Rapid Fire
Bennies: 4/3
Adventure Cards:

Retired from 21st SET - Hot Shots
Edit Signature
Player/Characters: Nelle/Cass/Tula
User avatar
Zak Maclintock
Posts: 35
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Chaper One: To Merctown, and beyond!

Post by Zak Maclintock »

When the call comes to Report, SITREP, Zak reports, "This is Paladin seems Like I survived this one and the enemy didn't."

Zak stays put hiding and preparing for the next wave, " Midnight radio me there, you call the shots."

MidNights sensor system will help Zak with when and where they are coming from . the horse san also act as a distraction.
Conditions
Zak is hidden with his his special camouflage Armor, and his own stealth

Stealth d8+4

Wild Die
Zak Maclintock
ZAK Sheet
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0
• Armor: +7 Toughness: +3
ISP:30
Bennies 4
EP bought: +2

GEAR CARRIED:
OOC Comments
Body Armor:
MI "VAQUEROS" HEAVY EBA
The most popular series of new body armor produced by the Manistique Imperium, Vaqueros body armor has Mexican/Spanish styling worthy of its namesake. The helmet has a mesh fabric bandanna covering reminiscent of a western bandito, flashy cowboy boots made from advanced materials, and the armor has an integrated gun belt and pair of holsters. Besides being stylish,

Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.

Multi-Optics Helmet: This helmet—compatible with EBA systems (see page 88)—includes a targeting sight,
magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice projection system. It provides +4 Armor
and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits)

• Armor: +7 Toughness: +3
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
• Rarity: -3; Cost: 40,000
• Attachment: Desert Eagle
• Attachment: Desert Eagle

NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Dagger
• Attachment: Dagger
• Attachment: Locks Pick
• Attachment: Altess Eviscerator
• Attachment: Silencer:
• Attachment: Silencer:
• Attachment: MDC Handcuffs:
• Attachment: Special Item Creation Multi Translator


Vehicle/b]
RH100 Robot Horse: Black Star,
all Black coat, Starburst White mark on forehead
Size 2 (Normal),
Handling +2, Top Speed 75 MPH, Toughness
24 (12), Crew 1+1, Remaining Mods 3.

Notes: ATV, Exposed Crew, NuclearPowered, STS.
OOC Comments

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d6, Survival d6
Saddle Attachments
• Attachment: Rifle sleeve Winchester ‘73 (.44-40)
• Attachment: Rapier
• Attachment:Saddle bags
• Attachment: Sleeping roll
Weapons:
„ Kick (Str+d6 Mega Damage)
User avatar
Zak Maclintock
Posts: 35
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Chaper One: To Merctown, and beyond!

Post by Zak Maclintock »

When the call comes to Report, SITREP, Zak reports, "This is Paladin seems Like I survived this one and the enemy didn't."

Zak stays put hiding and preparing for the next wave, " Midnight radio me there, you call the shots."

MidNights sensor system will help Zak with when and where they are coming from . the horse san also act as a distraction.
Conditions
Zak is hidden with his his special camouflage Armor, and his own stealth

Stealth d8+4
Stealth 1d8+4!!: [8]+4 = 12 Ace 1d8 Ace 1d8!!: [4] = 4

Wild Die
Wild Dice 1d6!!: [4] = 4
Zak Maclintock
ZAK Sheet
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0
• Armor: +7 Toughness: +3
ISP:30
Bennies 4
EP bought: +2

GEAR CARRIED:
OOC Comments
Body Armor:
MI "VAQUEROS" HEAVY EBA
The most popular series of new body armor produced by the Manistique Imperium, Vaqueros body armor has Mexican/Spanish styling worthy of its namesake. The helmet has a mesh fabric bandanna covering reminiscent of a western bandito, flashy cowboy boots made from advanced materials, and the armor has an integrated gun belt and pair of holsters. Besides being stylish,

Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.

Multi-Optics Helmet: This helmet—compatible with EBA systems (see page 88)—includes a targeting sight,
magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice projection system. It provides +4 Armor
and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits)

• Armor: +7 Toughness: +3
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
• Rarity: -3; Cost: 40,000
• Attachment: Desert Eagle
• Attachment: Desert Eagle

NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Dagger
• Attachment: Dagger
• Attachment: Locks Pick
• Attachment: Altess Eviscerator
• Attachment: Silencer:
• Attachment: Silencer:
• Attachment: MDC Handcuffs:
• Attachment: Special Item Creation Multi Translator


Vehicle/b]
RH100 Robot Horse: Black Star,
all Black coat, Starburst White mark on forehead
Size 2 (Normal),
Handling +2, Top Speed 75 MPH, Toughness
24 (12), Crew 1+1, Remaining Mods 3.

Notes: ATV, Exposed Crew, NuclearPowered, STS.
OOC Comments

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d6, Survival d6
Saddle Attachments
• Attachment: Rifle sleeve Winchester ‘73 (.44-40)
• Attachment: Rapier
• Attachment:Saddle bags
• Attachment: Sleeping roll
Weapons:
„ Kick (Str+d6 Mega Damage)
User avatar
Bron Stormbrew
Posts: 22
Joined: Thu Apr 30, 2020 2:12 am

Re: Chaper One: To Merctown, and beyond!

Post by Bron Stormbrew »

Castle Refuge
Day 2/Afternoon
Round 0

Bron puffed away on a pipe as he waited, exhaling smoke out of the open top hatch. The light laser cannon in the turret wound down as the last of the enemy disappeared.

“Bron ‘ere. Jus’ fine an’ dandy,” he reported in. He reached over and tapped a few controls on the sensors to check if they were going to have any more uninvited guests.

***

Top hatch open for Aos.
Cargo/Loot
29 days rations for 6 people
Strange robot parts
Character Tracking
Bron Stormbrew Character Sheet
Parry: 7; Toughness:18 (8)
Powers: Boost Trait, Healing, Smite
Hindrances: Greedy, Loyal, Ugly
Bennies: 3/3
Credits: 2400
Edges
  • Ace: Spend Bennies to Soak damage for his vehicle; ignores up to 2 points of penalties.
  • Combat Ace: Ignore the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Connections: Black Market, once per session
  • McGyver: Craft improvised weapons, explosives, or tools.
  • Mr. Fixit: Half repair time on a raise.
  • UEMC: Half repair time on a raise.
“Freya” Mountaineer Mk. 1 Nuclear
Toughness 34 (16) MDC; Pace: 12/24 (120 mph); Size: 6 (+2 size modifier)
  • Light Laser
    • STS: Ignore illumination penalties; ignore 2 points of other penalties
    • No Unstable Platform penalties
  • Reinforced ram
  • ATV: Ignore up to 2 points of Driving penalties for Difficult Ground and treat each inch of Difficult Terrain as 1.5” instead of 2”
User avatar
Jeffery Wurst
Posts: 19
Joined: Sat Jun 20, 2020 3:18 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jeffery Wurst »

Jeffery looked up at the power armor incoming. His easy going airs were still in effect. Looks like the Oculla are coming, wonder if they want to bbq. The vampire slayer had his hands knee deep inside Stretch’s innards trying to ease the bleeding. “Common stretch, stroke that furry wall...” The ground was drenched red with blood and some of the blue skin future demon snacks looked on in abject horror. Was the vampire slayer killing stretch or saving him. The real question should have been, was stretch a supernatural threat or not. Someone led the blackmarket right here, I need to ask you some questions stretch. I just hope you have answers.
Healing 10, +2 to task 2
Healing: -2 untrained, +2 scene 1d4! 1d6!: [2]+[6!, 4] = 12
He looked down at Stretch admiring handiwork for half a moment before hopping on his horse. He commed the team dropping his lazy accent, ”I’ll remember Gator, and Pineapple.” He would have said more but when you infiltrate the black Market it was probably best to speak in code.

Jeffery had passed words with Death Dealer Parsons. For a time the friendly vamp hunter even thought about joining the black market full time. He pulled out an I am With Occula hat and spurned his horse off to the side planning on looping back joining the incoming black market forces and destroying them from within.
User avatar
Imperator
Posts: 226
Joined: Tue May 28, 2019 6:42 pm

Re: Chapter One...

Post by Imperator »

Big Damn Heroes: Part two
Day two continued..


A beautiful day of travel has seen... complications.. arise. A distress call from the 5th Recon Squad has the team patching up a Mountaineers weapon systems and giving emergency medical care to both the 5th and the refugees they saved from certain, horrible death when a scout squad tries to attack. Expecting nothing more challenging than some pacifist refus and a beat down team, the outriders for the El Occulta slave caravan are quickly dealt with by Zak and Jackal, Laser fire from both of the vehicles cuts down any who try to flee. Unfortunately not before the attackers have radioed the location to the larger group of E-O pricks.

Jeffery starts to break away after the battle, thinking to infiltrate and sabotage them from within, but he doesn't get farther than the edge of the clearing before the sounds of approaching vehicles makes it clear there wouldn't be time to pull of the ruse. Falling back to the team just as the larger vehicles of the slavers main force begin spreading out and entering the valley. A Rolling Thunder all purpose vehicles and a couple of Ermine recon vehicles stop just inside the tree line to disgorge some foot soldiers while an unknown number of bikes circle just beyond them.

Rolling Thunder.jpg
Ermine Recon Vehicle.jpg
Ermine Recon Vehicle.jpg (33.79 KiB) Viewed 38691 times


A cybered human seems to be directing the men into position for a concerted assault on your position, while maintaining a position of cover.
Wrangler Jim.jpg
Success: The man is know as wrangler Jim, a collector of "stock" for the slavery side of El Occulta's operations.
Wrangler Jim is a valued Lt of the mysterious and feared Daxon Fell. Jim often collects beings of special interest to Fell


As he does so another figure rides out of the forest astride a literal steed from nightmares. Adorned in the sigil of the Order of the Mystic Knights, his golden armor shimmers in the afternoon sun, the golds normally sunny color somehow baleful and the sight of the halo atop his head seems to drain the hope from your hearts with a nearly physically painful force.
Sir Ansons mount.jpg
Success: It is a Hellsteed. Demonic nounts sometimes bound by those who traffic with demons.
No mere beast, a Hellsteed is a fully sentient demon with an array of powers of its own that it uses to compliment those of its master.
Sir Anson the Golden.jpg
Success: This person is the particularly infamous mystic knight, Sir Anson the Golden. Even more bloodthirsty than the average member of the order.
While bloodthirsty he is no mere butcher. Sir Anson has been linked to several large scale event of sacrificial magic.


The figure surveys your entrenched forces and seems about to ride forward alone when a sharp order from Jim brings him up short. The two converse and while you don't catch their words, the tension between them is palpable. With obvious regret the mystic Knight takes up position on a flank. Jim then activates a loudspeaker in his armor.

"Do gooder assholes, we have you surrounded. If you surrender our merchandise to us safely we'll make your deaths quick. make us fight for it and we'll keep those of you that survive as joy-toys."

Any answer besides complete surrender results in the market goons opening fire. They use the forest and larger vehicles for cover while the bikes weave in and out of the clearing, strafing your vehicles and positions. After fire is exchanged Jim signals Sir Anson to engage. The foul champion of corruption does so, but his efforts seem lackluster and he seems unconcerned at the loss of his allies lives.

Instructions

This will be an opposed quick combat encounter. What that means is your base target number will be determined by me rolling a combat roll for Jim and Sir Anson will get to roll support, both are wild cards.

Everyone rolls a combat or arcane skill roll modified by the following situations:
  • Hyped up and in position. Your last battle was a route and you all feel unstoppable, you allies came through it alive and you have time to fortify your position. You get a +2 to this roll.
  • The Halo of Despair shines on you its baleful light. A foul artifact rests on the brow of Sir Anson that gives a -2 fear penalty to all who oppose him. A player may roll Spirit at a -2 penalty to shake the effects but failing this roll causes the player to have to roll on the fear table at +2.
All player success are added together and you will need 6 success to get bare minimum victory.

Total scene modifier: 0 (see above for sources)

Wrangler Jims rolls
Shooting 1d10!!+2: [3]+2 = 5
Wild 1d6!!+2: [7!!]+2 = 9

Sir Anson in support
Fighting 1d10!!+2: [5]+2 = 7
Wild 1d6!!+2: [4]+2 = 6


Make your roll and narrate based off of it. Please don't narrate the deaths of the named NPCs or demon horse as your total number of success will determine their fates.
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
User avatar
Zak Maclintock
Posts: 35
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Chaper One: To Merctown, and beyond!

