Chapter Four: Minnesota Wilds

Exploits of Adventure Incorporated!
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Four: Minnesota Wilds

Post by Icosa »

On spotting the big hairy entity, Icosa hesitates. She's not sure of the rules of engagement here. This place had confirmed hostiles, but this might not be one of them. However, it had been in here for at least some time without having been engaged by them. Did that make it an ally of the enemy?

Best to be safe.

"Hello!" she called out in greeting. "If it's not your intention to attack, please let us know that immediately, as we are otherwise unsure who you are or what you want. I think I can speak for most of us when I say we would very much prefer it if you did not attack. Thank you."

That seemed good to her. After all, if it was this creature's intention to attack, she wouldn't expect him to announce it. He'd just do it. Ironclad.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Woolsy
Posts: 24
Joined: Mon Jul 20, 2020 7:41 pm

Re: Chapter Four: Minnesota Wilds

Post by Woolsy »

The hulking mangy figure seemed to be more animal than man, and it would be surprising if it did anything other than grunt. So when it halted and waved “Hi” perhaps it was a little unexpected, and surprisingly it said with a bit of a french parlay, “Bonjour. My name iz Woolzey, Dr. Woolzey if the title meanz any thing theze dayz.”

On him, was a blade made of what looked to be pure silver as well as a mangy cloak, both magic if anyone could see It aura. He also had a laser rifle, and a few odds and ends such as handcuffs and a nural mace hanging from a load barring chest rig that perhaps would mark him as a bounty hunter. No weapons other than his silver sword were drawn, and that sword was in his hand dangling down at his side about as non threatening as one could get without actually putting it away.

He growled clearing his throat, “ Avoir les shakes, Don’t be afraid, I mean you no harm, I am looking for some peoplez.” While he did not come any further, it was clear he was not completely explaining why he here and who he was looking for.
Edges and Hindrences
Speaking in code: Bonjour, and Avoir les Shakes are two of the Tundra Rangers pass codes that would mark him as one of your own(Tundra Ranger) and an ally.
He is suspicious minor so is holding back from telling the whole truth.
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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

William slowly goes in when the door is open and covers the others that have entered. when they find only a couple of useable weapons Williams eyes fall on the TW Storm Rifle , he shifts his other weapon on to his back and Picks up the TW rifle . He then ask those around him, "Hey does anyone know what this is ? if no one needs it I wouldn't mind having it?"


William heads out of the room then is a bit surprise that Icosa is speaking to a huge hair Human.
“Bonjour. My name iz Woolzey, Dr. Woolzey if the title meanz any thing theze dayz.”
“ Avoir les shakes, Don’t be afraid, I mean you no harm, I am looking for some peoplez.”
He follows the introductions and keeps staring at the huge being. It he or she seems friendly so he quickly introduces himself, "Hello, my name is William Rufus. I'm sorry for staring, I came from another world and we were all humans. Are you a Yeti?"
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

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

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

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

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

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

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Ajax looks dismissively at the techno-wizard weaponry. "These baubles are little more than playthings to me. Let us dispense them and move to the next."
He stamps anxiously, clearly becoming agitated with the lack of action. Upon Caine's spotting @Woolsy, the centaur brings his ion pistol to bear in the twitch of an eye. "Have at...uh, Dr. Woolsy?" He cocks his head curiously at the sasquatch. "If you are intent on attacking us, a polite greeting is a poor start." He relaxes, placing the pistol back in its holster. "I am Ajax. Who are you looking for?"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

Minnesota wilderness/Tolkeen bunker
Afternoon
Round 0

”Here. This is better than the Wilks you’re carrying around. Your people know how to make good weapons,” Mars told Caine, holding out the CP-30 she had picked off one of the bodies.

Caine eyes it, and then the techno-wizard weapons they had just discovered behind the blast door. “Thanks,” he told the crazy woman, taking the pistol and tucking it onto his weapon harness.

Erebus relaxed when it seemed the new arrival meant no harm. He didn’t know what the thing was, but hell, he’d fit right in this circus.

“No one down here but the dead, ape,” he told this Woolzy, lowering his rifle. “And us.”
Turn
Free Action:
Action:
Move:
Loot
6 Coalition ranger ID tags
2 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 1/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 29/30
  • 2 x spare short clips 30 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Rapid Fire: Increase ROF +1
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Notice (Supernatural): 1d6: [6] = 6 , Exploding Die: 1d6!: [1] = 1 | Looking at Woolsy
Wild Die: 1d6!: [5] = 5
Total: 7



Tex hears Caine's warning. From his spot by door 5, pulls his pistol and aims towards Dr. Woosly shambles down the passage into the room.

At Woolsey's words, he lowers the barrel down slightly so it's not pointed directly at him. Doesn't seem like he's here to fight. But my team is rather blase about someone just showing up behind us.

"Those names are unfamiliar to us, uh, Dr. Woolsy. As my team has asked, please state whom you are trying to find. It looks like you are a bounty hunter of some sort, if your goal is to take one or more of us away...then, what are you waiting for, it's time to fight," Tex says trying to sound tough.
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

Stealth 7 (-4 to Notice)
Stealth: 1d8!!: [7] = 7
Wild: 1d6!!: [2] = 2
Result: 7 on Opposed Roll
Not knowing what to make of this newcomer, Tiny Tim keeps using his Chameleon Scales to hide from the Sasquatch as he slinks on behind him and starts to carefully sniff at him and look at the strange beast-like person.

Is this thing a man or a beast. It doesn't seem innately Supernatural... hmmm...
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Four: Minnesota Wilds

Post by Icosa »

"Is it a breach of protocol if I mention we're from Lazlo?" Icosa asked, half turning to look back at Tex and Caine. "It seems like, under the circumstances, it might be reassuring for Doctor Woolsy to know we're weren't sent by the Coalition to investigate this place."

She looked back at the giant hairy man. "Also, as noted, we've discovered that this bunker has a number of...ghost-like entities inhabiting it. They're very hostile."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Woolsy
Posts: 24
Joined: Mon Jul 20, 2020 7:41 pm

Re: Chapter Four: Minnesota Wilds

Post by Woolsy »

Upon seeing weapons brandished and a human calling him Ape he relaxed holding up his hand in the best manner he knew how. Classic Megalomania, and a more restrained greeting than I usually get. These guys have to be the ones Lady Alexandria sent me to find, group Fortune.
As freindly as a 9 foot yeti could he spoke carefully, first in french out of habit, and then in the only language that really mattered: American, “ N'ayez pas peur, je ne vous veux aucun mal. Do not fear me, I meanz you no harm. Lady Alexandria zent me to find her friendz as zhe put it. Group Fortune, zo far you zeem to meet the dezscription given.”

He cast a quick sharp eyed glance at each and every member of the group, including Tiny Tim, “I believe zhe would find it mozt reazzuring to zee you are all accounted for.”

Notice at -2 for @Tiny Tim 1d8! 1d6!: [8!, 8!, 5]+[6!, 3] = 30

Currently has detect arcana up 4 rounds left (rolled a 5)
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

Minnesota wilderness/Tolkeen bunker
Afternoon
Round 0

Erebus Caine narrowed his eyes as the walking carpet stammered out his explanation in that fancy schmancy Quebec language all the officers liked to spout off in. It was enough to make him want to put a laser through the thing’s head regardless. Then he spoke American.

“That seems to track,” Caine allowed. “Any of you freaks a walking lie detector?” he asked his team, knowing some were psychic. “I can’t read this walking carpet.”

Caine lowered his rifle, if only slightly.
Turn
Free Action:
Action:
Move:
Loot
6 Coalition ranger ID tags
2 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 1/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 29/30
  • 2 x spare short clips 30 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Rapid Fire: Increase ROF +1
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Ajax shakes his head at @Erebus Caine. "I am not, but unless the good doctor intends to detonate himself in an effort to destroy us all, he will have difficulty surviving after he claims his first victim. Also..." He squints at @Woolsy. "It would take specialized knowledge to identify our particular group's moniker. It is not as if we carried leaflets announcing 'Group Fortune was here.' I say leave @Tiny Tim or you, Caine, behind him. He would swiftly regret any betrayal."
His piece spoken, he head-bobs towards the next door (#3). "Let us see what else may be found in these halls."
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

When Caine mentions,
“That seems to track,” Caine allowed. “Any of you freaks a walking lie detector?” he asked his team, knowing some were psychic. “I can’t read this walking carpet.”
William speaks up, "I sense that he is not Evil if that is what you are looking for?"

Spiritual Awareness: detect/conceal arcana as an Innate Ability They can sense supernatural, evil, ethereal, and energy beings, and any beings using invisibility within line of sight with Notice.
D8
1d8 1d8!!: [1] = 1
Wild Dice 1d6 Wild Dice 1d6!!: [5] = 5 Wild Dice 1d6!!: [2] = 2
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

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

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

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

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

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

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
User avatar
Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Mars narrows her eyes at the newcomer, but does little more than that. Perhaps he will make a good soldier.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Four: Minnesota Wilds

Post by Icosa »

The human female in Plastic-Man armor, with a jetpack attached, moved up to Woolzy and extended a hand.

