Chapter Five: Running Man

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Venatus Vinco
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Chapter Five: Running Man

Post by Venatus Vinco »

Chapter 5: Running Man
  • CS Occupied Minnesota
  • Ruins of St. Cloud, East of the Mississippi
  • Heavy Ley Line Activity
PROGRESS MAP

It takes the team a few hours to deal with the remains, but once the pyres are burning they can’t stay too long, the smoke and flames will no doubt attract Coalition air patrols. As if on cue a few SAMAS units buzz overhead and veer off. No doubt a recon team is inbound. Loading up in the Mammoth the group presses westward toward the Mississippi.

Crossing the river will be no easy task, the Mammoth’s balloon tires will help but the river is massive, its shores swollen by the rising waters after the cataclysm. Some of the maps obtained in Lazlo and Escabana indicate there may be some narrow crossings in the old city of St. Cloud. However, the area is thick with ley line activity and is technically claimed by the Coalition Occupation force.

Treading carefully, Tex is able to guide the group by sensing ley lines and using them as mystical mile markers. The lines also serve to mask the group from Coalition detection. Before long the landscape changes drastically, instrument panels begin to go wonky, and electronics start to glitch. Tex can tell the area is in some sort of dimensional flux, not quite like a Fadetown but more like in between two places at once. The landscape is alien and bizarre with vines and growths that look metallic and organic at the same time.

Fortunately, eyes and ears still work fine, and the group is easily able to hear the screams of a man running toward them! The running man is wearing a tattered Coalition uniform and is covered in metallic/organic tendrils. He is desperately clawing at them to prevent them from entering his eyes, mouth, or ears. As he gets closer to the group a number of the tendrils slide off and swarm toward the heroes.
Dimensional Flux
All electronic and techno-wizardry equipment is -2 to use. Magic has the same instability as a ley line storm
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Woolsy
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Re: Chapter 5: Running Man

Post by Woolsy »

More than impressed by @Tex Arcana’s ability to lead the group through the wild Woolsey took to writing some notes about the groups psychological make-up while his robot horse galloped along. It had been some time since he had been able to dedicate himself to writing, and all too soon he had plenty to write about as the group travelled into some kimd of dimensional flux.

His wary eye cast about the strange landscape with a mix of wonder and curiosity, Some kimd of techno organic vines... Where have we found ourselves? His musings were cut short by the ragged soldier swarming with metallic tendrils. His rumbled his voice thick with his normal french accent, “ Je m'en charge, capitaine.” I got this one... A great purple and blue iridescent sludge formed over many of the tendrils. Not to forget about his own personal safety he grabbed his “new” techno wizard katana, and using his hairy thighs urged his robo horse to back away just incase the little silver devils escaped his ectoplasmic entanglement.

While he was a trained academic, and skilled bounty hunter he also happened to be a master Psionics capable of wrapping foes in an ectoplasmic sludge. Would it work on something so alien?
Action, Greater Arcane potection raise! Greater Entangle large burst success! Draw a katana, 16 isp. Sitting atop his robo horse move away.
Adept: Greater Arcane protection: 1d10! 1d6!: [9]+[5] = 14 , 3ISP, hostile powers suffer a -6 to affect him.
Psionics, 4 extra isp for a +2. Mega Entangle, +3 isp large burst, +4 greater entangle (-4 to escape, 10 hardness), base is 2 ISP. So 13 ISP. 1d10! 1d6!: [4]+[1] = 5 = Total 6.

Large burst over as many of the tendrils as possible. ENTANGLED: The victim can't move and is Distracted as long as he remains so.

Total ISP spent 16.
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Tex Arcana
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Re: Chapter 5: Running Man

Post by Tex Arcana »

Lore: Occult: 1d12!: [9] = 9 | Are the slugs being attracted to life/movement/magic/psionics?
Wild Die: 1d6!: [4] = 4

Survival: 1d4!: [2] = 2 | Are the slugs being attracted to life/movement/magic/psionics?
Wild Die: 1d6!: [6!, 2] = 8

Fighting: 1d4!: [1] = 1
Wild Die: 1d6!: [2] = 2
Damage: Whiff!