Post by Zak Maclintock »

Shooting 10, Success +1
OOC Comments
Shooting d10 +1 multi helmet, +2 bonus
shooting
1d10+1+2
Shooting 1d10!!: [7] = 7 + 1 Multi Helmet +2
Wild Dice
d6
Wild dice 1d6!!: [8!!] = 8
Spirit 5 Success Strong Willed +2 7
OOC Comments
Spirit at a -2
Spirit d8, Strong Willed +2
Spirit 1d8!!: [7] = 7
Wild Dice d6
Wild Dice 1d6!!: [2] = 2
Deduct
OOC Comments
OOC Comments
2d6 PPE/ISP.
ISP 2d6: ISP 2d6: [2, 2] = 4

Rounds 2d6: Rounds 2d6: [1, 6] = 7
Common Knowledge d4
1d4
Common Knowledge 1d4: [1] = 1
Wild Dice d6
1d6
CK Wild Dice 1d6!!: [4] = 4
The Human Popsicle in a Can and the Fear FEAST!

ZAK has hung back and is hiding using his suits ability to blend in with the background. As the enemy arrives Zak is impressed with the amount of manpower the enemy has to capture Slaves! As they arrive they start surrounding the friendly and Zak knows what he has done will be great if everything works to plans.

He sees the Borg step out. What do we have here? Ah, a Human Popsicle in a Can. Not good to eat, has metallic taste. This is the one in charge. Oh, someone will have to make sure he gets put into a trash compactor.

Next Zak sees another arrival, the Mystic Knight. This one lights up like a road house at wet T shirt Night. Well, lookie here, this one is a meal Oh, a feast. and has his own meals on wheels, well legs. And it comes with toothpicks. Man, oh man, this could feed a tribe. Nope don’t start drooling, he can’t be the target we must keep to the plan.
Then the Man In A Can speaks up,
"Do gooder assholes, we have you surrounded. If you surrender our merchandise to us safely we'll make your deaths quick. Make us fight for it and we'll keep those of you that survive as joy-toys."
Zak, almost laughs, Really? Is that the best line Bad Guy U can tech this one. This guys father must be a big wig and so he hired his loser of a son, and then had a Babysitter to watch out for the little one. If I were his troops I would die of embarrassment. Maybe even shoot the guy myself. Well the meals on wheel guys looks like he doesn’t want to be associated with him. As a matter of fact why is the Knight not in charge? This is odd maybe he has late library fees and has to go with this one or part of his sentence for helping a little old lady across the street, Community Service Hours.

Dang got to stick to the plan, take out the pawns. So Zak falls back using the stealth capability of the suit to hide and quiet his footsteps from these. Then waits to start taking out the pawns. He is putting distance between the Borg and the Mystic Knight. Either one of those guys could slow his plans down.

As the shooting starts Zak quickly starts taking out one group and then another

Zak sees Jeffery pull out of the group and lead an attack of one. He smiles at Jeffery’s success ,. Man that guy is good.
“We will have Cheese!”
The War Cry is so odd, the Pawns are trying to figure out what it was. And them try to shoot at Jeffery but the shots go wide and some of them are shooting at their own people. This diversion actually helps Zak move into combat and helps him take out more.

The attack is usually the use of Havoc, or Sleep if need be. Followed, by a quick shot into the head of any that didn’t fall. Next closure of the distant with sword killing the stunned or sleeping. Zak also picks up any cool weapon the enemy might have, so he doesn’t use all of his ammo. This includes Grenades. He plans on using these late or on the vehicles. Sometimes as a distraction if needed.

Along with Midnight, his Robo Horse, he guards his rear, causes distractions and calls shots.
when the Mystic knight emerges Zak speeds up his attack on the enemy from the rear. He would man a heavy weapon on the ermie and deliver devastating fire on the troops as they advance.
Last edited by Zak Maclintock on Mon Aug 10, 2020 12:46 pm, edited 6 times in total.
Zak Maclintock
ZAK Sheet
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0
• Armor: +7 Toughness: +3
ISP:30
Bennies 4
EP bought: +2

GEAR CARRIED:
OOC Comments
Body Armor:
MI "VAQUEROS" HEAVY EBA
The most popular series of new body armor produced by the Manistique Imperium, Vaqueros body armor has Mexican/Spanish styling worthy of its namesake. The helmet has a mesh fabric bandanna covering reminiscent of a western bandito, flashy cowboy boots made from advanced materials, and the armor has an integrated gun belt and pair of holsters. Besides being stylish,

Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.

Multi-Optics Helmet: This helmet—compatible with EBA systems (see page 88)—includes a targeting sight,
magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice projection system. It provides +4 Armor
and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits)

• Armor: +7 Toughness: +3
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
• Rarity: -3; Cost: 40,000
• Attachment: Desert Eagle
• Attachment: Desert Eagle

NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Dagger
• Attachment: Dagger
• Attachment: Locks Pick
• Attachment: Altess Eviscerator
• Attachment: Silencer:
• Attachment: Silencer:
• Attachment: MDC Handcuffs:
• Attachment: Special Item Creation Multi Translator


Vehicle/b]
RH100 Robot Horse: Black Star,
all Black coat, Starburst White mark on forehead
Size 2 (Normal),
Handling +2, Top Speed 75 MPH, Toughness
24 (12), Crew 1+1, Remaining Mods 3.

Notes: ATV, Exposed Crew, NuclearPowered, STS.
OOC Comments

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d6, Survival d6
Saddle Attachments
• Attachment: Rifle sleeve Winchester ‘73 (.44-40)
• Attachment: Rapier
• Attachment:Saddle bags
• Attachment: Sleeping roll
Weapons:
„ Kick (Str+d6 Mega Damage)
User avatar
Jeffery Wurst
Posts: 19
Joined: Sat Jun 20, 2020 3:18 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jeffery Wurst »

Fear 7
Fear+2 brave, -2 fear lvl: spirit 1d8! 1d6!: [7]+[5] = 12
Common Kn 10
Common kn +2 streetwise: 1d6! 1d6!: [6!, 2]+[3] = 11
Occult 7
Occult +2 scholar: 1d8! 1d6!: [5]+[1] = 6
Fighting 27
Fighting with spirit spear on horse back! I think I get +2 for unstoppable. 1d10! 1d6!: [9]+[5] = 14 benny to reroll with elan another +2: 1d10! 1d6!: [5]+[6!, 6!, 6!, 5] = 28
With his cover never even able to come together Jeffery spurs his robotic gleaming bronze charger like a suicide jockey meant for death directly at the slavers. He gave a slomo side long glance at his companions flashing a small friendly smile letting them know it was goomg to be O.K. This will be the first time they see a Wurst ride into combat against impossible odds.

He cried out raising his spirit spear high as he galloped onward, “We will have Cheese!” Strange was the cry handed down from father to son over the last 4 centuries, but there it was echoing for eternal glory. Plus it might be a little known fact El Occulta was deathly afraid of a good munster.
User avatar
Jesse (Graunk)
Posts: 42
Joined: Sat May 02, 2020 10:00 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jesse (Graunk) »

Initial rolls
Defend against the Mystic Knight and forces
Spirit d8,
Sir Anson that gives a -2 fear penalty to all who oppose him
Strong Willed: +2 to resist Smarts or Spirit-based Tests
1d8!!+2-2: [5]+2-2 = 5
1d6!!+2-2: [7!!]+2-2 = 7
Success: no fear penalty

Common Knowledge (Sm) - d8
1d8!!: [2] = 2
1d6!!: [2] = 2

Occult (Sm) - d4
1d4!!: [1] = 1
1d6!!: [11!!] = 11
Success and Raise: aware of the powers and history of Mystic Knights and Artifact of power

Battle (Sm) - d6
1d6!!: [8!!] = 8
1d6!!: [8!!] = 8
Success: strategically asseses the correct battle strategy

Psionics (Sm) - d10
1d10!!: [19!!] = 19
1d6!!: [3] = 3
Success and Raise: Uses powers to aid others and defend against evil forces, distract and immobilize enemies
Target number: 10
Psionics: 19, Success and raise

Holding on tightly to the hand holds on top of the mountaineer, Aos could get a great view of the once peaceful forest, now turned battlefield. Bron’s skillful driving kept them moving and clear of most serious threats. The boys assaulted the aggressors head on with deadly intent. Right away Aos knew the greatest threat was the appearance of the renowned Mystic Knight. If the group fought him blow for blow it would be their end. His vow of vile destruction granted him with almost insurmountable energy and physical protections as well as powers of arcane devastation wielded along with savage butchery. Fahtoo saw the enemy’s weakness of the situation and was hot on its exploitation. This battle was indeed beneath the vile knight. Some obligation of code was keeping him as lapdog. If we release him of obligation he will move on to more wanton acts of hostility. Aos believed if the group attacked the Assets of the marauders, the Credit cost will out weigh the victory profit causing a retreat of sorts and relieving the Evil Knight from the need to kill us. “ hey Fahtoo, how about cutting the purse strings of these Black-marketers, no pay, no play. And I know you want to drive that wedge of disdain deeper between the Borg wanna be leader and Sir death halo.” Theay suggested over the open comms. “ I will try and buy us the time we need.”
The Psi-Druid realized the severity of the situation. An Adorned Mystic Knight could take on an army alone. He knew they would have to be cunning to get out of this alive. Using the focus of his mind he began to create traps and obstacles to slow down and disable the opponents. Telekinetic force to move trees and hurl tons of rock. The very tethers of matter weaving and grasping, entangling and ensnaring. All the wile creating diversionary silent shots of smoke or flash bang arrows, precisely when and where the rest of the team needed the support.
Keep the knight from engaging and let the rest unfold as it may is Aos' initial idea.
Last edited by Jesse (Graunk) on Fri Aug 14, 2020 6:17 am, edited 3 times in total.
Graunk- Orc Vampire Slayer
User avatar
Fahtoo
Posts: 27
Joined: Sun May 03, 2020 6:01 pm

Re: Chaper One: To Merctown, and beyond!

Post by Fahtoo »

Fahtoo watches Zak disappear into the undergrowth and follows suit, trusting her own gear to make her invisible. She shifts her gaze to the subtle battle for dominance between the two EO leaders. She starts to smile to herself, thinking if ways to use rift in their command to her advantage, but ice rolls down her spine when the knight's gaze sweeps her position. He doesn't make eye contact, but the halo still makes her breath hitch.
Imperator wrote: Sat Aug 08, 2020 11:50 am"Do gooder assholes, we have you surrounded. If you surrender our merchandise to us safely we'll make your deaths quick. make us fight for it and we'll keep those of you that survive as joy-toys."
For a long moment Fahtoo wonders if it's her job to yell out the obligatory 'Go ahead. Make my day, punk' response to the gang leader. Just then Jeffrey and his horse thunder out into the middle of the clearing.
Jeffery Wurst wrote: Sun Aug 09, 2020 6:24 pmHe cried out raising his spirit spear high as he galloped onward, “We will have Cheese!”
'Well, I've heard worse battle cries. And it goes with our food theme. Gator, pineapple, cheese...how would that taste on a pizza?' she thinks to herself.

The almost ludicrous charge and ensuing burst of action in response is enough to push the lingering fears from Fahtoo's mind. She stays in her camouflaged position and takes aim at the gang members straifing the clearing with automatic weapons, carefully picking them off one by one.

Shooting for two successes

Scope +1, sharpshooter +1,
Hyped up +2, Halo of dispair -2.
Total= +2
Shooting 1d8!!+2: [15!!]+2 = 17
Wild 1d6!!+2: [3]+2 = 5


Ooc note: I'm not falling for that optional fear check bullshit again! 😉


Fahtoo DeCruz
Fatimatou DeCruz - Human Psi-Operator

Pace: 6; Parry: 4; Toughness: 10 (4)
Wounds: None
PP: 30/30
Constant Effects:
Combat Edges: Brave, Fast Healer, Rapid Fire
Bennies: 4/3
Adventure Cards:

Retired from 21st SET - Hot Shots
Edit Signature
Player/Characters: Nelle/Cass/Tula
User avatar
Bron Stormbrew
Posts: 22
Joined: Thu Apr 30, 2020 2:12 am

Re: Chaper One: To Merctown, and beyond!