"Hello! I'm Icosa. I'm relatively new to the community of Lazlo, but they were very open to including me in the expedition. I extend the same welcome to you. I'm glad you were able to find us. At the moment we're still exploring this facility, which has proven dangerous so far. If you'd like to help, feel free."

She nodded and rejoined Ajax, taking position to give him fire support as he continued.

"All right, lets check the next door."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Woolsy
Posts: 24
Joined: Mon Jul 20, 2020 7:41 pm

Re: Chapter Four: Minnesota Wi

Post by Woolsy »

The mangy Sasquatch relaxed a bit ducking his head down as best as he could, but still he was nearly scraping the ceiling of the bunker. Under the best circumstances no doubt someone would have drilled his head with a laser, and maybe if he had met @Erebus Caine alone that would have happened. Woolsey sighed keeping his sword sheathed and peered at the door @Icosa mentioned. He eyes betrayed his intense curiosity. It would appear he too would like to know more about what had happened here.

He rumbled softly continuing with his Canadian french accent, “ L'homme c'est rien—l'oeuvre c'est tout.” He was not one to talk himself up, but given the circumstances if he could help the Fortune Group explore the bunker safety no doubt his employer, the lady would be grateful. Besides she had not given any indication of when she expected him to report in. Trying to ally any fears and taking up @Icosa’s friendly greeting he softly growled after shaking her hand, “Merci, thank you. If youz are keen on continuing an inveztigation of ziths bunker, while zkilled with the blade, and finding peoplez, I can alzo arbitrate between ghostz and gleen pzychic imprezzitions from itemz.”
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Venatus Vinco
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Posts: 2872
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Suns Out Guns Out
  • No more Shadow Beasts, for now
  • Only door #7 remains
Image

Turning to greet Woolsy with weapons drawn the team is reasonably reassured of its credentials but remain leery. The next two rooms (1 & 2) hold little of interest except more dead Tolkeenites and evidence of Shadow Beast attacks.

Moving inward, door number six (6) has two large glass cubes against the back wall. There appears to be nothing inside except a hazy mist. Looking upon the mist with detect arcana reveals it to be magical, specifically elemental in nature.
Occult
A successful Occult roll reveals these are shadow elements, from the plane of shadows.

Many dimensional travelers assume that the Shadow Dimension, or Plane of Shadows, is one all-encompassing dimension, but it is not. Just as each person gives off a shadow, so do dimensions. For each dimension, there is a corresponding Shadow Dimension – a shadowy duplicate of the original but devoid of color and light. For example, the Shadow Dimension connected to Rifts Earth resembles the Earth, complete with a mega-sized city where Chi-Town is located, but instead of being populated with Coalition citizens, the population size is half and people are replaced with Shadow Beasts and other Shadow beings, all subservient to a council of Shadow Lords.
The glass cubes seem to have magic that is keeping the shadows contained, for now.
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Ajax peers at the glass cubes. He misses the arcane elements, seeing only the haze. "I have no interest in finding out what that gas does if released. I suggest we leave this door sealed and move to the next." He turns to face door #7.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

Arthur: On second thought , let’s not go to Camelot. ‘Tis a silly place.
Noticed
Occult d10
occult 1d10!!: [5] = 5
Wild Dice d6
Wild Dice 1d6!!: [2] = 2 Wild Dice 1d6!!: [5] = 5

After looking at the artifact William speaks up, "I don't like this at all Dimension of Shadows I think and there are six? how many shadows did we fight? I wonder if they are the generators for th monsters?"

William continues, When you check out the other doors, I will guard this one. Close the door."
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

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

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

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

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

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

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

William Rufus wrote: Sun Aug 23, 2020 1:46 pm
After looking at the artifact William speaks up, "I don't like this at all Dimension of Shadows I think and there are six? how many shadows did we fight? I wonder if they are the generators for the monsters?"
”I like this not at all. Can whatever is in there not simply be killed? Or burned?”
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Occult: 1d10!: [4] = 4 | Examine the shadow cubes
Wild Die: 1d6!: [6!, 3] = 9

Tex puts the pistol away as the newcomer mentions their benefactor, Lady Alexandria and their name as Team Fortune. "Well this is amazing fortuitous timing, but as @Ajax has said, it's in our name, perhaps it's par the course."

He looks over at the equipment they've found, he picks up the rifle and the katana. "You've indicated skill with the blade," he holds out the katana to @Woolsy , "Perhaps, you might find use in this."

With the introduction out of the way, he joins the group in opening a few more doors. He examines the two glass cages. He steps back and says, "Let's not disturb this room. We've seen the Tolkeenites were dealing with shadow beasts, this may have been part of their magic to summon so many and keep them here in this dimension." He moves to shut the two doors, then readies himself to see what is behind door #7.
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

Occult 0
Occult 1d4!!-2: [2]-2 = 0
Wild 1d6!!-2: [2]-2 = 0
Minnesota wilderness/Tolkeen bunker
Afternoon
Round 0

“Not evil doesn’t mean he’s good,” Caine told William, though he lowered his rifle when everyone else seemed cool with the new guy. He kept back, though, to keep an eye on the hairy beast.

They opened a couple more doors, finding nothing, but then found some glass cubes. Caine didn’t know what they were, though the others thought they had to do with the place these shadow creatures came from.

“Shouldn’t we destroy them then if they’re responsible for those shadow beasts?” Caine asked. “Just toss a grenade in and close the door.”
Turn
Free Action:
Action:
Move:
Loot
6 Coalition ranger ID tags
2 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 1/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 29/30
  • 2 x spare short clips 30 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Rapid Fire: Increase ROF +1
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Tex replies back to @Erebus Caine , "It's a crap shoot, the cubes could be fragile and break easily. Or cracking them could allow that shadow dimension to spill uncontrolled into our own. As it stands, it appears to constrain whatever is within effectively."
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Tex Arcana wrote: Wed Aug 26, 2020 2:10 pm Tex replies back to @Erebus Caine, "It's a crap shoot, the cubes could be fragile and break easily. Or cracking them could allow that shadow dimension to spill uncontrolled into our own. As it stands, it appears to constrain whatever is within effectively."
"Contain..." Mars mutters, her mind clearly elsewhere.

After a moment or two of standing statute still, not a muscle twitching, she comes back to herself. "Containment? No. There will be enemies at our back, then, as we explore. And then enemies here for someone else to release later. I am with Caine. We know how to kill these beasts, once released, so let us simply kill them."
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

Occult 7
Occult: 1d4!!: [7!!] = 7
Wild: 1d6!!: [2] = 2
Result: 7 - Success.
"If we destroy them... do you think they will BLOW UP?!? You KNOW how I LOVE explosions!!! Oh... shadow elements. They are not likely to actually explode... what else can we do here... there is the last door for us to check out... maybe we can see an explosion there!!!"
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Tiny Tim wrote: Sat Aug 29, 2020 8:32 am
Occult 7
Occult: 1d4!!: [7!!] = 7
Wild: 1d6!!: [2] = 2
Result: 7 - Success.
"If we destroy them... do you think they will BLOW UP?!? You KNOW how I LOVE explosions!!! Oh... shadow elements. They are not likely to actually explode... what else can we do here... there is the last door for us to check out... maybe we can see an explosion there!!!"
Mars retreives one of her many grenades from the bag of holding at her waist and dangles it in front of Tiny Tim. "You are more than welcome to blow up the shadows' containers, dragonfriend. Then we can douse the shadows with laserfire, secure the room, and push on." She offers the grenade to @Tiny Tim.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Woolsy
Posts: 24
Joined: Mon Jul 20, 2020 7:41 pm

Re: Chapter Four: Minnesota Wilds

Post by Woolsy »

@Woolsy accepted the sword from @Tex Arcana. His Canadian French accent grumbled along, “Thankz your very much.”
Meanwhile is eyes still enchanted with the Sasquatch’s natural affinity for finding the arcane darted about uneasy at the revelation that some kind of shadow dimension was at play. Either way the life sized wookie stuck close to tex.
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Tiny Tim
Posts: 232
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Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

"You have given ME an explosive!!! I get to blow something up?!? You are my new bestest friend, Mars!!!"
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Tiny Tim wrote: Sat Aug 29, 2020 6:34 pm "You have given ME an explosive!!! I get to blow something up?!? You are my new bestest friend, Mars!!!"
Mars grins at the dragon. "I wish I had known more dragons in my past incarnations. Perhaps things would've turned out differently for the Republic."
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Venatus Vinco
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Dark Shadows
  • No more Shadow Beasts, for now
  • 1 door remains!
Image

The group is divided on how to handle the contained Shadow Elementals. However, the more action-oriented members ignore the conversation and push to the final door in the facility. This one requires a little more effort to open but Tex manages it with his arcane skill. As the door slides open the group beholds a swirling void before them.