"Hey everybody, you may have noticed the changing flora or other changes in the landscape. We need to be careful, the dimensional barrier in this area is weak. I think our dimension is overlapping another. Stay close, or you may be suddenly separated by a greater distance than you can imagine. We need to move quickly out of this area," Tex says. "Magic is going to be unreliable and possibly dangerous."

He looks over at @Woolsy on his robot horse and waves him over. "I am not sure your tracking skills will be sufficient if you get dump on an another world."

As the screaming man comes in sight, Tex pulls his survival knife. He'll slash at any silver slugs that actually get close enough for him to use his knife, not trusting his aim while on the moving vehicle to use a pistol.
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Tiny Tim
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Re: Chapter 5: Running Man

Post by Tiny Tim »

Taking to the air, but not going above the treetops, Tiny Tim concentrates for a second, then takes a deep breath and BREATHES out on the metallic/organic tendrils.
Rolls
Psionics for Boost Athletics, Free Action due Adept
  • Psionics: 1d8!!: [7] = 7
    Wild: 1d6!!: [1] = 1
    Result: 7 - Success. Athletics -> d8. 1 ISP
Athletics for Breath
  • Athletics: 1d8!!: [12!!] = 12
    Wild: 1d6!!: [7!!] = 7
    Result: 12 - Success with Raise(s).
    • The poison vapour acts as a supernaturally potent irritant similar in effect to tear gas. Those caught in the area of effect without self-contained breathing and complete eye and skin protection (like Environmental Body Armor) must check Vigor at – 4 or be Stunned.
"Mars... err... Lace... You can catch a ride on may back or in one of my hands to keep you safe from those... things."
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
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Re: Chapter Five: Running Man

Post by Erebus Caine »

Shooting 12
-2 electronics, +1 trademark weapon, +1 scope, +1 marksman
Shooting 1d12!!+1: [10]+1 = 11
Wild 1d6!!+1: [11!!]+1 = 12
CS Occupied Minnesota/Ruins of St. Cloud, East of the Mississippi
Heavy Ley Line Activity
Round 0

When the SAMAS patrols screamed overhead, Erebus Caine walked over to a nearby tree and hung up the Coalition ID tags he had gathered. The incoming recon team would no doubt find them and notify the families. But it would probably be a good idea to make themselves scarce, lest they be blamed for deaths that occured years ago.

Crossing the mighty Mississippi was a challenge, but they managed it, and ley lines provided cover from Coalition patrols as they traveled. Then the landscape began to change, and Caine’s armor started to beep at him. He frowned and brought up the readings on the fritzing HUD.

“Great,” Caine muttered. His rifle and scope were acting up too.

And then the screaming man came, trailing techno-organic tentacles. “Fuck. Why is it always tentacles,” Caine muttered as some of the tentacles came toward them. The running man was a Coalition soldier, though, so Caine figured he’d better help the man.

Tex jawed at them about what was happening. “Less talk, more driving us outta here,” Caine snapped at the man, bringing his rifle up to fire on the tendrils.
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: 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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Re: Chapter Five: Running Man

Post by Icosa »

"I have grenades," Icosa reports as she sights down her rifle's scope at the incoming sluggy/leechy things, "but using one without hurting him would be...very difficult. Even so..."

She snaps off a shot, blasting one of the weird little critters with a flash of laser light.

"...taking them out one at a time isn't going to be fast enough."

Then Tim, the dragon, opened up with a blast of noxious fumes from his mouth, and Icosa paused to witness the results.