Post by Bron Stormbrew »

First figure Common Knowledge 3
-2 difficulty
Common Knowledge 1d4!!-2: [3]-2 = 1
Wild 1d6!!-2: [5]-2 = 3
Second figure Common Knowledge 4
+2 difficulty
Common Knowledge 1d4!!+2: [2]+2 = 4
Wild 1d6!!+2: [2]+2 = 4
Fear 5
-2 difficulty
Spirit 1d6!!-2: [7!!]-2 = 5
Wild 1d6!!-2: [4]-2 = 2
Driving 19; 4 successes
+2 difficulty, +1 handling
Driving 1d10!!+3: [16!!]+3 = 19
Wild 1d6!!+3: [7!!]+3 = 10
Castle Refuge
Day 2/Afternoon
Round 1

Bron didn’t recognize the man with the cyber, but he had sure heard stories about Sir Anson the Golden, the mystic knight. He’d come across his path on his trip to Castle Refuge. What was he doing playing second fiddle to a Black Market cartel?

The cyberman ordered their surrender, and Bron laughed. He took a couple last puffs on his pipe and set it in a secure holder on the dash, starting to switch systems on. He pushed aside a frisson of fear that crept up his beard when he looked at Sir Anson.

“Anyone wants the cannon, I got the bikes.” He revved the engine and locked the ram in place and sped off into the El Occulto cavalry. He laid on the horn as he slammed into the bikes, sending them scattering, flying and crashing, or rolling beneath the massive wheels of the Mountaineer.

***

Top hatch open for Aos.
Cargo/Loot
29 days rations for 6 people
Strange robot parts
Character Tracking
Bron Stormbrew Character Sheet
Parry: 7; Toughness:18 (8)
Powers: Boost Trait, Healing, Smite
Hindrances: Greedy, Loyal, Ugly
Bennies: 3/3
Credits: 2400
Edges
  • Ace: Spend Bennies to Soak damage for his vehicle; ignores up to 2 points of penalties.
  • Combat Ace: Ignore the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Connections: Black Market, once per session
  • McGyver: Craft improvised weapons, explosives, or tools.
  • Mr. Fixit: Half repair time on a raise.
  • UEMC: Half repair time on a raise.
“Freya” Mountaineer Mk. 1 Nuclear
Toughness 34 (16) MDC; Pace: 12/24 (120 mph); Size: 6 (+2 size modifier)
  • Light Laser
    • STS: Ignore illumination penalties; ignore 2 points of other penalties
    • No Unstable Platform penalties
  • Reinforced ram
  • ATV: Ignore up to 2 points of Driving penalties for Difficult Ground and treat each inch of Difficult Terrain as 1.5” instead of 2”
User avatar
Zak Maclintock
Posts: 35
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Chaper One: To Merctown, and beyond!

Post by Zak Maclintock »

Zak is surprised at the Teams effort. Confusion, seems rampant in the enemy ranks.

Image

https://i.pinimg.com/originals/96/ee/e8 ... 16db23.jpg
Zak Maclintock
ZAK Sheet
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0
• Armor: +7 Toughness: +3
ISP:30
Bennies 4
EP bought: +2

GEAR CARRIED:
OOC Comments
Body Armor:
MI "VAQUEROS" HEAVY EBA
The most popular series of new body armor produced by the Manistique Imperium, Vaqueros body armor has Mexican/Spanish styling worthy of its namesake. The helmet has a mesh fabric bandanna covering reminiscent of a western bandito, flashy cowboy boots made from advanced materials, and the armor has an integrated gun belt and pair of holsters. Besides being stylish,

Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.

Multi-Optics Helmet: This helmet—compatible with EBA systems (see page 88)—includes a targeting sight,
magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice projection system. It provides +4 Armor
and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits)

• Armor: +7 Toughness: +3
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
• Rarity: -3; Cost: 40,000
• Attachment: Desert Eagle
• Attachment: Desert Eagle

NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Dagger
• Attachment: Dagger
• Attachment: Locks Pick
• Attachment: Altess Eviscerator
• Attachment: Silencer:
• Attachment: Silencer:
• Attachment: MDC Handcuffs:
• Attachment: Special Item Creation Multi Translator


Vehicle/b]
RH100 Robot Horse: Black Star,
all Black coat, Starburst White mark on forehead
Size 2 (Normal),
Handling +2, Top Speed 75 MPH, Toughness
24 (12), Crew 1+1, Remaining Mods 3.

Notes: ATV, Exposed Crew, NuclearPowered, STS.
OOC Comments

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d6, Survival d6
Saddle Attachments
• Attachment: Rifle sleeve Winchester ‘73 (.44-40)
• Attachment: Rapier
• Attachment:Saddle bags
• Attachment: Sleeping roll
Weapons:
„ Kick (Str+d6 Mega Damage)
User avatar
James T
Diamond Patron
Diamond Patron
Posts: 16
Joined: Wed Apr 08, 2020 11:47 am

Re: Chaper One: To Merctown, and beyond!

Post by James T »


Nah bro. Jackal wouldn’t know.


Spirit at -2 (d8) Spirit 1d8!!: [7] = 7
WD 1d6!!: [4] = 4

The Knight does not frighten or trouble Jackal in anyway.

Fighting (d10+2) at +2
Fighting 1d10!!: [14!!] = 14
FWD 1d6!!: [4] = 4

TN 10, Fighting: Success with a Raise!


Jackal locked eyes with the man suggesting they surrender and tilted his head to the side a little.



Do gooder assholes.

I’ve heard that before. It was a long time ago.


Officer Stone looked at the SS Android with a look of surreal disbelief.

“Are you serious? You want me and my troopers to fall back another block as you do what exactly? Are you insane?”

The US Secret Service agent, and android, smiled at the thick necked middle aged state trooper in crisp uniform with sharp blue eyes beneath the smokie hat.

“It makes no sense for you to be close enough to be killed trooper Stone. Let us...”

“Bullshit! Look here you do gooder asshole, my boys an’ I are invested. Capeesh? We are in this! Those fuck-twats in the bank, killed six cops. We ain’t widening the perimeter - shiii - if an’thing we are go’n in with you!”

Agent Jack Hall considered the cops words and annualized the bio readings of the assembled human law enforcement.

Frowning Jack asked the trooper: “Sir. I. I don’t understand. I and my Android team are ready to enter the bank. If any of us die, it won’t be death, it’ll just be a machine destroyed. Why would you want to go in too?”

The NY State Trooper looked Jack in his steel eyes ... after a moment he man stated: “Because I am human and I swore an oath to defend the people of New York. The sole meaning of life is to serve humanity. We serve. If I didn’t go in, I wouldn’t be able to live with myself.”

Jack nodded and felt like this trooper had somehow taught him a valuable lesson about “being human”.


Jackal’s “eye” targeted each of his Party taking in which might be in immediate threat or danger. His strong desire to keep them out of battle and safe. To take on the danger and make sure they all remain safe. Seeing they each appeared modestly safe in this situation the AI decides the best defense is to spring into action...

With inhuman speed the black armored “man” charged into melee range with the twin Vambraces cutting, slashing and hacking out at the gang.

”Cheese indeed.”

Looking over at Jeffery, Jackal raises an eyebrow while simultaneously punching a Vambrace blade through a enemy chest.

Humanity is weird. They created artificial intelligence to handle dangerous encounters but insist on entering the fray also. Armed with mythical cheese and ideologies that are epic and clinically insane.

Jack kept one eye, radar, sensors etc on his humans ready to jump to their aid if need be as he cut a swath through the enemy.
"Ah ha, ha, ha. How indeed? You looks to know borgs and bots. Have ye ever seen a construct such as I? NO!! No, I be special! Special I was. A thing of beauty. A thing of power. A thing like nothin' the Coalition or the best chop-shop coulda built. That was I. My reward for thinking. Tee hee. Can you believe it? My reward for just sitting in the throne and thinking. Ohhhh, thinking about anything. Bots were best thing. Best to think about, but anything would do. And after thinking and talking, ... oh, we were friends, you know? ... Best friends and this was my reward. Tee, heee, heee, heeee ..." - James T (NPC Account)
Image
James T in 102 PA

User avatar
Imperator
Posts: 226
Joined: Tue May 28, 2019 6:42 pm

Re: Chaper One: To Merctown, and beyond!

Post by Imperator »

Big Damn Heroes
Day 2 continued


The small wooded valley is a hellscape of laser blasts, blood and screams for what seems like forever. The roar of Brons engine and the booming collisions droning out the slavers bikes like they were kittens mews trying to a lions roar. As he makes trouble for the harriers Aos notes several sniper positions being set up. Harassing them with smoke and plants from the top of Freya as Zak can stalks up on them. Chaos reigns in the woods as the legions own skirmishing force runs amok.

In the clearing Fahtoo coordinates between the Hot Shots and the 5th, keeping her guys and the recon teams heavy firepower from conflicting. Jeffery and Jackal quickly team up as hammer and anvil, crushing anything that makes it near the dug in legionnaires between them to spectacular effect.

As the battle quickly turns in the teams favor Wrangler Jim is nearly as furious with Anson as he is the damnable heroes. Sticking to cover he moves to where the Mystic Knight watched and did nothing.

"What are you doing, I ordered you to attack!! Daxon hired you to help me!!" The Slaver screams at the man in golden armor.

Sir Anson's armored head looks down on Jim and with a voice that drips with contempt replies, "No, I was hired to ensure the delivery of the blue new comers to him and no one else. Product you managed to lose before I even arrived, so it is in fact you who are not meeting their obligations. I suggest you reacquire them or die trying. I have heard frightening things about our employers temper." The mounted warrior then turns his attention back to the battle.

The Wrangler glares at the Mystic Knights back and almost attacks but curses again under his breath and moves back to support the remaining knots of his men. He's able to pull together a dozen or so for one final push. Do or die time. Most rush the encampment but Jim stays back to snipe. He pins down the lady calling shots and his men use the cover of wrecked vehicles and fallen trees to begin closing on their prey.

Ya! This is going to wo..

Jims final thought is ended prematurely by a bullet from Zaks .45 to the back of the head. The bullet did spare him the sight of his last hope being entangled by telekinetically controlled vines and then crushed by Freya. As the last push falls Sir Anson spurs his demonic steed into motion. With spectacular supernatural speed they close on the stolen vehicle and its defenders. Fahtoo fires her pistol but the fell knights supernatural protections make her pistol shots like water to a duck. Jackal cuts the charging rider off, heavy blows to the steeds head daze it long enough for Jeffery to charge in full tilt. Twisting with the blow Sir Anson is able to shift himself enough to avoid a shot to center mass but the "glancing" blow leaves his left arm hanging by some chainmail and a scrap of muscle. He reels for a second, shakes his head to clear it, and then emits a telekinetic shock wave that puts both men on their backs on the ground.

With a bit more room the knights mount raises it's head and slashes downwards. With a terrible ripping sound a small rift is torn in space by the Hellsteed. Sir Anson silently sweeps his gaze over the team, nods and rides through the rift, which closes seconds afterwards.

Day 2-3


After the dust settles there is still work to be done, you spend the rest of the day fixing the recon teams ride, salvaging, and tending to the few minor wounds your side took. Nighttime in the battle field is made interesting by curious scavengers but nothing threatening find you. In the morning you part ways with the 5th recon and resume your journey. You find some good trails and even several miles of useable highway and despite more minor inconveniences make good time, arriving in Merctown shortly before sunset.

Interlude

Choose a skill that either is untrained for your character or a core skill you have not raised above d4. Write an interlude about your character having cause to learn/improve this skill. The setting options for the interlude are; In the aftermath of the battle, around the campfire with the 5th and their weird blue friends, or describing a minor difficulty on the trip. Gain a die type in said skill.

Rewards for Big Damn Heroes:
  • Love the teamwork and RP so far!! Everybody gain the edge Common Bond.
  • Gain a Heroes Journey roll on one of the following tables: Experience and Wisdom, Training, or Underworld and Black Ops
  • Most common gear is readily available from the array of corpses if there's stuff you want with a rarity of -1 or better make a list in the Shopping thread for me to ok. You're able to salvage 75k credits each in such equipment or if you prefer cash said value in parts and salvage. You may mix and take some gear and some trade goods.
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
User avatar
Zak Maclintock
Posts: 35
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Chaper One: To Merctown, and beyond!

Post by Zak Maclintock »

After the "Battle for the Blues"

Rewards
OOC Comments
Hero's Journey roll 4 Underworld & Black Ops
Your character’s innate understanding of computers makes him one of the most
valuable people in the world. He gains Hacking at d6, as well as +1 when dealing with electronic security using Thievery.
Battle (Smarts) d4
WI-LP3 Pepperbox 12,000
Grenades
5 Fragmentation 5/10/20 5d6 – LBT 0.25 +1 550 / 2750
5 High Explosive 5/10/20 3d10 4 MBT 0.25 +0 750/ 3750
Wilk’s Laser Torch 4d4+4 16 d4 1 +1 18,000

38,250 credits
Zak looks at Jim, the Popsicle in a Can, laying in a pool of blood, hydraulic fluid and piss. He kicks the borgs foot. Then looks up as the Mystical knight nods, he nods back, Yea, I took care of this piece of crap for you. May we never, ever, have a dinner date. and then the knight enters the rift.