The door was masking its presence before but Tex immediately recognizes it as a portal. No doubt to the realm of shadows. A single dead body is on the floor but otherwise the room is empty.

Plane of Shadows
This is a door to the Plane of Shadows, it allows people and creatures to pass from one realm to the other. It is likely the source of the various Shadow Creatures.

Many dimensional travelers assume that the Shadow Dimension, or Plane of Shadows, is one all-encompassing dimension, but it is not. Just as each person gives off a shadow, so do dimensions. For each dimension, there is a corresponding Shadow Dimension – a shadowy duplicate of the original but devoid of color and light. For example, the Shadow Dimension connected to Rifts Earth resembles the Earth, complete with a mega-sized city where Chi-Town is located, but instead of being populated with Coalition citizens, the population size is half and people are replaced with Shadow Beasts and other Shadow beings, all subservient to a council of Shadow Lords.
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Mars’ eyes are transfixed on the swirling portal, all thoughts of the contained shadow beats forgotten, and she feels almost pulled towards it. To no one in particular she asks ”What. Is. That?” as she unconsciously walks towards it, stretching her hand out towards the darkness.

Mars is Curious.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Four: Minnesota Wilds

Post by Icosa »

Mars' hand is caught in Icosa's and held firmly.

"I don't know exactly what it is?" she said, "but I do recognize the general class of the phenomenon. It's an instability in the Direchlet boundary condition of the brane that represents this universe." Icosa paused, then said, "It's a rift. Moving through the event horizon could transport you to a completely unknown location. But, whatever those creatures are, I think it's very likely they come from this."

"Getting closer is something I think all of us should avoid."

The warrior woman smiles prettily and releases Mars' hand.
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

@Icosa ”Those are... a lot of fancy words, Icosa. A rift, then? Doesn’t look like a normal rift to me. No one else wants to see what’s on the other side?” This last sentence is directed towards the entire group.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Ajax gawks just a little at the swirling vortex. "I...believe we should close this door. Both, if we can. We should do so rapidly." He twists back and forth, looking for @Tex Arcana. "Can you close that portal? If not, we should close this door." He chokes up on his greatsword, preparing for whatever might decide this is the right time to come through. He shoots @Mars a quizzical look. "The other side of this portal? It looks like shadows to me. Considering what the shadows held in this place, my curiosity is sated." He shakes his head as he shudders.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Mars begins to make another reply, and then the dead body on the ground catches her eye. "Bide. Who is this?"

She leans in for a closer look.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Venatus Vinco
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

The Jailer
The body appears to be the remains of a shifter, torn apart by Shadows Beasts that slipped her control. While her innards are spilled on the ground her head is firmly attached and sports a magic optics system. A large jewel hangs around her neck and a ridiculously large sword lies a few feet away, obviously dropped in battle.

Harikēn TW
An obnoxiously large greatsword with an impossibly wide blade and long narrow handle. Made by upstart techno-wizards from the Baron of Charity with a panache for Golden Age styling this is a battle worthy weapon that can deal devastating damage or can literally cut through the air creating a massive concussion force. The swordsman can slice the air in front of them horizontally (cone) or spin three hundred sixty degrees to affect everyone around him (MBT) with the havoc power.
  • Damage: Str+d12, AP 16, MD
  • Min Str: d10
  • Weight: 8
  • Rarity: -1
  • Base Cost
  • Notes: Reach 1, two hands (Size 1 and above may use 1 handed)
1 xanthine gem (can store 10 PPE either donated by user or charging up 5 PPE/hour on a ley line)
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

Venatus Vinco wrote: Mon Aug 31, 2020 7:53 am Harikēn TW
An obnoxiously large greatsword with an impossibly wide blade and long narrow handle. Made by upstart techno-wizards from the Baron of Charity with a panache for Golden Age styling this is a battle worthy weapon that can deal devastating damage or can literally cut through the air creating a massive concussion force. The swordsman can slice the air in front of them horizontally (cone) or spin three hundred sixty degrees to affect everyone around him (MBT) with the havoc power.
  • Damage: Str+d12, AP 16, MD
  • Min Str: d10
  • Weight: 8
  • Rarity: -1
  • Base Cost
  • Notes: Reach 1, two hands (Size 1 and above may use 1 handed)
"OOOoooOOO. I NEED that sword... it will complete the look I need for my Human form... and allow me a way to defend myself in that form as well. I barely know which end of a gun to point at the enemy, but I do know how to fight up close and personal. That gem is nice and pretty, but I think someone else can use it better than me."

Switching quickly to his human form, Tiny Tim picks up the LARGE Greatsword that is about as long as he is tall and swings it around effortlessly. Strapping its scabbard to his back, the Hatchling seems to have a dangerous gleam in his eyes as he holds onto the sword in his hands and changes back to his natural form, cradling the AP Grenade Mars gave him.
Last edited by Tiny Tim on Tue Sep 01, 2020 9:13 am, edited 1 time in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Mars is, for once, more concerned with the body than the goods around it. "This one died fighting, likely fighting the beasts we vanquished in the first few rooms..."

Her eyes snap up to the portal and she brings her pistols around, pointing them at the swirling mass. "Close it or destroy it or explore it, but this portal is a problem. If creatures could get through to kill this warrior, they could yet get through to attempt to kill us."
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

Minnesota wilderness/Tolkeen bunker
Afternoon
Round 0

Caine considered the containment cubes, and the explosive given to Tiny Tim. He didn’t understand magic, but if it was contained, it was safe, at least safer than whatever else might be free down here. “Hold off on blowing it just yet, dragon,” he told Tim. “They’re contained for now. We can blow it on the way out and take care of them then.”

Caine moved with the rest of the group to the last door. “Fuck…” he muttered as the swirling portal to the nether regions was revealed. “God, I hate magic…” This wasn’t something that a laser bolt in the head could stop. He was out of his depth.

“No. We definitely don’t want to see what’s on the other side,” Caine told Mars.

They inspected the body, and the dragon gushed over the giant, impractical sword, turning into human form and swinging it around.

“Watch where you swing that thing!” Caine warned, ducking under the sheathed blade. “Let’s strap a bunch of explosives to the body and throw it through the portal. Otherwise I got nothing. This is a magical problem.”
Turn
Free Action:
Action:
Move:
Loot
6 Coalition ranger ID tags
2 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 1/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 29/30
  • 2 x spare short clips 30 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Rapid Fire: Increase ROF +1
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Woolsy
Posts: 24
Joined: Mon Jul 20, 2020 7:41 pm

Re: Chapter Four: Minnesota Wilds

Post by Woolsy »

Woolsey understood @Erebus Caine’s “love” for magic all too well. A life time ago during the war he had seen the horrors magic could wrought. Since then he had made it his mission to uncover its secrets and protect the good folks in North America from its horrific power. Before entering he let his psychic energies wrap themselves over his body protecting him against any magics that might be lurking. Visibility the large yeti like creature took on a soft blue hue.

At a cursory glance the room seemed empty, but as a trained investigator with an unhealthy dose of curiosity he stepped into the room in an an attempt to uncover more clues about why the portal was here, and how to shut it down.
As he trained his arcane eye upon the room he grumbled, “Do you feelz it? L’appel du vide... Call of the void.”
Notice 10 for clues, Occult 9, active power kn Arcana
Notice: alertness, investigator: (+4 bonus): 1d8! 1d6!: [6]+[3] = 9
Kn Arcane: 1d8! 1d6!: [8!, 1]+[4] = 13
Activate a power (Innate Action thanks to adept): Mega arcane protection
Psionics 1d10! 1d6!: [8]+[4] = 12
3 Rounds left on Detect arcana (rolled a 5)
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Exalted Detect Arcana (Examine the portal)
Cost: 2 PPE
Duration: 10 rounds
Spellcasting: 1d10+1: [3]+1 = 4
Wild Die: 1d6+1: [6]+1 = 7 , Ace 1: 1d6!: [6!, 4] = 10
Total: 17

Occult: 1d10: [5] = 5 (Figure out what's needed to close the portal)
Wild Die: 1d6!: [3] = 3


PPE: 16/20
Bennies: 3

"Damn it!" Tex exclaims as the door opens and he sees the dimensional portal. "How the heck did these guys keep this portal open so far from a ley line." Is there some sort of techno-wizard or magical item that is keeping this open?

The Ley Line Walker edges into the room, using his magical senses to examine the portal.

"No, it's not a rift, it's a deliberate opening to a shadow dimension. But that's quibbling over details at this point. At the end of the war, Tolkeen in desperation experimented with a lot of dangerous magic. As we can see, the people here have paid the ultimate price," the walker says to @Mars and @Icosa.

"Closing a rift or a portal can be done, but it can be an arduous task depending on it's characteristics," Tex continues. "This may take a ritual to give us enough influence over it."
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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

William looks over at the dead mage. Well that is a shame , I wonder if she was evil or just tied up with the losing side.
He looks at the band around her head and it glows with power. "Hey does anyone mind if I have the band on her head?"