Rolls
Shooting (-2) 1d10!!: [2] = 2 Wild 1d6!!: [3] = 3

Agh, forgot the +1 to shooting from the multioptics scope! That hits with a 4 then on the wild.
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 Five: Running Man

Post by William Rufus »

William drives away at a pretty good clip from the bunker. He does not want to confront the CS again especially so soon after the last encounter. After a while William slows a bit down and takes a deep breath.
When he gets to the crossing point he is worried when systems start having problems. Then the outside looks bad and it seems to be affecting the equipment. Finally the world seems so strange. Gods of light what is wrong with this place?

The outside looks weird to him, he has never seen anything like this before. He ask, “Does this always happen with this area?” he continues to drive. “Thanks, Tex for the help. I have no idea about what the hell is going on.”
Tex
"Hey everybody, you may have noticed the changing flora or other changes in the landscape. We need to be careful, the dimensional barrier in this area is weak. I think our dimension is overlapping another. Stay close, or you may be suddenly separated by a greater distance than you can imagine. We need to move quickly out of this area," Tex says. "Magic is going to be unreliable and possibly dangerous."
Caine
“Less talk, more driving us outta here,” Caine snapped at the man, bringing his rifle up to fire on the tendrils.
Driving d8 9 Success and a raise
OOC Comments
1d8 Driving 1d8!!: [2] = 2
Wild Dice d6
1d6 Wild Dice 1d6!!: [9!!] = 9
William speeds up and he sees the Man but he is getting through this he will steer around this crazy man. but he speaks to the team, "I'm not stopping someone else can pick him up."
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 Five: Running Man

Post by Icosa »

Icosa looks back into the vehicle, surprised.

"We're not going to help him?"
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 Five: Running Man

Post by William Rufus »

William knows if he stops the whole lot of the team may not get going again. "If Timmy can have him. Grab him on the fly." Over the radio, "Timmy can you get the CS guy on the go?"
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 Five: Running Man

Post by Woolsy »

Woolsley heeds @Tex Arcana’s words and slows his horse, but as the vehicle looks to leave the man running from the silver tendril he roars up to @Icosa from his horse. “Now iz de time to getz him, we leave no onez behind. Selle ma petite dame!” Saddle up my little lady. He eased back in the saddle in case Icosa wanted to sit in front. His large gangly fury arms could still reach the reigns of his robo horse. Whether or not his ectoplasmic entanglement was successful the code of the Tundra Rangers bayed him to help those in need. He set his horse ready to charge forward at the next opportune moment.
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Five: Running Man

Post by Erebus Caine »

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

It looked like the walking carpet was going to grab the Coalition man. “If you need to, swing around and I can make the grab for him,” he told Tex. He levered open the door and attached a safety harness before leaning out.
Athletics 4
Athletics 1d8!!: [2] = 2
Wild 1d6!!: [4] = 4
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: 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 Five: Running Man

Post by Venatus Vinco »

Drive By Shooting
  • CS Occupied Minnesota
  • Ruins of St. Cloud, East of the Mississippi
  • Heavy Ley Line Activity
  • Dimensional Flux: All electronic and techno-wizardry equipment is -2 to use. Magic has the same instability as a ley line storm
PROGRESS MAP

The group is easily able to hear the screams of a man running toward them! The running man is wearing a tattered Coalition uniform and is covered in metallic/organic tendrils. He is desperately clawing at them to prevent them from entering his eyes, mouth, or ears. As he gets closer to the group a number of the tendrils slide off and swarm toward the heroes.

Woolsy immediately activates defensive measures to protect himself and then entraps many of the writhing tendrils in his psionic grip. The tendrils put up a fight but many are held fast by his psychic hold.

A few slip through and Tex slashes fruitlessly with his silver knife. Fortunately, Caine expertly picks off the few that reach the ley line walker. Flying above the fray Tiny drops a ball of poison, but that seems to do little to slow the things down. After seeing little result, Icosa picks off another one with her laser weapon.