He then looks back to the borg, “No need to thank me. Yea your boss, who was it? Daxon? Doesn’t have to hunt you down. Oh, by the way. No one shoots at the boss and gets away with it.”

Zak bends over and picks up the borg’s Rifle and anything else of importance. He uses detect Arcane to see if there are any hidden compartments which may also have some future intel. About who exactly this, Daxon is and where was this group going to take the product to.

Over the radio he reports in, “Zak here all is good coming in, I don’t need anyone shooting me.” He calls for Midnight as he trots by he grabs the saddle horn and swings up to the saddle. “Nice trot into the camp with the others. Were looking good now Midnight, give them a show of heroes.”

When he comes upon the others, “Great teamwork brothers. Jeff that was a fantastic charge you had them wondering what you were yelling. Aos that was you with the smoke and vines, you made my job easier. Bron, tearing through their group was a fantastic idea. Jack you teaming up with Jeff was a great show. That Mystic knight was a tough one I think he gave us a nod of approval and a thank you for getting rid of the can A hole. And our best Fahtoo you did fantastic. But we need to gather up as much as we can, those scavengers are going to start coming in at night and feed."

Clean up was anticlimactic, stocking of the weapons, gathering up the supplies

Interlude
Around the campfire they talk about what went right and what went wrong as Zak clean. "Guys it was a waiting game out there seeing them surround the others and not doing anything till the crapola hit the fan. I think If I had more explosives I could have done more, but then they would be going after me. Jeff and Bron the charge was great! It provided me the chance to slowly take out one at a time, but next time I may not be like that one at a time verses whole groups, we should invest in a grenade launchers multi shot, or mini Missile launcher."

Zak catches one of the Blue Woman eyeing him. Dang I haven't gone out with or married one of them. Dream on you will never learn.
Last edited by Zak Maclintock on Sun Sep 06, 2020 1:52 pm, edited 8 times in total.
Zak Maclintock
ZAK Sheet
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0
• Armor: +7 Toughness: +3
ISP:30
Bennies 4
EP bought: +2

GEAR CARRIED:
OOC Comments
Body Armor:
MI "VAQUEROS" HEAVY EBA
The most popular series of new body armor produced by the Manistique Imperium, Vaqueros body armor has Mexican/Spanish styling worthy of its namesake. The helmet has a mesh fabric bandanna covering reminiscent of a western bandito, flashy cowboy boots made from advanced materials, and the armor has an integrated gun belt and pair of holsters. Besides being stylish,

Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.

Multi-Optics Helmet: This helmet—compatible with EBA systems (see page 88)—includes a targeting sight,
magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice projection system. It provides +4 Armor
and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits)

• Armor: +7 Toughness: +3
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
• Rarity: -3; Cost: 40,000
• Attachment: Desert Eagle
• Attachment: Desert Eagle

NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Dagger
• Attachment: Dagger
• Attachment: Locks Pick
• Attachment: Altess Eviscerator
• Attachment: Silencer:
• Attachment: Silencer:
• Attachment: MDC Handcuffs:
• Attachment: Special Item Creation Multi Translator


Vehicle/b]
RH100 Robot Horse: Black Star,
all Black coat, Starburst White mark on forehead
Size 2 (Normal),
Handling +2, Top Speed 75 MPH, Toughness
24 (12), Crew 1+1, Remaining Mods 3.

Notes: ATV, Exposed Crew, NuclearPowered, STS.
OOC Comments

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d6, Survival d6
Saddle Attachments
• Attachment: Rifle sleeve Winchester ‘73 (.44-40)
• Attachment: Rapier
• Attachment:Saddle bags
• Attachment: Sleeping roll
Weapons:
„ Kick (Str+d6 Mega Damage)
User avatar
Bron Stormbrew
Posts: 22
Joined: Thu Apr 30, 2020 2:12 am

Re: Chaper One: To Merctown, and beyond!

Post by Bron Stormbrew »

HJ roll Expertise and Wisdom 19 - I will take option 9, the Quick Edge
1d20: [19] = 19
Reward
Wilk's 227 Pulse Pistol
57k in parts
Taking a d4 in Battle
Merctown
Day 3/Mid-day
Round 0

Bron went over the battlefield when the fighting was finished. He found a nice Wilk’s Pulse Pistol on one of the bodies to replace his Wilk’s Classic. He also managed to scavenge some nice parts from the bikes that he could use if he needed to make repairs on Freya, or sell in Merctown if he needed credits.

Never much of a sociable person, that night Bron settled down by the fire with the others and went over the sensor footage of the fight, analyzing it for what they could have done better, for anything they might have missed. Was that mystic knight going to end up being a problem later? Or this Daxon boss?

It was nice getting onto a semi-decent highway for part of the journey. Freya purred contentedly, not having to worry about rough terrain. And then they were rolling into Merctown. “Anyone got preference on where we stay?” he asked.

***
Cargo/Loot
28 days rations for 6 people
Strange robot parts (plot)
Character Tracking
Bron Stormbrew Character Sheet
Parry: 7; Toughness:18 (8)
Powers: Boost Trait, Healing, Smite
Hindrances: Greedy, Loyal, Ugly
Bennies: 3/3
Credits: 2400
Parts: 57,000 credits
Ion Rifle: 50/50; 2 long e-clips
Pulse Pistol: 24/24; 2 short e-clips
Classic Pistol: 20/20; 2 short e-clips
Edges
  • Ace: Spend Bennies to Soak damage for his vehicle; ignores up to 2 points of penalties.
  • Combat Ace: Ignore the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Connections: Black Market, once per session
  • McGyver: Craft improvised weapons, explosives, or tools.
  • Mr. Fixit: Half repair time on a raise.
  • UEMC: Half repair time on a raise.
“Freya” Mountaineer Mk. 1 Nuclear
Toughness 34 (16) MDC; Pace: 12/24 (120 mph); Size: 6 (+2 size modifier)
  • Light Laser
    • STS: Ignore illumination penalties; ignore 2 points of other penalties
    • No Unstable Platform penalties
  • Reinforced ram
  • ATV: Ignore up to 2 points of Driving penalties for Difficult Ground and treat each inch of Difficult Terrain as 1.5” instead of 2”
User avatar
Fahtoo
Posts: 27
Joined: Sun May 03, 2020 6:01 pm

Re: Chaper One: To Merctown, and beyond!

Post by Fahtoo »

Rewards

Training HJ table 1d20!!: [19] = 19 - My choice, combat edge: Steady Hands
Fahtoo felt a strange sense of relief and regret as the mystic knight rode off through the rift. On one hand she'd been concerned about what sort of damage he could have wrought if he'd actively participated in the battle. On the other hand, he had seen their faces and instinctively she knew he was an enemy she didn't want popping up when their backs were turned. Fahtoo liked to know where her enemies were.

As they sifted through the remains of the battle, Fahtoo helped gather parts and supplies for the 5th Recon team. They had the stolen mountaineer ready to carry them back to Castle Refuge by the time night fell, but they all decided just make camp for the night. A hot meal was organized from combined rations and some forest finds. As they all sat around scraping their bowls, someone brought out a deck of cards and suggested poker.

It was actually a fun night of teaching their new blue skinned friends the rules of texas hold 'em. The language barrier was a hassle at first, but a few turned out to be very good at reading their opponents once they caught the jist of the rules. After one woman stripped Fahtoo of her entire pile of berries, she had smiled broadly, decades of wrinkles creasing her blue skin. Fahtoo jokingly wailed in frustration and that made the older woman laugh. She reached out a long finger to trace a line between Fahtoo's eyebrows. Then she zigged it back and forth until the furrows of Fahtoo's forehead smoothed out. Fahtoo smiled and nodded in understanding.

"I wish I was better at bluffing, but most of what I'm thinking has a tendency to scroll across my face like a ticker tape." Fahtoo said to Jackal and Jeffrey who are sitting nearby. "She caught on to it right away. Could you guys give me a hand and point out my tells? I really do want to work on my poker face."

Even after they parted ways with the 5th, Fahtoo continued to badger her teammates into playing some sort of bluffing exercise while they traveled or when they camped for the night. By the time they rolled up to Merctown, Fahtoo felt like she could hold her face blank better than she ever could before. It still wasn't as good as Jeffrey's poker face, but she was learning.
Last edited by Fahtoo on Sun Sep 06, 2020 3:02 pm, edited 1 time in total.
Fahtoo DeCruz
Fatimatou DeCruz - Human Psi-Operator

Pace: 6; Parry: 4; Toughness: 10 (4)
Wounds: None
PP: 30/30
Constant Effects:
Combat Edges: Brave, Fast Healer, Rapid Fire
Bennies: 4/3
Adventure Cards:

Retired from 21st SET - Hot Shots
Edit Signature
Player/Characters: Nelle/Cass/Tula
User avatar
Jeffery Wurst
Posts: 19
Joined: Sat Jun 20, 2020 3:18 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jeffery Wurst »

Experience and Wisdom: 1d20: [11] = 11
Charismatic edge

Jeffery smiled and looked up at @Bron Stormbrew. The dwarf was as ever down to brass tacts. “Some place nice Bron, some place nice.” In the vampire hunter’s fingers he fiddled with a small medallion. The coin was the size of an old half dollar, but made entirely out of copper. The “face” side had an unmarked tome stone engraved on it. Slowly Jeffery eased the trinket over his knuckles, at first a bit awkwardly but as he practiced he grew more adept at it.

He paused when @Fahtoo mentioned learning how to bluff. Cards is one thing but people are another. He fell back into his disarming drawl, “It wuld be my prity pleazure mi lady Fahtwo. If yur gonna bluff, make it a big’on.” After a moment he went back to looking at the medallion he had taken off of Sir Anson the mystic knight. Despite his charismatic front something about it disturbed him.

He glanced into the fire the group was camped around and held it up. The drawl normally in his speech was all but gone. “The Wurst Family crest. Taken off of the Mystic Knight Jackal and I fought. When I ran him through the shoulder his pendant broke and this dropped to the group.” He spun the coin in his palm. “A minor problem to say the least. The Wurst Family has defended this continent for four hundred years against the supernatural horrors that threaten to destroy us all. How did this Mystic Knight come into possession of it... It makes me wonder.”
User avatar
Jesse (Graunk)
Posts: 42
Joined: Sat May 02, 2020 10:00 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jesse (Graunk) »

Rewards:
Co operation Bonus: gain the Edge: Common Bond
Heroes journey- 1d20: [11] = 11
Experience and Wisdom: Select a Background Edge:
Edge: Brave
Those with this Edge have learned to master
their fear, or have dealt with so many horrors
they’ve become jaded. These valiant explorers
add +2 to Fear checks and subtract 2 from
Fear Table results (see page 124).
Gain new skill: Battle d4
75k credits gear and trade goods.
Interlude:
As quickly as the battle began it was over. The violence had left the surroundings scorched and scarred. The dead were bloodied and mangled. the smell of fire and destruction filled the air. Aos felt no pleasure in what he had to do on that day, but it had to be done. The imprinted memories would tell the story of a triumphant stand to protect the innocent.
while doing his best at helping to clean up and regroup aos ’s keen sense detects an unusual item. A ornate silver plated Psionically enhanced revolver. After reaching out and viewing its history, it reveals that it once belonged to one of the famous Reid’s Ranger’s, and has many exciting and tragic experiences attached to it! It would be better served in his hands than that of the murderous marauders. Respectfully he straps it onto his side as well as the few of the other items he could scavenge for their usefulness, including a rugged rifle to replace the one Jack had lent him. and helped the others with anything they needed. Grateful for the groups victory, Aos slips away for awhile before leaving the site to be alone in the forest, to meditate and remember.
the times spent with the 5th Recon and the refugee race of people they protect was always pleasurable and entertaining ,sometimes even educational, but it was when he was with his team the Hot Shots he felt most comfortable, and respected. it was at the re-supply meeting early morning when Theay confided in the group. He began speaking not requiring any captive audience, he knew everyone was listening.
“ you guys have become like my family. So I got to tell you this outside of training that was the first battle I've ever been in. Yeah I've been in fights before and I seen people get killed but what we just went through was like a mini war. You guys have probably figured out by now I take things pretty neutrally. creation and entropy driven by infinite energies, guided by spirit. My unique understanding of these forces has allowed me to see things from a very wide perspective. So I get it. Knowing that in turn each us would lay down our lives for one another and the cause we are fighting for, has given me a new understanding of war and battle. Only with this wisdom can the hard decisions of life and death and sacrifice that have to be made, can be. It is never about fear or bravery, only action and reaction.” Aos looked up at the group from the cargo he was securing and smiled. “ anyway, I hate to see what happens to the next guys that try to screw with us!”
Most of the following trip Aos sleeps in his hammock in the back , until Bron calls out they have arrived.
Last edited by Jesse (Graunk) on Thu Sep 10, 2020 11:41 am, edited 3 times in total.
Graunk- Orc Vampire Slayer
User avatar
Bron Stormbrew
Posts: 22
Joined: Thu Apr 30, 2020 2:12 am

Re: Chaper One: To Merctown, and beyond!