William picks it up and tries it on his head. "This is cool."
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

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

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

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

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

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

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Icosa
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Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Four: Minnesota Wilds

Post by Icosa »

"Oh! I've never seen a rift closed before!" Icosa enthuses brightly.

"Yes, please do that! Is there anything I can do to help? Or...is this a too many cooks thing that I should just stand to one side and watch?"
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

William Rufus wrote: Tue Sep 01, 2020 5:30 pm William looks over at the dead mage. Well that is a shame , I wonder if she was evil or just tied up with the losing side.
He looks at the band around her head and it glows with power. "Hey does anyone mind if I have the band on her head?"

William picks it up and tries it on his head. "This is cool."
Having been focused on the portal up to now, Tex glances at the dead body. Has the tell-tale signs of being a shifter. "What band? " Tex asks, he looks at the shifter's equipment. "Giant over compensating sword, a communication band, and a pendant of some sort." He does a double take at the gem and then looks down at the ring on his own finger. What are the odds? He looks down at the gem on the ring he has, flawed and discolored by the partially successfully enchant process. "By all means, if you can use that TW device take it, " Tex says to@William Rufus . "May I see the gem, I can tell it has some magical qualities, it may have been a tool to help control the portal," Tex says trying to dampen any excitement in his voice.

To @Icosa , Tex says, "If we do need to setup a ritual, we will need to set up a magic circle, I could use some help organizing the ritual objects, they have to be set precisely to properly energize the magic."
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

"I know a little bit about the Occult, but I think I would be of more help protecting those performing the Ritual in case more of those Shadow Beasts should show up either via the Rift or are hiding somewhere else in this Bunker."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Four: Minnesota Wilds

Post by Icosa »

Icosa gave Tex not one but TWO thumbs up.

"That is so perfect," she said brightly, "because I am super good at organizing things. You just say the word and I will help you out."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

William looks to Tex and then ask pointing to the ceiling, "Do you want me to ask the big guys for help. If so I should be pretty specific like how do we close the Rift or stop the shadow creatures from coming into this bunker?"

William will use his abilities to seek divine intervention to help his team.
Success 5
OOC Comments
Divination power without using ISP or PPE. Each time he uses it, he must make a Vigor roll to resist gaining a level of Fatigue if they decide to use the following rolls
Lords of light send us some guidance on how we mak close this rift or how to stop the shadow creatures from coming back into this bunker.
Vigor d6
Vigor 1d6!!: [5] = 5 Success
Wild Dice d6
Wild Dice 1d6!!: [3] = 3
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

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

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

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

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

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

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

Minnesota wilderness/Tolkeen bunker
Afternoon
Round 0

Erebus Caine stood back, seeing the others setting up for a magical ritual. He wanted no part of that. Yes, he wanted the portal closed. The world would be safer. But he didn’t like this messing with magic.

“Call me if you need me,” Caine told Icosa. “I’ll be topside building a pyre.” Shouldering his rifle, he headed for the bunker exit.

OOC: Caine will come back if there is trouble that needs shooting. Otherwise he’s going to be making funeral arrangements, and keeping an eye on things outside the bunker.
Turn
Free Action:
Action:
Move:
Loot
6 Coalition ranger ID tags
2 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 1/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 29/30
  • 2 x spare short clips 30 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Rapid Fire: Increase ROF +1
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Mars watches @Erebus Caine go and briefly considers following. Ultimately, the danger is here, and so she stays.

"Do not die, Caine," she calls after him.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

It doesn't take long for the group to piece together a semblance of what has happened. This portal to the shadow planes was used to summon beasts used by Tolkeen during the war. At some point, as often happens with summoners, Tolkeen lost control of their beasts and disaster ensued. However, it is unlikely this shifter opened a permanent portal to the shadow world, most likely it already existed and the Tolkeenites took advantage.

To leave it unattended would mean more beasts, or worse, could come through. To try and close it would no doubt draw the attention of the powerful shadow lords, who would not take kindly to severing their connection to this reality.

After examining the portal, and the Shifter's notes, Tex thinks he can close it - but it won't be easy. Alternatively, the group could leave and lock the door behind them.
Closing the Portal
Alter the Portal from Permanent to Diminishing, 20 PPE and Spellcasting at -3 over 3 rounds (Permanent>Stable>Dminishing).

The Shadow Lords may try to defend their portal sending things through to take care of the caster. It would be wise to have protection.

Once reduced to Diminishing the portal will take 1d4 rounds to close permanently.
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Mars looks around, seeming confused. ”So, what are we waiting for, then? We turn this off, yes?”
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

"I will transfer what is left of my available magical energy (5 PPE) to Tex and then get ready to defend us from anything those pesky Shadow Lords will send through that portal. If anyone has a spot light or similar item, shining it at the Rift might weaken whatever gets through... or at least make them easier to spot whatever comes through."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Mars hops on the radio, "@Erebus Caine, you are needed back here. The magicians are going to attempt to close this portal, and it seems we may come into conflict with more of those shadow beasts when they do."
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Round 1
Spellcasting: 1d10!-2: [7]-2 = 5 | +1 from ring, -3 difficulty
Wild Die: 1d6!-2: [3]-2 = 1
Cost: 20 PPE (5 from Tiny Tim, 5 from William Rufus, 10 from Tex)

PPE: 14/20
Bennies: 3

"Once we start, we are going to attract the attention of whatever is on the other side," Tex says to the team. He jogs back out of the bunker and gathers the ritual materials he needs from the APC.

Upon his return, he hands the bag over to @Icosa. "Here I'll direct you on where to place the items."

The mage pulls out a piece of chalk and draws a circle onto the floor, then a five point start within in it. He rubs out parts of it and redraws its to make sure it's straight. "Put the candles on the inner points of the pentagram in the center of the circle. Make sure not to disturb the chalk. Then put the small bowl and incense into the small triangle pointed towards the portal."

He moves over to @Tiny Tim and @William Rufus, "William, were you able to divine anything useful for our ritual?" He looks back at the portal and then towards the pair, "I will need your help to fuel the ritual, as I begin chanting you will feel a pull upon your mana from me, relax your mind and will and let it flow towards me."

Tex moves to his portion of the circle and lights the candles and incense. He begins his chant to alter the characteristics of the portal, imposing his will on it to destabilize and close it.
Dice rolls
1d10!+1: [6]+1 = 7
Last edited by Tex Arcana on Wed Sep 09, 2020 10:01 am, edited 2 times in total.
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Ajax grits his teeth and checks the safety on his CP-40. "Hopefully, this will be proof enough against anything that may try to slip through."
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Icosa
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Location: 1st SET

Re: Chapter Four: Minnesota Wilds

Post by Icosa »

Icosa follows Tex's instructions meticulously, and while she has many questions she also intuits that this is probably not the best time. Instead she focuses on simply observing every element of the ritual, from his drawing the circle, to her own actions distributing the objects, and to the performance of the incantation and rites.

She also checks the safety on her laser rifle, ensuring that it's ready to fire.

"If I call out 'fire in the hole,' it means I'm going to toss a flare," she says to everyone. "You should close your eyes briefly if you hear it."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

Putting his paw carefully on Tex's shoulder, Tiny Tim wills over his remaining usable magical energies before slinking over near the portal, hiding and ready to protect his friends.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

Minnesota wilderness/Tolkeen bunker
Afternoon
Round 0

“On my way,” Erebus acknowledged Mars. A few moments later he was back in the portal room and readying his laser rifle. “I won’t let anything out of the room if you guys protect Tex,” he said. He wasn’t going to try and crowd further into the room as long as he had a good field of fire at anything that came through the portal.
Turn
Free Action:
Action:
Move:
Loot
6 Coalition ranger ID tags
2 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 1/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 29/30
  • 2 x spare short clips 30 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Rapid Fire: Increase ROF +1
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Dark Shadows
  • Shadow Beasts!
  • Oh (Shadow) Lord
Image

Tex begins the ritual to permanently close the portal to the Shadow dimension. Tiny and Rufus Join in, merging their own mystic power with the ley line walker to create a large enough force to counter the permanent magics of the portal. Things go well and the portal begins to swirl and the edges slowly fade. Suddenly, Tex feels an opposition force from the other side. Whatever Shadow Lord lays claim to this portal is defending his turf – physically and metaphysically!

The portal swirls violently and a pack of Shadow Beasts emerge, their lifeless eyes set on tearing Tex limb from limb! Fortunately, his companions are present to defend him. Otherwise, his concentration would break and the portal would remain open.
Tex - Opposed Roll 4
A Shadow Lord is actively working against you to keep the portal open! The -3 penalty is still in effect.
Shadow Lord 1d12!! / 1d6!!: [1]+[4] = 5
As the snarling Shadow Beasts pounce the team moves to defend!
Dangerous Quick Encounter at -4
This is a combat Quick Encounter: Fighting, Shooting, Arcane Skill.

If a character fails his roll in a dangerous situation he takes a Wound (or d4 Wounds
with a Critical Failure). If he’s the driver of a vehicle, it takes a Wound (or d4 with a Critical
Failure). Wounds may be Soaked as usual. Success means the hero emerges with only
Bumps & Bruises (page 125), and a raise means he escapes unscathed.