William plans to just keep driving, he’s seen enough of this messed up new world. However, the others appeal to his more heroic nature and convince him to wheel around. He brings the mammoth around, squishing the entangled tendrils beneath its massive wheels and Caine brings the squirming officer aboard. Caine can tell the uniform and insignia are from the Rifts Control Study Group.

In the back of the Mammoth the team can see movement beneath the officer’s skin, there’s obviously things crawling around inside of him doing who knows what.
Extract the Worms
If you want to try and save him it’s healing or Science at -4. Support is allowed.
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Tex Arcana
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Re: Chapter Five: Running Man

Post by Tex Arcana »

Notice: 1d6!: [2] = 2 | Use Ley Line senses to find the closest direction out of the dimensional flux.
Wild Die: 1d6!: [3] = 3

Occult: 1d12!-4: [5]-4 = 1 | Support whomever is trying to treat the soldier.
Wild Die: 1d6!-4: [4]-4 = 0
If support has no penalty, then 1 success.

Tex slaps the back of the cab, and says over the radio @William Rufus , "William, slow down so @Woolsy doesn't have to gallop back to us, we don't know what this man's true condition is." What the heck are we going to do once we have him on board? I was lucky @Erebus Caine was close by to take out the worms that got on board. With all this flux going on, I don't dare do any magic, the cure might be worse than the disease.

Tex moves down the back of the APC getting ready help get the man onto it. He uses his Occult knowledge to help whomever is trying to get the worms out. But the squirminess almost gets to him. "Uh, maybe pull them out by their tails?"
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Mars
Posts: 177
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Re: Chapter Five: Running Man

Post by Mars »

Psionics 1d10!, Wild 1d6!: [8]+[2] = 10


Lace shades herself as if just waking up from a long sleep. Seeing what is going on, she waves her hand and a small glowing knife of pure energy appears in her hand. ”Someone just tell me where to cut.”
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
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Re: Chapter Five: Running Man

Post by Tiny Tim »

Psionics 6
Psionics (+2 due Major Psionic (+4 ISP))
  • Psionics: 1d8!!+2!!: [4]+2 = 6
    Wild: 1d6!!+2!!: [3]+2 = 5
    Result: 6 - Success. 9 ISP. Telekinesis
Using his mental strength, Tiny Tim mentally grabs each of the worms Cain extracts before they can hit someone, and hold them in place suspended in the air for them to be disposed of.

"Lace, I will hold them up here until you are ready to kill them."
Last edited by Tiny Tim on Sat Oct 17, 2020 12:23 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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Erebus Caine
Posts: 121
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Re: Chapter Five: Running Man

Post by Erebus Caine »

Healing 6
-4 difficulty, +4 support, +1 trauma kit, +2 medi-gel
Healing 1d8!!+3: [1]+3 = 4
Wild 1d6!!+3: [3]+3 = 6
CS Occupied Minnesota/Ruins of St. Cloud, East of the Mississippi
Heavy Ley Line Activity
Round 0

Erebus Caine cursed. Some of those work things had gotten beneath this poor man’s skin, inside him. Who knew what they were doing. Caine recognized the uniform. They were the crazy scientists that thought it fun to fiddle with magic. Caine often had to clean up their messes. Sometimes he thought they deserved what they got for messing with forces man was not meant to know.

“Hold still!” Caine told the man. “We’ll cut them out. You’re going to be okay.”

Caine grabbed his bag from under his seat and pulled out a trauma kit and a tube of medi-gel from it. He pointed to one of the squirming masses. “Cut there,” he instructed Mars. Her psi-blade as so sharp the flesh split like silk, leaving a clean edge that would heal better. Caine jabbed at the worm and flicked it out. “Kill it,” he instructed someone as he went after the next one, blood slowly starting to pool on the floor of the Mountaineer around them. He would have to worry about that when they got the things out.