Post by Bron Stormbrew »

Merctown
Day 3/Mid-day
Round 0

Brom gave Jeffrey a raised eyebrow. “Ye want someplace nice? Okay,” he said. “Hope yeh can afford it.”

Bron drove to a place on the border between the Mystic Quarter and the Spokes, near the center of the city. A large five story mansion extended along the block advertised it as The Lotus. “Ain’t nae better place. The Lotus prides itself on gettin’ ye any pleasure ye desire.” He parked Freya and stretched a bit. “I cuild use a guid bed an’ a guid beard salon.”

***
Cargo/Loot
28 days rations for 6 people
Strange robot parts (plot)
Character Tracking
Bron Stormbrew Character Sheet
Parry: 7; Toughness:18 (8)
Powers: Boost Trait, Healing, Smite
Hindrances: Greedy, Loyal, Ugly
Bennies: 3/3
Credits: 2400
Parts: 57,000 credits
Ion Rifle: 50/50; 2 long e-clips
Pulse Pistol: 24/24; 2 short e-clips
Classic Pistol: 20/20; 2 short e-clips
Edges
  • Ace: Spend Bennies to Soak damage for his vehicle; ignores up to 2 points of penalties.
  • Combat Ace: Ignore the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Connections: Black Market, once per session
  • McGyver: Craft improvised weapons, explosives, or tools.
  • Mr. Fixit: Half repair time on a raise.
  • UEMC: Half repair time on a raise.
“Freya” Mountaineer Mk. 1 Nuclear
Toughness 34 (16) MDC; Pace: 12/24 (120 mph); Size: 6 (+2 size modifier)
  • Light Laser
    • STS: Ignore illumination penalties; ignore 2 points of other penalties
    • No Unstable Platform penalties
  • Reinforced ram
  • ATV: Ignore up to 2 points of Driving penalties for Difficult Ground and treat each inch of Difficult Terrain as 1.5” instead of 2”
User avatar
Imperator
Posts: 226
Joined: Tue May 28, 2019 6:42 pm

Re: Chaper One: To Merctown, and beyond!

Post by Imperator »

Day 3


To the surprise of everyone a couple of the employees know Brom and greet him warmly. A matronly dwarven woman approaches the Hot Shots as they enter with a warm greeting

"Brom deary, good to see ya again! And with new friends.. Well, by the sight of that rats nest drooping from yer chin I can guess what you need laddy. How 'bout yer fellows?" She grins at the rest of the team. "My name is Daria, and what can we get you you fine folks? Any friend of Broms is a customer of ours!" She gets you all sorted and settled. Food, gambling, massage (with or without "extras"), drink, drugs, gambling, or carnal pursuits; the Lotus does indeed have it all. The team spend the evening relaxing in style.

In the morning you gather to break fast and work out your plans for finding Noldrin. The last known info on him was that he was in the employ of the Tennessee Headhunters.



Instructions
Networking task time! Players may either make a task roll or roll to support someone else. Use Persuasion or Intimidation for task rolls. Support rolls can be anything so long as it make sense. The team needs 6 successes.
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
User avatar
Bron Stormbrew
Posts: 22
Joined: Thu Apr 30, 2020 2:12 am

Re: Chaper One: To Merctown, and beyond!

Post by Bron Stormbrew »

Networking 6
Intimidation 1d6!!+2: [4]+2 = 6
Wild 1d6!!+2: [3]+2 = 5
Merctown
Day 4/Morning
Round 0

Bron grinned at Daria as she greeted them. “Ah, been tae long, me dear,” he said. “An’ aye, me beard child use a wee bit o’ lovin’. ‘ow’s yer lovely daughter?” he asked with a wink.

Bron came down to breakfast with his beard looking in fine style, trimmed, combed, oiled, and even perfumed. He looked and smelled like a new dwarf, his clothes and gear all cleaned and mended. Before breakfast he made a quick stop to check on Freya in the garages. She had been washed and waxed and practically sparkled, and the interior had been thoroughly cleaned as well. She even had a “new car” scent.

Merctown was an important center of work for people like Bron, so he had been here many times. Not everyone was as friendly as Daria, however. So when Bron went looking for Noldrin, he knew he’d have to ask some folks less than nicely.

***
Cargo/Loot
28 days rations for 6 people
Strange robot parts (plot)
Character Tracking
Bron Stormbrew Character Sheet
Parry: 7; Toughness:18 (8)
Powers: Boost Trait, Healing, Smite
Hindrances: Greedy, Loyal, Ugly
Bennies: 3/3
Credits: 2400
Parts: 57,000 credits
Ion Rifle: 50/50; 2 long e-clips
Pulse Pistol: 24/24; 2 short e-clips
Classic Pistol: 20/20; 2 short e-clips
Edges
  • Ace: Spend Bennies to Soak damage for his vehicle; ignores up to 2 points of penalties.
  • Combat Ace: Ignore the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Connections: Black Market, once per session
  • McGyver: Craft improvised weapons, explosives, or tools.
  • Mr. Fixit: Half repair time on a raise.
  • UEMC: Half repair time on a raise.
“Freya” Mountaineer Mk. 1 Nuclear
Toughness 34 (16) MDC; Pace: 12/24 (120 mph); Size: 6 (+2 size modifier)
  • Light Laser
    • STS: Ignore illumination penalties; ignore 2 points of other penalties
    • No Unstable Platform penalties
  • Reinforced ram
  • ATV: Ignore up to 2 points of Driving penalties for Difficult Ground and treat each inch of Difficult Terrain as 1.5” instead of 2”
User avatar
Jeffery Wurst
Posts: 19
Joined: Sat Jun 20, 2020 3:18 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jeffery Wurst »

Persuasion 13
Persuasion 1d8, +2 streetwise, +1 undercover 1d8! 1d6!: [3]+[5] = 8 charasmatic edge... Free reroll on persuation. 1d8! 1d6!: [3]+[6!, 4] = 13
Where was Jeffery... And where did this other tallish dwarf come from. He greeted the dwarven Matron like she was his 3rd cousin twice removed, ”Cheers men and women, wet yer beards! The name is Apple Mctosh! At yer service.” After a bit of eating and drinking the unassuming dwarve disappeared unceremoniously as if he never was.

A tall spindly looking hunter hit the streets by the name of Bixby Samsung, some say he had a crooked nose the size of an ol banjo while other’s said his brown brimmed had had a pair of antennae. Either way this was the merc that roamed the streets looking for Noldrin, and the Tennessee Headhunter. Good thing he found a seedy looking man in an overcoat selling last years wilks laser pistols. No doubt the Tennessee Headhunters front man.“Bixby is looking for for someone... Some that needs to be found... Where do you keep your headhunters of Tenesse?”

It was only later Jeffery stumbled in as if he had been there the whole time, but just a little late.

Usimg streetwise, and his Persuation during undercover work (HJ roll).
User avatar
Zak Maclintock
Posts: 35
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Chaper One: To Merctown, and beyond!

Post by Zak Maclintock »

Support :• Electronics (Sm) 8 or 9 success and raise
OOC Comments
d10 +1 when dealing with electronic security using Thievery.+2 using the sword
1d10 1d10!!: [6] = 6 +2= 8 or 9

Wild Dice
1d6 Wild Dice 1d6!!: [4] = 4
"Let me search the street cameras for our person maybe I can locate where he is and what he is up to."
Zak goes to a nearby computer and uses his Hacking abilities to see if he can get more precise locanion of the contact.
Hacking d6 4 success
OOC Comments
1d6 Hack 1d6!!: [2] = 2 +2 using the sword =4 success
Wild Dice d6
1d6 wild Hack 1d6!!: [1] = 1
Zak tries on the computer to look into local store cameras videos to see if he can find some movement of people with short stactures in the area of the know sights.
"Well it looks like I have some success guys. I hope it is good enough to help."
Zak Maclintock
ZAK Sheet
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0
• Armor: +7 Toughness: +3
ISP:30
Bennies 4
EP bought: +2

GEAR CARRIED:
OOC Comments
Body Armor:
MI "VAQUEROS" HEAVY EBA
The most popular series of new body armor produced by the Manistique Imperium, Vaqueros body armor has Mexican/Spanish styling worthy of its namesake. The helmet has a mesh fabric bandanna covering reminiscent of a western bandito, flashy cowboy boots made from advanced materials, and the armor has an integrated gun belt and pair of holsters. Besides being stylish,

Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.

Multi-Optics Helmet: This helmet—compatible with EBA systems (see page 88)—includes a targeting sight,
magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice projection system. It provides +4 Armor
and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits)

• Armor: +7 Toughness: +3
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
• Rarity: -3; Cost: 40,000
• Attachment: Desert Eagle
• Attachment: Desert Eagle

NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Dagger
• Attachment: Dagger
• Attachment: Locks Pick
• Attachment: Altess Eviscerator
• Attachment: Silencer:
• Attachment: Silencer:
• Attachment: MDC Handcuffs:
• Attachment: Special Item Creation Multi Translator


Vehicle/b]
RH100 Robot Horse: Black Star,
all Black coat, Starburst White mark on forehead
Size 2 (Normal),
Handling +2, Top Speed 75 MPH, Toughness
24 (12), Crew 1+1, Remaining Mods 3.

Notes: ATV, Exposed Crew, NuclearPowered, STS.
OOC Comments

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d6, Survival d6
Saddle Attachments
• Attachment: Rifle sleeve Winchester ‘73 (.44-40)
• Attachment: Rapier
• Attachment:Saddle bags
• Attachment: Sleeping roll
Weapons:
„ Kick (Str+d6 Mega Damage)
User avatar
Jesse (Graunk)
Posts: 42
Joined: Sat May 02, 2020 10:00 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jesse (Graunk) »

Support- 7
rolls
Support roll- Psionics d10
1d10!!: [7] = 7
1d6!!: [2] = 2
gain Advance (PBP reward)- Edge: New Powers (Beast Friend, Elemental Manipulation)
jack of all trades- Intimidation
rolls
smarts- d10
1d10!!: [9] = 9
1d6!!: [2] = 2
Raise= Intimidation d6
Graunk- Orc Vampire Slayer
User avatar
Fahtoo
Posts: 27
Joined: Sun May 03, 2020 6:01 pm

Re: Chaper One: To Merctown, and beyond!

Post by Fahtoo »

Supporting Networking 6
Research skill with Technomechanics edge
research 1d8!!+2: [1]+2 = 3
Wild 1d6!!+2: [4]+2 = 6
Fahtoo smiles broadly at the warm welcome both given and received by their gruff operator. In fact, she has to bite her lip to keep from chuckling. After she's whisked away by one of Daria's folks, Fahtoo chooses to be pampered, bathed, scrubbed and rubbed (without a happy ending, thank you). After a deep tissue massage, she spends her evening soaking in a deep stone tub with continuously warmed water, sipping a cold dwarven brew, and munching on a snack tray. Not one to really ever switch her brain off, she also reads almost every bit of travel guide, tourist information, establishment reviews, and business listings she can get her hands on from both legitimate and illegal sources. She also tries to get her masseuse and waiters to gossip on other establishments around town. After a young dwarven girl shakes her shoulder to wake her(and save her from drowning in the tub), Fahtoo closes down the borrowed terminal and gratefully falls into a soft, clean, private, and non-moving bed.

In the morning, Fahtoo makes her appearance at breakfast bright eyed and way too chipper for anyone who hasn't had their coffee. With both her clothes and the blue hair dye refreshed, she's ready to face the day. As the rest of her team starts discussing places to go and people to meet, Fahtoo does her best to convey the information she'd gleaned the night before.