One success per player is needed or Text will take a hit and have to roll to keep concentration or lose control of the portal. The roll will be Spellcasting, with a penalty equal to the number of failures (i.e. there are 7 heroes defending Tex if 5 fail the penalty is -5).

There will be another Quick Encounter next round as the beasts pour from the portal
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Tex Arcana
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Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Spellcasting: 1d10!-2: [5]-2 = 3 vs opposed 7 (+1 from ring, -3 situation)
Wild Die: 1d6!-2: [2]-2 = 0

Spending a benny

Spellcasting: 1d10!-2: [3]-2 = 1
Wild Die: 1d6!-2: [6!, 4]-2 = 8


PPE: 4/20
Bennies: 2


Tex sees and feels the portal beginning to alter to his will. Yes! he thinks to himself. "It's working!" he says during a pause in the ritual. His exaltation is cut short as he feels a surge of resistance. "Be ready! Something is fighting me. Keep them off me for a little while longer." He pushes his will into the magic. Close damn you!
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Tiny Tim
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Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

FIghting 7
FIghting (-4 due Difficulty, +2 due Sneak Attack... so -2)
  • Fighting: 1d8!!-1!!: [4]-1 = 3 -1
    Wild: 1d6!!-1!!: [1]-1 = 0 -1
    Bennie Reroll
      • Fighting: 1d8!!-1!!: [9!!]-1 = 8 -1
        Wild: 1d6!!-1!!: [2]-1 = 1 -1
    Result: 7 - Success with Raise
Seeing the Shadow beasts come through the Rift, Tiny Tim pounces on the first one to fully form on this side and stands on it as his claws pierce its continually dieing body.

"I have one mortally injured here. If someone with a Laser would just shoot it so it can't regenerate, it would be helpful."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Ajax
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Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Fighting, 1 success
Fighting: 1d10!!-4: [7]-4 = 3
WD Fighting: 1d6!!-4: [5]-4 = 1
Benny Fighting with Elan: 1d10!!-2: [7]-2 = 5
WD Benny Fighting: 1d6!!-2: [2]-2 = 0
Ajax wastes no time with pleasantries. The moment the shadow beasts break the plane into their side of the portal, he begins flailing about with his greatsword. He clips several of the beasts on their way in, weakening them temporarily until someone with lasers or light can finish them off. Despite his vicious attack, the beasts manage to strike him once or twice, giving him a small degree of pause as he continues his onslaught.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Mars
Posts: 177
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Re: Chapter Four: Minnesota Wilds

Post by Mars »

As the beasts begin to pour through, Mars drops any pretense of civility and spins into a battle lust.

Her two pistols, one spouting magical fire the other a steady stream of lasers, cut through the darkness of the shadow beasts.

Shooting 1d10!, Wild 1d6!: [3]+[4] = 7
-4, offset 2 from Gun Nut
Time for a Benny Reroll 1d10!, Wild 1d6!: [1]+[1] = 2


Unfortunately, she gets a little too carried away in her deadly dance, and she wanders to close to the mix of magics while pursuing one of the creatures. The shadow magic mixed with Tex’s magic and with her own power create a backlash, and it tosses her aside like a doll. She crashes into the wall with a sickening “crunch!” and lays as if dead.

Wounds: 1d4!: [2] = 2
Soak Soak 1d10!, Wild 1d6!: [4]+[1] = 5


After a moment, she lets out a low groan and stirs; still alive.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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William Rufus
Posts: 164
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Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

Faith 7 Success
OOC Comments
Faith
d10
Faith 1d10!!: [1] = 1
Wild Dice
d6
Wild Dice 1d6!!: [5] = 5

Spending a Benny to reroll
Faith
d10
Faith 1d10!!: [3] = 3
Wild
d6
Wild 1d6!!: [2] = 2

Spending a Benny to reroll
Faith
d10
3 Faith 1d10!!: [6] = 6
wd
WD 1d6!!: [4] = 4
6 -4 Penality +2 Celestial +1Staff, +1 Faith Rolls
Lightning flashes from his hands as he raises his Drain blade and Staff. The cone of energy seems to be Brighter and larger than normal. Then strike the rift with solid hits. not able to see the effect of the cone on the other side of the rift. but he lets out a silent prayer, "Gods of light please guide my strike to aid the others."

Edges
Champion: +2 damage vs. supernaturally evil creatures.
Blaster: When using at least one Mega Power Modifier in conjunction with the blast, bolt, burst, or damage field powers increase the damage dice from d6 to d8. Armor Piercing grants an extra +1 AP.
Special Power Modifiers
CELESTIAL SILVER:
SOUL BLAST 3 PPE for 15 AP +1 AP=16 AP
Modifiers: 3d8 burst DAMAGE (+2): +2 Champion,+4 for damage,
= +8 damage


William sends a burst cone of Celestial Lightning into the Rift
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

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

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

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

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

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

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Icosa
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Re: Chapter Four: Minnesota Wilds

Post by Icosa »

Amidst the chaos, Icosa sighted down her rifle carefully, waiting for the bulk of the creature to clear friendlies before opening fire. Lines of coherent light tore the air apart in ruler-straight hashes through the doorway, carving huge chunks of shadowstuff from the monsters coming forth.

"Mars, do you need assistance?" she radioed with eerie calm as another laser blast ripped a hole in a beast and sent it dissolving back into thick smoke. "I'm covering you, but if you need help moving I need to know."

Rolls: Shooting 7
Shooting laser rifle (-4 situation, +2 vulnerability) 1d10!!: [7] = 7 Wild 1d6!!: [1] = 1
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Woolsy
Posts: 24
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Re: Chapter Four: Minnesota Wilds

Post by Woolsy »

Woolsey analyzed the situation. Magic portal... Tex is on it. Shadow beasts spewing forth, the rest of Fortuna has them beat...

Woolsey was about to expound upon the horrors of the shadow realm as reported by J.R. Dilinger in his Treatise All Things Dark Go Bump. But @Mars lying still on the ground not more than six strides away caused the giant to draw his blade and leap to her side as the shadows descended roaring, “Miss Lace!!”

In his right hand he brandished a blade of pure silver that as it cut into the flittering shadows they withered And seemed to freeze momentarily at each strike until finally the two that had come to claim the fallen crazy. With his left he gingerly checked Mars for broken bones. Not something easy for a hulking massive Sasquatch whose finger was nearly the size of her head. And yet the gentleness in which he tried to see if she was going to survive while fending off the shadows betrayed just how worried he was about her.
Fighting 8
Fighting -4+2 for monster slayer and arcane protection. 1d10! 1d6!: [3]+[6!, 4] = 13
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Erebus Caine
Posts: 121
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Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

Rolls For Erebus Caine
Success and a Raise!
Shooting d12+2
Shooting 1d12+2: [7]+2 = 9

Wild Dice d6
Wild Dice 1d6!!: [5] = 5

Thanks, William! I'm just going to co-opt this post for Caine's post, then the post counts stay accurate. Thanks again!

Minnesota wilderness/Tolkeen bunker
Afternoon
Round 1

Erebus Caine just calmly stood in the back line. He took his time, lining up shot after shot at the shadow beasts, targeting those not engaged with his companions. Lasers punched holes in the shadow stuff. Occasionally Caine paused in his deadly barrage to pull out his side arm and end a shadow beast lying wounded by his companions that couldn’t finish them off. Then the deadly target practice continued.
Turn
Free Action:
Action:
Move:
Loot
6 Coalition ranger ID tags
2 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 1/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 29/30
  • 2 x spare short clips 30 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Rapid Fire: Increase ROF +1
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
Dice rolls
Wild Dice 1d6!!: [5] = 5
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Tex Arcana
Posts: 147
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Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Concentration Check
Spellcasting: 1d10+1: [4]+1 = 5
Wild Die: 1d6!+1: [3]+1 = 4

Tex, constrained by the circle he's drawn, gets jiggy with it trying to avoid stepping outside the circle and the deadly Shadow Beast's claws.

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Venatus Vinco
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Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Hello Darkness My Old Friend
  • Oh (Shadow) Lord
Image

Shadow Beasts pour from the portal, attacking with savage ferocity! The gallant members of Adventure Incorporated rally to protect their ritualist from the onslaught. Lasers, rail gun fire, and magic bolts make a deafening and blinding cacophony in the small confines of the bunker. On more than one occasion a beast looks to break through and rend Tex limb from limb, only to be cut down by one of his protectors.

The portal begins to wax and wane, pulsating with dark energy. All the shadows in the dimly lit bunker start to be pulled into the swirling gateway. The absence of both shadow and light make the bunker appear errierly unnatural.

Suddenly a great crashing comes from behind the team as the glass in the containment units behind them breaks and swirling formless shadows come leaking into the room – all of the dark energy begins to coalesce into a humanoid form. As a dark figure takes shape it emits a horrible shriek and lashes out with long tendrils of darkness. Each one wrapping around one of the heroes and taking them into a dark embrace.
Shadow Lord
Your are wrapped in the shadowy tendrils of a lord of darkness. Make a Spirit roll at -2. AS you do recount your heroes worst nightmare as the thing penetrates into the dark corners of your minds.