When they had removed the worms, Caine started stitching the man back up with the medi-gel.
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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William Rufus
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Re: Chapter Five: Running Man

Post by William Rufus »

William hears the others ask him to turn around and go back. William slows down pulls the front brake on and lets the rear end drift and does a 180 and speaks "OK, Ok, but that guy is more than likely infected, and he might not like me trying to save his Life using my abilities. And if I use them in this area, it might take us all out."

"How is the patient? are there any more of his team? And how do we leave this plant Hell?"
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
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Re: Chapter Five: Running Man

Post by Woolsy »

Woolsy was not about to let two humans no matter how special they were perish under the mechanical worms’ onslaught. He galloped in after Cain on his robo horse ready and willing to pluck both with either hand as if they were weeds in an inhospitable garden.

“ TIENS BON!“ Just hang in there... A little longer.

No rolls made as the objective is complete. He does have arcane protection up (round 2)
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Venatus Vinco
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Re: Chapter Five: Running Man

Post by Venatus Vinco »

Drive By Shooting
  • CS Occupied Minnesota
  • Ruins of St. Cloud, East of the Mississippi
  • Heavy Ley Line Activity
  • Dimensional Flux: All electronic and techno-wizardry equipment is -2 to use. Magic has the same instability as a ley line storm
PROGRESS MAP

In the back of the Mammoth the team can see movement beneath the officer’s skin, there’s obviously things crawling around inside of him doing who knows what. Tex takes a quick glance but has little to offer in practical help. Apparently these creatures weren’t in his mystical lexicon. Taking the direct approach Mars calls forth her scalpel like psi-blade ready to cut—although it is not clear if she intends to cut out the worms or just hack the man to pieces. Fortunately, Caine has some field medic training and is able to direct the overeager surgeon. As each worm falls onto the deck plating Tiny lifts it into the air with telekinesis. Each one squirms viciously trying to get at the heroes and bore into them as well.

The man, wearing a CS uniform and a nametag that reads “Riley”, is obviously relieved that the things have stopped chewing his insides but he is still in bad condition. Caine can see Captain bars on the man’s uniform. An officer.

His eye snap open and he cracks, his throat raw from where the worms neutered it.

”My team! We have to get them. Stop the spread.”

He reaches into a uniform pocket and withdraws a data stick for a field computer before passing out again. The file contains information on a nearby Rifts Control Study Group field operation. Apparently, they were investigating the emergence of the alien flora and discovered something big. Unfortunately, that discovery is not in the file. The data is still on the main research computer at the site. However, the file does contain details of the site’s location. There were two dozen people on the research team and it looks likely only Riley escaped whatever befell them.
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Mars
Posts: 177
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Re: Chapter Five: Running Man

Post by Mars »

Lace scratches an itch above her bad eye and says, ”So? Is this the sort of thing we do? I am not afraid of a fight, and yet I don’t see the value in this. Maybe the Coalition team found something, but maybe not. They’ve been wrong plenty.”
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
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Re: Chapter Five: Running Man

Post by Erebus Caine »

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

Erebus Caine finally saw the captain’s bars on the man as he was handed the data card and the man passed out. “Figures the officer is the one to run,” Caine muttered. He figured he couldn’t really kill the man, given all he’d done to save him. “Stick him in the back to recover,” he instructed, before going to read the data.

“Oh, they found something,” Caine answered Mars, indicating one of the dead worms. “You saw what those things did to him. If anything, we should at least burn the place to the ground before these things get out,” he mused. “Who knows what else they do?”
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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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Five: Running Man

Post by Tex Arcana »

Can Tex tell how long this period of dimensional instability will last with his LLW abilities?
Ley Line Sense
A Ley Line Walker can sense a ley line within 10 miles, and he can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose).
"Trying to do anything while this dimensional flux is active will most likely get us killed or worse," Tex says.