When they head out, Fahtoo asks to tag along with Bron. It looks like Zak and Jeffrey are gearing up to things she doesn't want to have to include in her reports. Also she's curious to see how long his cheerful attitude lasts outside of the the Lotus's peaceful walls.
Fahtoo DeCruz
Fatimatou DeCruz - Human Psi-Operator

Pace: 6; Parry: 4; Toughness: 10 (4)
Wounds: None
PP: 30/30
Constant Effects:
Combat Edges: Brave, Fast Healer, Rapid Fire
Bennies: 4/3
Adventure Cards:

Retired from 21st SET - Hot Shots
Edit Signature
Player/Characters: Nelle/Cass/Tula
User avatar
Imperator
Posts: 226
Joined: Tue May 28, 2019 6:42 pm

Re: Chaper One: To Merctown, and beyond!

Post by Imperator »

After a good nights sleep amd a nutritious breakfast the Hot Shots begin to canvas the city of Merctown. Jefferys silver tongue and Brons stern glares shake info out of people that the the intel provided by Zak and Fahtoo lead them to while Aos psionically sharpens the already formidable skills on display. While it does not take long to locate where Noldrin last hung his hat the day is not without... difficulties.

While guarding the cargo and also engaging in electronic snoopery Jackal suddenly sits bolt upright and disconnects himself from the net. A voice distinctly not Jackal, it sounds more like a generic "base setting" voice many AIs use before customization, speaks. "Unauthorized intrusion in central operations core. Personality protection protocol engaged while intrusion countermeasure deploy. Entering sleep mode." With that said the android slumped in his seat like a toddler who finally lost the battle against sleep. After some examination the best you can figure out is Jackal is in some kind of maintenance cycle. His systems are active, if at a minimal level, so an actual examination may not be advisable at this point.

This is to explain Dans absence in an in game way and allow an easy return. Feel free to try to wake him in character but it's not gonna work. :)


Your invetigation leads you to a place called the Warriors Inn, a boardinghouse of the cheap but decent variety. The front desk sits adjacent to a dinning room/lounge for the guests and several sit eating or just relaxing. As soon as someone asks the desk attendant about Noldrin the screach of chair legs rapidly shoved back comes from the next room as an elven woman stands, draws, and points a laser pistol at the team.
Aerilya.jpg
Aerilya.jpg (8.48 KiB) Viewed 36101 times
“What did you do with him?” snaps the elf. Though tears roll down her cheeks, she holds her pistol steady in the practiced grip of a Gunslinger. “What did you do with Noldrin?”

Instructions

This is a persuasion check, mentioning that you're with the Legion or having Legion insignia adds a +1 to the roll.
Sucess she talks to you.
Raise she takes you to his room immediately as well.

Since it's really more an minor RP challenge I'll not require a post from everyone on this. So long as a couple posts with successes are in by thursday I'll aim to have my next post ready by then. That said, If someone gets em and you still want to post, do so. :) I just wanted to keep the turnaround quick off this test.
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
User avatar
Jeffery Wurst
Posts: 19
Joined: Sat Jun 20, 2020 3:18 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jeffery Wurst »

Persuasion 8
Persuasion: 1d8! 1d6!: [7]+[5] = 12 +1 legion, 8 total.
Jeffery just smiles (his costume’s put away)not condesending or leering. But a smile of a genuine friend. Like someone you would see flipping burgers at a family bbq. For this conversation his drawl was back in force, “Easy... Wed are wid da Tomorrow Legion. Wed be just lookin’ for a mis plazed friend and to help’im if wed can. I’m Jeffery Miss...?” As a duck seems calm on the surface, the enigmatic vampire hunter’s nerves were ready to spring into action if anything went anymore sour. Lord knew his jacket held enough implements to kill everyone in the room twice over.
User avatar
Zak Maclintock
Posts: 35
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Chaper One: To Merctown, and beyond!

Post by Zak Maclintock »

Zak sees the elf. He is not good at persuading. unless you think eliminating a person in considering persuading them. Zak is more like his video hero, Dallas Corbin. shot them , that gets their attention and they are willing to do anything you say. he looks at her weapon and knows that he is safe from her blast but the others are not so protected. So he speaks up, in low voice knowing that they will have to concentrate on hearing, but those ears of her's are good at lots of things, "Hold on Miss, we are friends of the Dwarf. The Castle sent us to get some words of wisdom from him." Don't make her hate you, she might be good for a date. awful hard to date someone that shot you, that is usually a wife.
Persuasion d4+1 =3 no Success.
OOC Comments
Persuasion 1d4!!: [1] = 1 Persuasion

Wild Dice 1d6
WD 1d6!!: [2] = 2
Seeing all guns point to him and the looks on those faces say one more word from you and they all die! Zak raises his hands and backs off slowly. And that is why Dallas Corbin does not try to persuades, dang them elf popsicles! I guess I got to work on my persuasion Skills!
Last edited by Zak Maclintock on Tue Oct 20, 2020 5:29 pm, edited 1 time in total.
Zak Maclintock
ZAK Sheet
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0
• Armor: +7 Toughness: +3
ISP:30
Bennies 4
EP bought: +2

GEAR CARRIED:
OOC Comments
Body Armor:
MI "VAQUEROS" HEAVY EBA
The most popular series of new body armor produced by the Manistique Imperium, Vaqueros body armor has Mexican/Spanish styling worthy of its namesake. The helmet has a mesh fabric bandanna covering reminiscent of a western bandito, flashy cowboy boots made from advanced materials, and the armor has an integrated gun belt and pair of holsters. Besides being stylish,

Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.

Multi-Optics Helmet: This helmet—compatible with EBA systems (see page 88)—includes a targeting sight,
magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice projection system. It provides +4 Armor
and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits)

• Armor: +7 Toughness: +3
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
• Rarity: -3; Cost: 40,000
• Attachment: Desert Eagle
• Attachment: Desert Eagle

NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Dagger
• Attachment: Dagger
• Attachment: Locks Pick
• Attachment: Altess Eviscerator
• Attachment: Silencer:
• Attachment: Silencer:
• Attachment: MDC Handcuffs:
• Attachment: Special Item Creation Multi Translator


Vehicle/b]
RH100 Robot Horse: Black Star,
all Black coat, Starburst White mark on forehead
Size 2 (Normal),
Handling +2, Top Speed 75 MPH, Toughness
24 (12), Crew 1+1, Remaining Mods 3.

Notes: ATV, Exposed Crew, NuclearPowered, STS.
OOC Comments

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d6, Survival d6
Saddle Attachments
• Attachment: Rifle sleeve Winchester ‘73 (.44-40)
• Attachment: Rapier
• Attachment:Saddle bags
• Attachment: Sleeping roll
Weapons:
„ Kick (Str+d6 Mega Damage)
User avatar
Bron Stormbrew
Posts: 22
Joined: Thu Apr 30, 2020 2:12 am

Re: Chaper One: To Merctown, and beyond!

Post by Bron Stormbrew »

Persuasion 4
-2 Ugly, +1 for identifying Legion
Persuasion 1d4!!-1: [3]-1 = 2
Wild 1d6!!-1: [5]-1 = 4
Merctown
Day 4/Morning
Round 0

Bron turned on some dwarven polka as they drove through Merctown. When Jackal went all possessed on them and slumped in his seat, the dwarf sighed. Parking at their next stop, he did a quick check of the android.

“Well, if yer gonna act like cargo, yer gaein’ t’ be cargo, ya hunk o’ dead metal,” he said, yanking Jackal out of the seat. He folded him up and shoved him in the back with the rest of their supplies and equipment to free up the seat. Then he locked Freya down tightly.

In the Warrior’s Inn, Bron sighed as the elven woman drew on them. “Wot the bluidy ‘ell are ye thinkin’, luv?” he asked, stealing some bacon from a passing tub for the buffet. He just dug his hand in and grabbed a handful, shoving several pieces into his mouth and the rest into his pocket for later. Mm...pocket bacon. “There’s five o’ us an’ one o’ ye. ‘ow many shots ye think ye’ll get off b’fore one o’ us plugs ye? ‘ell, I wuildnae be surprised if Fahtoo ‘ere is already in yer ‘ead an’ turnin’ off all the parts o’ ye tha’ cuild even pull tha’ trigger. Sae be a guid lass an’ le’s no’ make this anythin’ more’n a polite conversation. Ye dunnae want any beef wi’ the Tomorrow Legion, lass. Ye seem upset. Mebbe we can ‘elp ye oot.”

***
Cargo/Loot
28 days rations for 6 people
Strange robot parts (plot)
Character Tracking
Bron Stormbrew Character Sheet
Parry: 7; Toughness:18 (8)
Powers: Boost Trait, Healing, Smite
Hindrances: Greedy, Loyal, Ugly
Bennies: 3/3
Credits: 2400
Parts: 57,000 credits
Ion Rifle: 50/50; 2 long e-clips
Pulse Pistol: 24/24; 2 short e-clips
Classic Pistol: 20/20; 2 short e-clips
Edges
  • Ace: Spend Bennies to Soak damage for his vehicle; ignores up to 2 points of penalties.
  • Combat Ace: Ignore the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Connections: Black Market, once per session
  • McGyver: Craft improvised weapons, explosives, or tools.
  • Mr. Fixit: Half repair time on a raise.
  • UEMC: Half repair time on a raise.
“Freya” Mountaineer Mk. 1 Nuclear
Toughness 34 (16) MDC; Pace: 12/24 (120 mph); Size: 6 (+2 size modifier)
  • Light Laser
    • STS: Ignore illumination penalties; ignore 2 points of other penalties
    • No Unstable Platform penalties
  • Reinforced ram
  • ATV: Ignore up to 2 points of Driving penalties for Difficult Ground and treat each inch of Difficult Terrain as 1.5” instead of 2”
User avatar
Jesse (Graunk)
Posts: 42
Joined: Sat May 02, 2020 10:00 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jesse (Graunk) »

Aos was definitely not in the mood to get shot by a frantic and desperate woman. He was fatigued from the previous nights journey. Early in the evening last night the druid dismissed himself from the evenings well deserved festivities. The energies inside him where manifesting and he needed to get out into the open. Once on the outskirts of this rough and tumble town he succumbed to the energies and went into a primal state for the better part of the night. His recollection of the events were more like a miasma of altered states coalescing as an increase in psychic powers and abilities. By dawn the energetic advance was complete. With it came a new understanding of the elements and the essence of animal kind and the feeling like he had been run down by a Rhino-buffalo.
“Whoa now, hey, we’re here to help. The Legion sent us, don’t worry we’ll help you find Noldrin. Now please lower the blaster so I can get some Whiskey, cuz I’ve had a rough and somewhat surreal night!” The Psi-Druid evenly and sincerely spoke while making assuring eye contact. Everyone was speaking at once and things were tense, it could go in any direction from here.
Persuasion = 5
rolls
Persuasion (Sp) - d4 ( d4: [1] = 1 )
Wild card- d6 ( 1d6!: [4] = 4 )
+1 Legion affiliation bonus
Graunk- Orc Vampire Slayer
User avatar
Fahtoo
Posts: 27
Joined: Sun May 03, 2020 6:01 pm

Re: Chaper One: To Merctown, and beyond!

Post by Fahtoo »

Imperator wrote: Sun Oct 18, 2020 12:02 am...the android slumped in his seat like a toddler who finally lost the battle against sleep. After some examination the best you can figure out is Jackal is in some kind of maintenance cycle...
Fahtoo, who'd been sitting sideways in the front passenger seat, bobbing her head along with the music and watching Jackal's unique brand of snooping, scrambled to his side when he slumped. A quick touch with her telemechanics assured her there was nothing precisely wrong with him, but it did't give her any clues as to what caused his sudden shut down.
Bron Stormbrew wrote: Tue Oct 20, 2020 1:57 am Bron turned on some dwarven polka as they drove through Merctown. When Jackal went all possessed on them and slumped in his seat, the dwarf sighed. Parking at their next stop, he did a quick check of the android.

“Well, if yer gonna act like cargo, yer gaein’ t’ be cargo, ya hunk o’ dead metal,” he said, yanking Jackal out of the seat. He folded him up and shoved him in the back with the rest of their supplies and equipment to free up the seat. Then he locked Freya down tightly.
"Hey!" Fahtoo said a bit indignantly. "He's still our teammate!" Bron ignored her protestations and herded her out the door so he could lock up. She looked back with a worried expression as she trailed behind the self-assured dwarf. "Can he get out of that storage cabinet by himself if he wakes up?"