This is not a Fear check. Instead, Failure results in an Enemy Major (Shadow Lord) Hindrances as it marks you with a stain on your soul.

Critical Failure, well don't do that. The portal is closing and it will pull you in with it.
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Tiny Tim
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Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

Spirit 3
Spirit at -2 (Difficulty)
  • Spirit: 1d6!!-2!!: [2]-2 = 0
    Wild: 1d6!!-2!!: [3]-2 = 1
    • Bennie Re-Roll
      • Spirit: 1d6!!-2!!: [4]-2 = 2
        Wild: 1d6!!-2!!: [2]-2 = 0
      Bennie Re-Re-Roll
      • Spirit: 1d6!!-2!!: [3]-2 = 1
        Wild: 1d6!!-2!!: [3]-2 = 1
      Bennie Re-Re-Re-Roll
      • Spirit: 1d6!!-2!!: [5]-2 = 3
        Wild: 1d6!!-2!!: [5]-2 = 3
    Result: 3 - Fail.
    • Enemy Major (Shadow Lord) Hindrances as it marks you with a stain on your soul.
The dark tentacle wraps around Tiny Tim and he is temporarily trapped in his own mind in his worse nightmare...

The tentacle seems to paralyze Tiny Tim and he can feel his magic being leached out of him by the tentacle. As he the tentacle feeds on his very essence, he can do nothing to it, and as he is being slowly devoured by the dark shadowy tentacle, Tiny Tim starts slowly shrinking. As he is being basically eaten while being held defenceless by the tentacle, all Tiny Tim can do is silently scream in his mind... helpless... not able to move... not even able to whimper… just... die...

With a shudder, Tiny Tim woke up out of the nightmare. The feeding on him by the Ghost Entity while in his egg had left its mark. Pushing those fears down deep, he gave his head a shake and got ready to help his friends

Unknown to Tiny Tim, the magical essence of his that Tex used to close the Portal to the Shadow Dimension held enough of his unique essence that the Shadow Lord could identify him... and set up enough of a link that his minions could track the little Dragon in the future...
Last edited by Tiny Tim on Thu Sep 24, 2020 5:32 pm, edited 2 times in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Spirit 1d8!, Wild 1d6!: [1]+[4] = 5


Lives flash before Mars and Lace. Her father, teaching her to sew. Her mother, teaching her to use a knife. Herself, leading marching legions in bloody combat. Scene after scene, moment after moment, and her mind is overwhelmed.

Everything goes blank. Just blank, and she is no one. No one of importance, no one to be remembered, no one at all.

The darkness closes in, and she begins to cry, not knowing which "she" she is at the moment.
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

Spirit 9-2=7
OOC Comments
Spirit d10
Spirit 1d10!!: [1] = 1
Wild Dice d6
Wild Dice 1d6!!: [5] = 5
Spending a Benny
Spirit 2
Spirit2 1d10!!: [3] = 3
WildDice
1d6!!: [5] = 5
Spending a Benny
Spirit3
1d10!!: [3] = 3
Spirit3
Wild Dice 1d6!!: [1] = 1 Wild Dice 1d6!!: [1] = 1
Wild Dice
Wild Dice 1d6!!: [3] = 3
Spent 3 Bennies have top buy 2 but bought 4

William sees the tendrils reaching for him but His armor flares to life along with his staff. They glow zapping the tendrils as they approach. Maybe the gods of light are looking after their humble servant. Thank you for your assistance to keep your servant from such evil.
Dice rolls
4 1d10!!: [9] = 9
4 1d10!!: [6] = 6
Wild Dice 1d6!!: [5] = 5
Last edited by William Rufus on Sat Sep 26, 2020 8:21 pm, edited 4 times in total.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

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

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

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

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

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

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Woolsy
Posts: 24
Joined: Mon Jul 20, 2020 7:41 pm

Re: Chapter Four: Minnesota Wilds

Post by Woolsy »

Spirit 1d8! 1d6!: [5]+[2] = 7 +6 from arcane protection (mega with raise).

The darkness has entombed my mind and body... It is taking me... Argghh...

It was this moment that stirred the memory, neigh nightmare of the last time the Sasquatch has been captured and his vow to never let it happen again. No! No! I swore upon my mother’s dead body, and the many CS soldiers that lain near bloodied and arms ripped from their body... I swore to find Commander Grimm and to never let myself be so captured!! No.... No!”
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Spirit success
Spirit -2: 1d8!!-2: [7]-2 = 5
WD Spirit: 1d6!!-2: [2]-2 = 0
His greatsword whirls and rends, catching as many beasts as he can reach. Then the crash of the containers behinds him catches his attention for a moment. That was all the shadow lord needed. The doors of the bunker slam shut and his allies are dragged through the portal to the shadow world. Ajax is left alone in the bunker. He sprints around the room looking for an exit, a door handle, or something else he can use to make his escape.
Trapped.
He slams his sword into the door, but it shatters. His railgun runs out of ammunition, but doesn't leave even a dent in the shell. He burns out his laser's batteries and sees not even a scorch mark as evidence of his efforts.
Imprisoned.
The feeling of hopelessness crushes down on him immediately. How could his life have ended this way? There is no glory in withering behind prison walls.
His hero's heart beats still in his chest. He pushes back against the overwhelming depression, finding that corner of his mind that refuses to accept this fate. He struggles against the lies of the shadow lord.
The shadowy facade eventually falls as he rejects the fears planted in his mind. "I cannot be shackled! Release me!" With a pop, the portal closes.
"I have had my fill of this place. Let us be gone."
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Spirit: 1d6!-2: [3]-2 = 1
Wild Die: 1d6!-2: [2]-2 = 0
Looks like a new enemy for Tex!

Occult: 1d10!: [4] = 4 | Try and use Tex's spirit failure to learn the identity of the Shadow Lord since it was in his mind.
Wild Die: 1d6!: [3] = 3


The Ley Line Walker constrained by the circle of his own creation, stares in horror as he sees the tentacle of darkness weave through a smudge in the circle. Tex feels the tendril slowly wrap around a leg, then around his chest and head. He hears a low, raspy voice in his mind. I will not forget this mageling. We will meet again and you will regret your actions this day.

Tex tries to resist, but quickly realizes that he can't split his attention to block the Shadow Lord and closing the portal. He feels the mark the monster puts upon him and shudders. Through gritted teeth, he defiantly says, "One day, but that is not today! BE GONE!" The mage lowers his crossed arms savagely, slashing his arms to his sides to sever the portals ties with the world.
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

Spirit 3; Fail
-2 difficulty
Spirit 1d6!!-2: [5]-2 = 3
Wild 1d6!!-2: [4]-2 = 2
Last benny for a reroll
Spirit 1d6!!-2: [3]-2 = 1
Wild 1d6!!-2: [5]-2 = 3
Minnesota wilderness/Tolkeen bunker
Afternoon
Round 0

Erebus Caine heard the explosion of the glass containers behind them, and the darkness that swirled into the area. “I knew we should have blown those damn things up,” he muttered as something coalesced from the darkness, tentacles of shadow wrapping around him, and darkness claimed him.

Caine awoke in the night. Something was...wrong. It was too quiet. He heard a dog bark -- but then it was cut off, unnaturally short. Caine reached over and put a hand on his wife’s shoulder, giving her a shake.

“Eve,” he said, his voice a low whisper, “get the kids. Go to the cellar.” He threw off the bed sheets.

Eve was already awake. “What’s wrong, Erebus?” She was already moving for the door to get the kids.

“I don’t know.” Caine pulled on some pants and grabbed his laser rifle. He handed his sidearm to Eve. She was just getting Ben and Lucy out of their rooms when the front door burst open. Lucy gave a scream. The bolt from Caine’s rifle took the breacher in the chest. Who was this? All black armor that was all too familiar to him. No unit insignia. No faces.

Eve returned fire. “Go!” Caine yelled at her. She turned, grabbing the kids to race for the back door and the cellar bunker just outside, but that door burst open with another tactical team.

Caine laid down covering fire at the front of the house.

“Erebus! We’re pinned down!” Eve yelled at him.

“Get down! Stay low!” He picked off two of the invaders from the back of the house. There were too many. He could hear more outside, at other houses in the village, screams as people died. Why were they doing this!

Caine dropped his rifle, grappling with one of the men. He yanked the vibro-knife from the man’s belt and stabbed it through his armor. His hand closed on a black piece of cloth and it tore away, revealing the insignia.

This was his own unit!

“Caine! Grenade!” Eve yelled.

Erebus turned, seeing the round object bouncing along the floor between Ben and Lucy. He ran, mentally counting down the time in his head. Too late! He was too late!

Eve dropped, throwing her body on the grenade. There was a dull thump, and Eve jerked into the air and lay still.

“Nooo!” Caine screamed.