Inside the Warriors Inn, Fahtoo sighed and leaned against the doorway behind the wall of her boisterous male team mates. She gave the elven woman a smile and a chagrin shrug as if to say, "Boys. What can you do?"
Fahtoo DeCruz
Fatimatou DeCruz - Human Psi-Operator

Pace: 6; Parry: 4; Toughness: 10 (4)
Wounds: None
PP: 30/30
Constant Effects:
Combat Edges: Brave, Fast Healer, Rapid Fire
Bennies: 4/3
Adventure Cards:

Retired from 21st SET - Hot Shots
Edit Signature
Player/Characters: Nelle/Cass/Tula
User avatar
Imperator
Posts: 226
Joined: Tue May 28, 2019 6:42 pm

Re: Chaper One: To Merctown, and beyond!

Post by Imperator »

Her face quickly shifts from rage and sadness to appraisal, then cautious hope as she slowly lowers her gun. The mild alarm of the bystanders at this showdown, this is Merctown after all, is abated by the de-escalation.

"The Legion? You better come with me." Giving a nod to the clerk she leads you to Noldrins room. On the way she introduces herself as Aerilya and tells you how the dwarf had been like a father to her since the Siege of Tolkeen, helping her recover from the horrors of the war and get a position with the Tennessee Headhunters. He'd been kind of on edge the last few weeks, since returning from a job out east.

Arriving at a door on the top floor she pauses. "Just last night he told me he felt like he was being watched. This morning I come to check on him and find this."

She swings the door open to reveal what would be a surprisingly fine room had it not obviously been ransacked recently. Fine wood furnishings and elegant stonework contrast with the chaotically scattered and broken accumulated brick a brack of Noldrins life. Papers, books, and maps lay in piles and drifts, any trinket that could hold a secret compartment has been smashed and it looks like attempts were made on the woodwork in a couple of places.

"I've not gone to Dragos Defenders because they'd not do shit for a Headhunter without trying to leverage it somehow. Think you all could have a look?"
Instructions

Everyone make a notice check to search the room for clues. It's a pretty easy target of six successes.
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
User avatar
Bron Stormbrew
Posts: 22
Joined: Thu Apr 30, 2020 2:12 am

Re: Chaper One: To Merctown, and beyond!

Post by Bron Stormbrew »

Greater Boost Notice 4
Weird Science 1d10!!: [4] = 4
Wild 1d6!!: [3] = 3
Notice 4
Notice 1d8!!: [3] = 3
Wild 1d6!!: [1] = 1
Free reroll
Notice 1d8!!: [1] = 1
Wild 1d6!!: [4] = 4
Merctown
Day 4/Morning
Round 0

Bron surveyed the room and gave a low whistle. “Someone was lookin’ for somethin’,” he said. “We were s’posed t’ be meetin’ up wi’ ‘im f’r a bit o’ professional advice o’er somethin’,” he told the elven woman. “Nae sign o’ ‘im? Ain’t ‘eard from ‘im?”

Bron pulled out a strange cylinder and pressed it to his neck. The device hissed, and his eyes started to glow slightly. Then he started to carefully pick his way through the room, looking at every little thing.

***
Cargo/Loot
28 days rations for 6 people
Strange robot parts (plot)
Character Tracking
Bron Stormbrew Character Sheet
Parry: 7; Toughness:18 (8)
PP: 12/15
Powers: Boost Trait, Healing, Smite
Hindrances: Greedy, Loyal, Ugly
Bennies: 3/3
Credits: 2400
Parts: 57,000 credits
Ion Rifle: 50/50; 2 long e-clips
Pulse Pistol: 24/24; 2 short e-clips
Classic Pistol: 20/20; 2 short e-clips
Edges
  • Ace: Spend Bennies to Soak damage for his vehicle; ignores up to 2 points of penalties.
  • Combat Ace: Ignore the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Connections: Black Market, once per session
  • McGyver: Craft improvised weapons, explosives, or tools.
  • Mr. Fixit: Half repair time on a raise.
  • UEMC: Half repair time on a raise.
“Freya” Mountaineer Mk. 1 Nuclear
Toughness 34 (16) MDC; Pace: 12/24 (120 mph); Size: 6 (+2 size modifier)
  • Light Laser
    • STS: Ignore illumination penalties; ignore 2 points of other penalties
    • No Unstable Platform penalties
  • Reinforced ram
  • ATV: Ignore up to 2 points of Driving penalties for Difficult Ground and treat each inch of Difficult Terrain as 1.5” instead of 2”
User avatar
Fahtoo
Posts: 27
Joined: Sun May 03, 2020 6:01 pm

Re: Chaper One: To Merctown, and beyond!

Post by Fahtoo »

notice 5
Notice 1d6!!: [3] = 3
Wild 1d6!!: [5] = 5
Fahtoo moved to stand next to Aerilya and patted her shoulder comfortingly. "It's pretty obvious someone's looking for something. If someone kidnapped him, which I'm thinking would be hard to do, given your profession, they are probably keeping him alive until they find what they're looking for. Hopefully we can help you find him."

Sticking close to the door and the elf, Fahtoo scanned the room with a eye for details, hoping to spot some hiding spot the burglars might have missed.
Fahtoo DeCruz
Fatimatou DeCruz - Human Psi-Operator

Pace: 6; Parry: 4; Toughness: 10 (4)
Wounds: None
PP: 30/30
Constant Effects:
Combat Edges: Brave, Fast Healer, Rapid Fire
Bennies: 4/3
Adventure Cards:

Retired from 21st SET - Hot Shots
Edit Signature
Player/Characters: Nelle/Cass/Tula
User avatar
Jeffery Wurst
Posts: 19
Joined: Sat Jun 20, 2020 3:18 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jeffery Wurst »

Notice 9 or 11 if vampires
Notice +2 Investigator (if it is vamp related, another +2) 1d8! 1d6!: [7]+[1] = 8
Jeffery nodded in agreement with Aerilya trying to hide a grin when @Fahtoo and @Bron Stormbrew did their Abbot and Castello routine on Somebody looking for something. He skirted the obvious for a bit focusing on the damsel as it were. “Fathers... Best people I knowa. Sounds like he found you and ye he, just when ya both needed it most. How is it working out with those Tennessee Headhunters?” While waiting for a reply, he took a quick look at the room. Years of hunting vampires trained him to look for anything out of the ordinary. A lamp fallen just a little too far. A scrap of paper easily discarded by some could very well hold a great clue. He blinked committing the scene to memory. “Naw you say he got back from ay job out east... Any idea what it waz? Or who was after him? Any little detail could help miss, no matter how trivial. Maybe a cryptic rambling er some such.”

He smiled as friendly as was polite to smile given the room they were in. His questions while seeming irrelevant were in fact quite pointed. Depending on her answer and even the length of time to answer the Wurst vampire hunter might be reaching for his pistol tucked a hairs breadth away in his coat.
User avatar
Zak Maclintock
Posts: 35
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Chaper One: To Merctown, and beyond!

Post by Zak Maclintock »

Notice D10+2= 8 Success and a raise due to helmet
OOC Comments
Notice plus +2 due to Multi-Optics Helmet:
1d10+2
Notice 1d10+2!!: [4]+2 = 6
Wild Dice
1d6
Wild 1d6!!: [4] = 4
Zak keeps smiling at the elf. Wow she is good Looking, stop thinking of her as a Meal! tasty! :geek: (as if he had the CS Emperor, of being a D-Bees Best Friends)

Trying to impress her he looks around the room and use his Helm. He thinks he notice something, "What is that ?"
Dice rolls
Notice 1d10+2!!: [8]+2 = 10
Notice 1d10+2!!: [5]+2 = 7
Zak Maclintock
ZAK Sheet
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0
• Armor: +7 Toughness: +3
ISP:30
Bennies 4
EP bought: +2

GEAR CARRIED:
OOC Comments
Body Armor:
MI "VAQUEROS" HEAVY EBA
The most popular series of new body armor produced by the Manistique Imperium, Vaqueros body armor has Mexican/Spanish styling worthy of its namesake. The helmet has a mesh fabric bandanna covering reminiscent of a western bandito, flashy cowboy boots made from advanced materials, and the armor has an integrated gun belt and pair of holsters. Besides being stylish,

Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.

Multi-Optics Helmet: This helmet—compatible with EBA systems (see page 88)—includes a targeting sight,
magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice projection system. It provides +4 Armor
and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits)

• Armor: +7 Toughness: +3
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
• Rarity: -3; Cost: 40,000
• Attachment: Desert Eagle
• Attachment: Desert Eagle

NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Dagger
• Attachment: Dagger
• Attachment: Locks Pick
• Attachment: Altess Eviscerator
• Attachment: Silencer:
• Attachment: Silencer:
• Attachment: MDC Handcuffs:
• Attachment: Special Item Creation Multi Translator


Vehicle/b]
RH100 Robot Horse: Black Star,
all Black coat, Starburst White mark on forehead
Size 2 (Normal),
Handling +2, Top Speed 75 MPH, Toughness
24 (12), Crew 1+1, Remaining Mods 3.

Notes: ATV, Exposed Crew, NuclearPowered, STS.
OOC Comments

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d6, Survival d6
Saddle Attachments
• Attachment: Rifle sleeve Winchester ‘73 (.44-40)
• Attachment: Rapier
• Attachment:Saddle bags
• Attachment: Sleeping roll
Weapons:
„ Kick (Str+d6 Mega Damage)
User avatar
Jesse (Graunk)
Posts: 42
Joined: Sat May 02, 2020 10:00 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jesse (Graunk) »

Notice- 11

At first glance the room seemed ordinary aside from the obvious ransacking. the group began to investigate any possible clues left in the disarray. This type of inquiry is exactly what Aos has been training for. It was long ago that he had realized he could commune with the environment and tune himself with the vibrations of past events and even focus the stream backward and forward from the anchor moment. By opening himself to the imprinted experiences of an object he could share the experience. Much like standing within the perspective of a holographic image with the difference being it is the actual events of the area. The Tomorrow Legion has been teaching him to tune this ability and to use it to gather important information. “Hey guys when you're ready, I want to try something. This may get a little weird so hold onto something and we're going to go on a little trip. Pay attention because where we're going it's right here, but up and down along the time stream. Anyway, ready, hold on…” he said excitedly. The Psi-Druid waited until everybody seemed ready and put his hand flat down on the floor and begin to concentrate on the subtle energies that are woven between matter and spirit, time and space and dimension. The room and entire area blurred like a watercolor painting and then reformulated and blurred and reformulated again with the rush of travel without movement. Then slowly the room focused and the audio and visual frequencies tuned and matched. Aos concentrated hard and began scanning the imagery fast forward and rewinding and pausing when anyone called out something of interest.
rolls
Notice (Sm) - d10, d10!!: [4] = 4
Wild, d6!!: [11!!] = 11
Psionics (Sm) - d10, d10!!: [6] = 6
Wild, d6!!: [5] = 5
" meta-tactile senses" - object read
description
Page:p165
I.S.P.:2
Range:Touch
Duration:Special
Summary: Reveals last five years of an object’s history (100years with a raise).
Description:
Object reading is the ability to see the past of
an inanimate object, discovering who held
it, where it’s been, and what it might have
been used for. The object has no sentience
of its own—the caster simply sees and
hears visions of the past that took place in
its presence.
Success allows the character to see events
that occurred within 10 yards up to about five
years past. A raise increases this to 100 years
and 20 yards. The caster can “fast forward”
and “rewind” as desired, skimming about
10 years of history per minute of real time.
When watching an actual event, it occurs in
real time, just as if watching a digital video.

Modifiers:
AUDIBLE HISTORY (+2): The caster can now hear sounds and conversations as well.
Mega Power Modifiers:
DEEP READING (+2): The character can see anything that occurred within line of sight of the object.
PSYCHOMETRIC PROJECTION (+2): Thecaster may broadcast the vision, projecting it outinto a space the size of a small room. Anyonepresent may see and hear the events and examinethe projection from all angles.
Graunk- Orc Vampire Slayer
User avatar
Imperator
Posts: 226
Joined: Tue May 28, 2019 6:42 pm

Re: Chaper One: To Merctown, and beyond!

Post by Imperator »

A thorough search of the mess of a room takes a few hours but turns up a couple of interesting things. Noldrins journal is still there but unfortunately all the pages since first taking the scouting job to the east have been torn out. Then there's the pool of congealed blood bearing a large boot print, the way the boot left it's imprint suggesting there were in fact two intrusions. The vision produced by Aos confirms this, first showing a trio of what appear to be a common breed of lizard humanoids enter stealthily in the middle of the night to subdue and abduct the dwarf, tossing the room and removing the pages from said journal before leaving. Then later a second team, dressed a bit more professionally but with no distinguishing marks, ransacks things a second time and are actually interrupted by the elf womans visit. They fade from view just as Aerilya opened the door and it is probably fortunate for her she did not investigate.

As they are wrapping things up with the search it occurs to the team that they have an appointment at the local bank for a radio check in with command.

Instructions

So you have an abducted contact and an impeding check in. And a couple of interested parties looking into the trail of your cargo. I guessing most of you will start looking while a couple head to the bank for check in but players do often have their own ideas. :) RP your reactions to the findings and plan your next steps.
GM bennies


Characters Imperator (GM account)Action Stan, Antipas, Xiang,
User avatar
Bron Stormbrew
Posts: 22
Joined: Thu Apr 30, 2020 2:12 am

Re: Chaper One: To Merctown, and beyond!

Post by Bron Stormbrew »

Merctown
Day 4/Morning
Round 0

Bron considered what Aos related about his vision of the room, and what the dwarf had seen. “Sounds like we got two interested factions on this,” the dwarf mused. “The lizards got the elf, though. Ye ken why lizards wuild be interested in yer friend?” he asked Aerilia.

Bron checked the time. “We got a planned rendezvous t’ get tae. If any o’ ye want t’ keep lookin’ aroon’, feel free. I’ll run over t’ the bank an’ make a check in wi’ command o’er wot we’ve found sae far.”

***
Cargo/Loot
28 days rations for 6 people
Strange robot parts (plot)
Character Tracking
Bron Stormbrew Character Sheet
Parry: 7; Toughness:18 (8)
PP: 12/15
Powers: Boost Trait, Healing, Smite
Hindrances: Greedy, Loyal, Ugly
Bennies: 3/3
Credits: 2400
Parts: 57,000 credits
Ion Rifle: 50/50; 2 long e-clips
Pulse Pistol: 24/24; 2 short e-clips
Classic Pistol: 20/20; 2 short e-clips
Edges
  • Ace: Spend Bennies to Soak damage for his vehicle; ignores up to 2 points of penalties.
  • Combat Ace: Ignore the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Connections: Black Market, once per session
  • McGyver: Craft improvised weapons, explosives, or tools.
  • Mr. Fixit: Half repair time on a raise.
  • UEMC: Half repair time on a raise.
“Freya” Mountaineer Mk. 1 Nuclear
Toughness 34 (16) MDC; Pace: 12/24 (120 mph); Size: 6 (+2 size modifier)
  • Light Laser
    • STS: Ignore illumination penalties; ignore 2 points of other penalties
    • No Unstable Platform penalties
  • Reinforced ram
  • ATV: Ignore up to 2 points of Driving penalties for Difficult Ground and treat each inch of Difficult Terrain as 1.5” instead of 2”
User avatar
Fahtoo
Posts: 27
Joined: Sun May 03, 2020 6:01 pm

Re: Chaper One: To Merctown, and beyond!

Post by Fahtoo »

Bron Stormbrew wrote: Mon Nov 30, 2020 4:12 am Merctown
Day 4/Morning
Round 0

Bron considered what Aos related about his vision of the room, and what the dwarf had seen. “Sounds like we got two interested factions on this,” the dwarf mused. “The lizards got the elf, though. Ye ken why lizards wuild be interested in yer friend?” he asked Aerilia.

Bron checked the time. “We got a planned rendezvous t’ get tae. If any o’ ye want t’ keep lookin’ aroon’, feel free. I’ll run over t’ the bank an’ make a check in wi’ command o’er wot we’ve found sae far.”
Fahtoo put a hand on Aerilia's arm, partly to insinuate herself physically between the elf and Zak. Her teammate's appreciation of the other woman was evident and Fahtoo had to work hard to keep her amusement off her face. Now wasn't the time for wooing his next ex-wife. She hoped Aerilia might have an answer to Bron's question that would give them a lead.

When Bron checked the clock, Fahtoo did too. She was just about to suggest she go check in, even though chasing ninjas and lizardmen sounded much more exciting than giving a report to their superiors. She smiled thankfully at Bron when he volunteered to go to the bank. "Can one of you guys go with him? I don't like the idea of any of us going solo right now, not with reptilian gangs roaming the streets."
Fahtoo DeCruz
Fatimatou DeCruz - Human Psi-Operator

Pace: 6; Parry: 4; Toughness: 10 (4)
Wounds: None
PP: 30/30
Constant Effects:
Combat Edges: Brave, Fast Healer, Rapid Fire
Bennies: 4/3
Adventure Cards:

Retired from 21st SET - Hot Shots
Edit Signature
Player/Characters: Nelle/Cass/Tula
User avatar
Jesse (Graunk)
Posts: 42
Joined: Sat May 02, 2020 10:00 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jesse (Graunk) »

Aos let out a sigh, "I'll go with you." The psychic druid was tired and drained. The walk and fresh air would do him good, as for banking and chatting, he had already had enough of this town and couldn't wait to get back out into the open wilderness. “Let’s get this meeting overwith so we can hunt down our next lead.” He said. The time with Bron would also give him a chance to ask a strange question that has been nagging at him since earlier. “ Um, Bron, just curious, at the vehicle, earlier, I was a little out of it, so maybe not, but, I could have sworn I saw you and Fahtoo stuffing Jackle into a storage crate…Aagh did I really see that?” Aos casually presented his question as if this sort of thing could be reasonable on any given day.
Graunk- Orc Vampire Slayer
User avatar
Bron Stormbrew
Posts: 22
Joined: Thu Apr 30, 2020 2:12 am

Re: Chaper One: To Merctown, and beyond!

Post by Bron Stormbrew »

Merctown
Day 4/Morning
Round 0

“Yup,” Brun grunted as he climbed back into Freya. “Cannae ‘ave the piece o’ junk takin’ up space we need for real folk. ‘e’s lucky we didnae jus’ dump ‘im by the side o’ the road,” the dwarf told Aos. “Figger we cuild use ‘im fer parts, or sell ‘im.”

***
Cargo/Loot
28 days rations for 6 people
Strange robot parts (plot)
Character Tracking
Bron Stormbrew Character Sheet
Parry: 7; Toughness:18 (8)
PP: 12/15
Powers: Boost Trait, Healing, Smite
Hindrances: Greedy, Loyal, Ugly
Bennies: 3/3
Credits: 2400
Parts: 57,000 credits
Ion Rifle: 50/50; 2 long e-clips
Pulse Pistol: 24/24; 2 short e-clips
Classic Pistol: 20/20; 2 short e-clips
Edges
  • Ace: Spend Bennies to Soak damage for his vehicle; ignores up to 2 points of penalties.
  • Combat Ace: Ignore the Multi-Action penalty for making a Boating, Driving, or Piloting check and taking another action in the same round.
  • Connections: Black Market, once per session
  • McGyver: Craft improvised weapons, explosives, or tools.
  • Mr. Fixit: Half repair time on a raise.
  • UEMC: Half repair time on a raise.
“Freya” Mountaineer Mk. 1 Nuclear
Toughness 34 (16) MDC; Pace: 12/24 (120 mph); Size: 6 (+2 size modifier)
  • Light Laser
    • STS: Ignore illumination penalties; ignore 2 points of other penalties
    • No Unstable Platform penalties
  • Reinforced ram
  • ATV: Ignore up to 2 points of Driving penalties for Difficult Ground and treat each inch of Difficult Terrain as 1.5” instead of 2”
User avatar
Jeffery Wurst
Posts: 19
Joined: Sat Jun 20, 2020 3:18 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jeffery Wurst »

Jeffery hugged his jacket close. Something indeed was wrong here. Maybe not vampires but something evil was a foot. The bank sounded like a great place to find more dead or re dead people. He quipped easy like slipping on his drawl all long lazy like, “Daw, I can heed to da bank too ya know?”
User avatar
Zak Maclintock
Posts: 35
Joined: Sun Apr 26, 2020 11:10 am
Location: TX
Contact:

Re: Chaper One: To Merctown, and beyond!

Post by Zak Maclintock »

Zak puts his tow Credits in, "I'll Start heading over to the Bank to check in and get the creds."

Zak heads over to the Appropriate bank And lets him know who he is and ask to use their comms to get in contact with people back home.

"Names Zak Maclintock, I need to establish contact with the castle and I understand you have some items for us?"
Zak Maclintock
ZAK Sheet
Race: Psi Stalker

Iconic Framework: Mars /Psi Slinger (A&M pg 20)

Attributes: Agility d10, Smarts d10, Spirit d8, Strength d6, Vigor d4 Pace: 8; Parry: 0 (½ Fighting +2); Toughness: 4 (½ Vigor+2 plus armor); Strain: 0
• Armor: +7 Toughness: +3
ISP:30
Bennies 4
EP bought: +2

GEAR CARRIED:
OOC Comments
Body Armor:
MI "VAQUEROS" HEAVY EBA
The most popular series of new body armor produced by the Manistique Imperium, Vaqueros body armor has Mexican/Spanish styling worthy of its namesake. The helmet has a mesh fabric bandanna covering reminiscent of a western bandito, flashy cowboy boots made from advanced materials, and the armor has an integrated gun belt and pair of holsters. Besides being stylish,

Covered in a fiber-optic material, your armor color shifts to match the surrounding area with custom camouflage patterns, masks infrared as well as thermal emissions, and is designed to reduce noise. Wearers are +2 to all Stealth rolls.

Multi-Optics Helmet: This helmet—compatible with EBA systems (see page 88)—includes a targeting sight,
magnification, thermal, infrared, ultraviolet, and night optics. The wearer ignores Illumination penalties, gains +2 to sight based Notice checks or to offset Range penalties, and +1 Shooting with calibrated weapons. The helmet includes a hands-free radio (10-mile range) and megaphone voice projection system. It provides +4 Armor
and +2 Toughness to the head only, and can integrate into body armor helmets for an extra 500 credits (5 lb, 25,000 credits)

• Armor: +7 Toughness: +3
• Weight: 20 lbs (Min Str: d6)
• Notes: Basic Communications (radio range five miles), air filtration systems, and five hours of emergency air
• Rarity: -3; Cost: 40,000
• Attachment: Desert Eagle
• Attachment: Desert Eagle

NG LPO Elite Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Characters wearing this coat treat their Strength as one die type higher when determining Encumbrance (SWADE page 67). This stacks with Brawny.
• No Minimum Strength Requirement (3 lbs.)
• Integrated IRMSS: 20,000 credits to recharge (TLPG, p.88)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Clip Desert Eagle
• Attachment: Dagger
• Attachment: Dagger
• Attachment: Locks Pick
• Attachment: Altess Eviscerator
• Attachment: Silencer:
• Attachment: Silencer:
• Attachment: MDC Handcuffs:
• Attachment: Special Item Creation Multi Translator


Vehicle/b]
RH100 Robot Horse: Black Star,
all Black coat, Starburst White mark on forehead
Size 2 (Normal),
Handling +2, Top Speed 75 MPH, Toughness
24 (12), Crew 1+1, Remaining Mods 3.

Notes: ATV, Exposed Crew, NuclearPowered, STS.
OOC Comments

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12+5, Vigor d12
Skills: Athletics d8, Fighting d6, Notice d6, Survival d6
Saddle Attachments
• Attachment: Rifle sleeve Winchester ‘73 (.44-40)
• Attachment: Rapier
• Attachment:Saddle bags
• Attachment: Sleeping roll
Weapons:
„ Kick (Str+d6 Mega Damage)
User avatar
Jesse (Graunk)
Posts: 42
Joined: Sat May 02, 2020 10:00 pm

Re: Chaper One: To Merctown, and beyond!

Post by Jesse (Graunk) »

It was the same old story, something had come up, something personally unescapable, he had to deal with it, it was family. He had just received word from a friend of the past, with news of his missing sister, believed to be in the hands of the Coalition. An item of hers has been found. If Aos could hold it, he would be able to trace it’s history back, revealing the tale of her whereabouts. It pained him to say goodbye, for now, to his new family at arms in the 21st set of the Legion. Command has already issued a replacement on scene if needed and granted Aos temp leave for personal duty. This could be his only chance to save his sister, he had no choice. Goodbyes were never a thing for the Psychic Druid, all things come back around. He left a hand scratched note on the dash of the mountaineer saying as much along with a 12,000Cr chip, Globe of Daylight flare, and a silver arrow.
“peace with you and may we meet again along the journey”, Aos Theay
Graunk- Orc Vampire Slayer
Post Reply

Return to “Adventures”