Lucy sobbed, throwing herself over her mother.

Ben picked up Caine’s pistol, tears flowing down his face. He pulled the trigger, sending aimless laser bolts down the hallway toward the invaders. Caine watched as a laser bolt passed through his son’s head.

A giant dog boy raced down the hall, snarling. Caine could only watch as its claws slammed through Lucy’s tiny body, felt the spray of his daughter’s blood on his face.

Caine leapt, ramming the vibro-knife into the dog boy’s throat, screaming, his voice hoarse. He rode the beast to the floor, falling next to his wife. A laser burned through his shoulder, another into his side, one from behind through his lung. He gurgled, staring hate at men he had served alongside, before the world went black.

In the bunker, Caine screamed in agony as he relived the nightmare that woke him almost every night.
Turn
Free Action:
Action:
Move:
Loot
6 Coalition ranger ID tags
2 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 0/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 29/30
  • 2 x spare short clips 30 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Rapid Fire: Increase ROF +1
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Icosa
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Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Four: Minnesota Wilds

Post by Icosa »

Shadowy tendrils undulated out and twined around Icosa, who watched with interest. Immediately anomalous data began to appear in the android's programming. In far less than a second she isolated the affected areas of her memory and designed software firewalls to prevent the data from spreading beyond those nodes. Some system analysis showed that the data corruption appeared to target memory addresses correlated with what one might call 'adverse' or 'unpleasant' content. Like many 'viruses,' it seemed to be designed to spread and replicate, seeking to replace other memory addresses with weaponized versions of the original data.

It was fortunate, Icosa reckoned, that her anti-hacking internal security was well designed...and more than a little disquieting to discover that this strange entity was capable of launching such an attack. More research was needed.

Rolls
Spirit (-2penalty) 1d8!!-2: [6]-2 = 4 Wild 1d6!!-2: [11!!]-2 = 9
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
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Venatus Vinco
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Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Venatus Vinco »

Shadow Mark
As the shadowy tendrils embrace each of the heroes in darkness most of them manage to slip free of the ethereal grasps. Unfortunately, Tex and Tiny find themselves being dragged toward the portal. As they resist the tug of the Shadow Lord they can feels its alien presence probing their minds and plumbing the depths of their souls - their minds being tugged toward the abyss just like their bodies.

Drifting closer to the apogee of the portal the pair manages to hold off long enough for the portal to close. The tendrils dissipate in smoky wisps as the connection to the shadow realm is severed. The two heroes stand up, mere inches away from where the portal once stood. It appears a bullet was dodged, yet something tugs at the dark recesses of their minds.
Shadow Mark
Reading your auras with detect arcana reveals a dark pall over your essence. You have been marked by the Shadow Lord and register as touched by darkness to those who can perceive such things. No doubt it will be able to sense your essence whenever it is near.
With the portal closed and all rooms looted the team now has time to deal with the remaining bodies - and the newcomer Sasquatch.
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Four: Minnesota Wilds

Post by Mars »

Lace breathes slowly, head between her knees. Coming out of it is almost like coming out of a hangover, except it happens faster (usually).

She has blood on her face. Is that hers? Has to be, right? They had been fighting things that don't bleed.

She leans back, looking up at the big shaggy newcomer with a soft smile and a quizzically raised eyebrow.

"You. I don't know you, I don't think. How did you know my name?"

@Woolsy
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Woolsy
Posts: 24
Joined: Mon Jul 20, 2020 7:41 pm

Re: Chapter Four: Minnesota Wilds

Post by Woolsy »

The big mangy fury beast rose off the floor. Was that really a shadow lord? He had a strong foundation in the occult having studied years prior to the war in the Tolkien Librarys. His eyes softened at @Mars or Lace’s question. How indeed did he know her? He had broken bounty hunter protocol and revealed too much too soon about one of his employers. Generally protocol dictated the subject or mark never know why they were being tracked. But in the heat of combat protocol had been pushed aside. Her psyche is too fragile for the whole truth... But at least she knows her real name, an interesting development.

He reached out to her to help her up to his feet and growled as friendly as possible, “It maybe that in addition to being contracted to locate the group known as Fortuna, a separate contract was issued to find you. And found you I did.” He gave a small sheepish smile lying was not his forte, and there was perhaps more to his story, but for now that was the truth he could give.
Mars’ Bounty
I was wondering how you might want to play this Timmy. I was thinking maybe a family member had approached Woolsey to “find” “Mars”. I am not too sure what Mars’ background was, but based on her Mars personality I was thinking it might be interesting if she was from some powerful family. Like what if she was a Dunscon?I am game for anything. Anyways if you want to let me know if you would like to explore this background hit me up on the boards or in discord. If not, I’ll just drop it.
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Tex holds his pose as he exerts his will upon the portal. As it finally collapses and cuts off the tentacle of shadow, he feels it dissipate. With the threat gone, his legs turn to noodles and he takes a couple of unsteady steps before settling heavily upon the ground. He catches himself with his arms so avoids knocking his head against the stone, but he still hits hard enough for him to exclaim, "Ufff!"

He stays there, head down, breathing heavy heavy, beds of sweat dripping off his head for a couple of minutes. Get off your butt, Tex. You did it, you shut the door, it was a small price to pay instead of allowing that thing to continue to have access to your world. Tex can't see it, but he knows the Shadow Lord left him a 'present' before he departed. It's given him a melancholy vibe. Yeah, yeah, if I keep saying it to myself, eventually I'll believe it too.

He lifts his head, "Anyone hurt?" He pulls himself up on his hands and knees then backs himself up into a crouch so he can stand. Still a little wobbly, he adds "I think that's my good deed for the month. Let's get the dead buried and get back on the trail. "

Tex joins the others in getting the bodies out of the bunker, he suggests, "We probably should burn the bodies. Put up a couple of marks, one for the Coalition troops, and another for the Tolkeen. We could leave their dog tags on them in case anyone actually decides to come look for them."
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Four: Minnesota Wilds

Post by Ajax »

Ajax nods at @Tex Arcana as he helps the mage off the floor. "Agreed. Let us bury the warriors with honor and take our leave. Rapidly, if possible."
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

Minnesota wilderness/Tolkeen bunker
Afternoon
Round 0

When the portal closed, Erebus Caine gasped for breath and retreated from the room, around the corner, and out of sight of the others. They didn’t need to see him like this. He stifled dry, heaving sobs, dry heaves, struggling to catch his breath after reliving the death of his family. He thumped his head painfully against the wall, just to give him some other pain to drive out the agony.

By the time the others emerge, Caine has composed himself, thankful for being locked in the helmet of his armor so no one could see him.

“I already took care of the Coalition dead,” he said. “Got their tags, and the pyre is burning outside. What you do with the Tolkeen bastards, I don’t care. But don’t you dare put them on the same fire as those brave soldiers of humanity,” he warned before stalking out of the god-forsaken bunker and into the sunlight, cursing magic and all mages. He watched the funeral pyre burn, not for the first time wishing he hadn’t survived the massacre of his family.
Turn
Free Action:
Action:
Move:
Loot
6 Coalition ranger ID tags
2 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 4/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 29/30
  • 2 x spare short clips 30 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Rapid Fire: Increase ROF +1
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Woolsy
Posts: 24
Joined: Mon Jul 20, 2020 7:41 pm

Re: Chapter Four: Minnesota Wilds

Post by Woolsy »

Erebus Caine wrote: Thu Oct 01, 2020 12:14 am
“I already took care of the Coalition dead,” he said. “Got their tags, and the pyre is burning outside. What you do with the Tolkeen bastards, I don’t care. But don’t you dare put them on the same fire as those brave soldiers of humanity,” he warned before stalking out of the god-forsaken bunker and into the sunlight, cursing magic and all mages. He watched the funeral pyre burn, not for the first time wishing he hadn’t survived the massacre of his family.
The big lumbering d-bee of a Sasquatch clambered after Cain. Probably the last thing Cain would want to see, but still there was something about the man that made the good natured Woosley approach. The 8 foot tall shaggy monster grumbled softly offering his services the ex coalition soldier, “If you ever need help tracking down their families to return the tags to them I’ll gladly offer my expertise. The tundra rangers in the north taught me well.” If indeed Woolsey was a tundra ranger, well just about everyone knew they always got their man.
User avatar
Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Four: Minnesota Wilds

Post by Icosa »

Icosa found herself surprised by Erebus' reaction. At a moment when the appropriate reaction seemed to be celebration, he seemed distraught. She looked at the other individuals in Fortuna that still lingered in the shadow portal chamber.

"Does Mr Caine need help? Normally I would just go after him, but he seems like someone who often prefers to be alone. I'm concerned about making him feel crowded. Anyway, all that aside..."

She gave a big thumbs-up gesture. Always a favorite.

"...good job, team! Way to get rid of that extradimensional overlap that was spewing alien beings into our reality!"
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Four: Minnesota Wilds

Post by William Rufus »

William is relieved that this seems over with. he looks around to see how his friends are and they look like they don't need him asking how is everything , so he doesn't ask.

He slowly moves dead bodies out of the bunker and sees Caine just handling the CS. He ask, "Caine , I am asking you because I'm not from here, but would it be appropriate to say something for the dead here? "

If so he bows his head and says, "Lords of light watch out for your departed, here as in other worlds and their familes that they left behind." If not he will silently say the prayer.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

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

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

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

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

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

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

"What are the appropriate thing to do to these other dead people? I know you humanoids have lots of different ways to dispose of dead people. Do we burn them, bury them, or try to embalm them? Mr. Caine... do you need any help with the bodies?"

Looking over to Mars, Tiny Tim tries to see if there is anything new that affected the Crazy.

"Mars... are you OK? You seem to be talking differently now... and Dr. Woolzey, is it? I think you should be careful around my good friend, or you may find yourself missing your hand... paw... whatever. She is not at her best, and you WILL be careful around her and not hurt her."
Last edited by Tiny Tim on Mon Oct 05, 2020 6:02 pm, edited 1 time in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Woolsy
Posts: 24
Joined: Mon Jul 20, 2020 7:41 pm

Re: Chapter Four: Minnesota Wilds

Post by Woolsy »

Woolsey noted how everyone came to the aid of the ex-CS soldier @Erebus Caine. Perhaps not so strange that on a day in yesteryear those now coming to Cain’s aid would have been bitter enemies fighting tooth and nail to kill each other. I will need to include their camaraderie in my next field report.
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

Minnesota wilderness/Tolkeen bunker
Afternoon
Round 0

Erebus Caine gave Woolsey a sharp look as the walking carpet approached him.

“If you ever need help tracking down their families to return the tags to them I’ll gladly offer my expertise. The tundra rangers in the north taught me well,” Woolsey said.

“I don’t need your help, D-Bee,” Caine snapped almost automatically, clenching his fist around the small bag of ID tags. He stared off into the flames of the pyre and took a breath. “But thanks,” he managed to say. “I still have a few contacts in the Coalition I can get to track down their numbers. But...I’ll let you know.”

William offered to say a prayer. Caine shrugged and didn’t stop the man, though he doubted anyone was listening. Proper religious rituals were usually done by the families. He’d never seen the Coalition Army give a D-Bee’s fart about last rights or whatever. They just shipped the body home in a body bag.

“Thank you,” Caine murmured to William, just staring into the flames.
Turn
Free Action:
Action:
Move:
Loot
6 Coalition ranger ID tags
2 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 4/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 29/30
  • 2 x spare short clips 30 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 10/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Rapid Fire: Increase ROF +1
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
User avatar
Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Four: Minnesota Wilds

Post by Tex Arcana »

Tex listens as the first few team members vote to go. His insides squirm a bit at the danger inherent if they choose to proceed and find the source of these strange worms. "My sense of this dimensional flux is that it's growing. It doesn't feel like it's going to end any time soon. As I mentioned before, our electronics are not going to be reliable in here. I am surprised the APC has made it this far. I am going to see if I can find a pistol or sub machine gun in our supplies. As well as some Machetes. I think we might have had some Big-Bore weapons and ammo back there, if any of you think you can use them proficiently."

Supply Roll (if needed): 1d12!: [3] = 3 | Looking for a Glock 9mm or Uzi 9mm, and a Rapier or Billy Club
Wild Die: 1d6!: [6!, 2] = 8
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Four: Minnesota Wilds

Post by Tiny Tim »

Erebus Caine wrote: Mon Oct 05, 2020 12:39 am
“I don’t need your help, D-Bee,” Caine snapped almost automatically, clenching his fist around the small bag of ID tags. He stared off into the flames of the pyre and took a breath. “But thanks,” he managed to say. “I still have a few contacts in the Coalition I can get to track down their numbers. But...I’ll let you know.”
"Ummm... Eberus... what are DB's, and why do you seem so mad at those who you call DB's?"
Tex Arcana wrote: Tue Nov 03, 2020 12:20 pm Tex listens as the first few team members vote to go. His insides squirm a bit at the danger inherent if they choose to proceed and find the source of these strange worms. "My sense of this dimensional flux is that it's growing. It doesn't feel like it's going to end any time soon. As I mentioned before, our electronics are not going to be reliable in here. I am surprised the APC has made it this far. I am going to see if I can find a pistol or sub machine gun in our supplies. As well as some Machetes. I think we might have had some Big-Bore weapons and ammo back there, if any of you think you can use them proficiently."
"Good idea, Tex... maybe I should see if we have any GRENADES in the APC that I can use... I don't think they are electronic enough to have problems. These things seem to be immune to my Breath, and I don't look forward to the idea of mixing it up with them tooth and claw. I am also not the most confident about fighting in my Human form. While I do have Environmental Armour that I wear in that form, all I would have to use that I know how to actually use is my new Sword... again being up close and personal with them. I think that I should fly just above the trees as we approach... maybe even carrying someone not too big who is more vulnerable while I do so."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

Size: Normal
  • +3 in Dragon Form, -1 in Human Form
Claws: 3d4 AP3 MDC
Combat Feats and Other Notes:
  • Dragon Form
    • Nimble (From Dragon Celerity)
  • Human Form
    • +2 Notice, Alertness, Danger Sense, Sixth Sense
Active Powers:
None

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
User avatar
Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

CS Occupied Minnesota/Ruins of St. Cloud, East of the Mississippi
Heavy Ley Line Activity
Round 0

Erebus glanced over at Tiny Tim. “D-Bee means dimensional being. Someone not from Earth,” he said. “Not human. And I’m mad because this is our planet, damn it. And then you all came and wrecked it. We’ve managed to claw our way back into some power, and now you want to eliminate us -- or worse, make us share it.”
Turn
Free Action:
Action:
Move:
Loot
2 CP-40 Laser Rifles
***

All electronic equipment is -2 to use.
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 4/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 29/30
  • 2 x spare short clips 30 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 9/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Rapid Fire: Increase ROF +1
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
User avatar
Icosa
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Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Four: Minnesota Wilds

Post by Icosa »

"Technically there are humans from other dimensions though, aren't there?" Icosa asks, having strayed within earshot. "And communities where native humans and extradimensional beings co-exist peacefully."

She considers, then asks, "Erebus, I'm sorry for intruding. When you have time and inclination, I'd like to speak with you. Not to try to argue with you, but because you know things I'd really like to learn. Would that be all right?"
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
Canteen
2 weeks rations
User avatar
Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Four: Minnesota Wilds

Post by Erebus Caine »

CS Occupied Minnesota/Ruins of St. Cloud, East of the Mississippi
Heavy Ley Line Activity
Round 0

“Race traitors,” Caine said to Icosa. “If they’re taking land from Humans.” He didn’t really know what to do with Humans who were from other dimensions.

“Sure. We can talk, Icosa,” Caine said. He was comfortable around her. She was Human, at least. “What do you want to know?”
Turn
Free Action:
Action:
Move:
Loot
2 CP-40 Laser Rifles
***

All electronic equipment is -2 to use.
Character Info
Pace: 8 (Run d8); Parry: 6 (7 with JA-11); Toughness: 15 (6)
Bennies: 4/3
Rifle Ammo: 38/60
  • 2 x spare long clips 30 each
Pistol Ammo: 29/30
  • 2 x spare short clips 30 each
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 3/4
Medi-Gel: 9/10
Wealth: d10
Encumbrance: 36.75/20 lb
Giant Killer: +1d6 damage when attacking creatures Size 3+
Nerves of Steel: Ignore 1 point of Wound modifiers
Aim: Spend entire turn aiming. On next turn, ignore up to 4 points of Range, Cover, Called Shot, Scale, or Speed penalties, or add +2 to the roll.
Assassin: They add +2 to damage rolls when foe is Vulnerable or have The Drop.
Danger Sense: When rolling for Surprise, add +2 to Notice roll to act in the first round. With a raise, start the encounter on Hold. In other situations not covered by the Surprise rules (a sniper shot, pit trap, poisoned drink, etc.), Danger Sense gives a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the hazard and take appropriate action. If this was an attack and the hero makes the Notice roll, the foe doesn’t get The Drop against him.
Double Tap: Double Tap can only be used with weapons that have a Rate of Fire of 1 and can fire two shots without needing to manually reload. It adds +1 to hit and damage at the cost of one extra bullet. This is per action, so a shooter can Double Tap more than once if she performs a Multi-Action. Double Tap cannot be combined with Rapid Fire. If used with a weapon capable of Three Round Burst, it adds +2 to Shooting and damage instead of +1 and expends six bullets.
Level Headed: Draw additional Action Card in combat.
Marksman: If don’t move in a turn and fires no more than a ROF 1 as first action, may add +1 to an Athletics (throwing) or Shooting roll, or ignore up to 2 points of penalties from Called Shots, Cover, Range, Scale, or Speed. This is a lesser version of the Aim maneuver and does not stack with it. Marksman doesn’t apply to additional attacks after the first.
Rapid Fire: Increase ROF +1
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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