If the flux is going to end soon(ish), he adds, "Things should return to normal within the next few hours." If he can't tell, he says, "This maybe best resolved by the Coalition using overwhelming force."
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Icosa
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Posts: 757
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Location: 1st SET

Re: Chapter Five: Running Man

Post by Icosa »

Icosa regarded the hovering worm and said, "This clearly requires investigation. In fact, I'd like to try something under controlled conditions."

She glanced around, then added with a wry smile, "Well, relatively controlled. I'd like to see how this process works. Please be prepared to remove it."

With that, Icosa holds out a hand towards the worm. Privately she was curious as to whether not these creatures could attack her, or if they required an organic, living host. That would do MUCH to inform her future actions regarding them.
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 Five: Running Man

Post by Woolsy »

Woolsey nodded in agreement with @Icosa. His lumbering shaggy head wooshed up and down. “ J'apporterai mes lumières.” He knelt near an inactive worm if possible, “Letz us seez where yuz been no?”

Being both a master psionic and a skilled tracker, during the war he had he had blended both giving him the ability to feel impressions about an objects past, assuming these creatures “dead” qualified as inanimate. If they were not wholly inanimate that would be equally telling.

After a second he grumbled, “Zez will take me 30 zecondz... Perhapz we can learn more if I readz its impressionz.”
He reached forward with one shaggy hand, and the other hand he stretched his fingers to the center of the group hopefully projecting what he is feeling. Focusing intently on the unmoving worm, he breathed, and as he exhaled he unleashed his psionic prowess upon it attempting to feel its past: tracing it for the last few years, especially focusing on the encounter with the CS and possibly its greater nest. One deep brown eye kept watch waiting for something to happen.

Object Read(2, with deep reading on a dead metal worm. With deep reading (line of sight +2), PSYCHOMETRIC PROJECTION (+2, displays what he sees and hears for everyone present).
Psionic roll 1d10! 1d6!: [4]+[6!, 4] = 14
With a raise he could go back 100 years, but he is really just looking at more recent events. Takes 1 min to skim 10 years.
@Venatus Vinco Not sure if any dead worms count as innanimate objects.
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Tiny Tim
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Re: Chapter Five: Running Man

Post by Tiny Tim »

Mars wrote: Thu Oct 22, 2020 5:03 pm Lace scratches an itch above her bad eye and says, ”So? Is this the sort of thing we do? I am not afraid of a fight, and yet I don’t see the value in this. Maybe the Coalition team found something, but maybe not. They’ve been wrong plenty.”
"I agree with Lace. We don't owe the Coalition anything, and they would kill me on sight if they saw me and knew what I am. I vote to keep moving on."
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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William Rufus
Posts: 164
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Re: Chapter Five: Running Man

Post by William Rufus »

William Rufus continues to drive but has Slowed down. He is listening to the talk and ask, "Is anyone going to make a decision? Should we drive close by to see if we can see any of them? Why are these guys here are they causing trouble?"

William waits and then speaks up again, "What is our Mission ? Is this part of what we are here to do?"

William thinks about the CS and how most of his group would be treated . then he remembers. "Go forth and save mankind on this World."

William takes a deep breath, "we will go in and investigate , Where did he say his team was and I would hold on to something."

Drive d8 +2
1d8!!: [3] = 3
wild dice
d6
1d6!!: [5] = 5 1
william heds the Vechile in the direction of the CS.
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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Venatus Vinco
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Re: Chapter Five: Running Man

Post by Venatus Vinco »

Tex Arcana wrote: Fri Oct 23, 2020 1:32 pm Can Tex tell how long this period of dimensional instability will last with his LLW abilities?
The dimensional instability has a strange permanence to it, it's also spreading! This is not the result of a ley line or rift but some sort of other type of portal or foothold from another dimension. Unlike Fadetowns that trade locations this seems more like another dimension encroaching on and actively consuming our reality.
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Venatus Vinco
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Re: Chapter Five: Running Man

Post by Venatus Vinco »

Icosa wrote: Sat Oct 24, 2020 11:25 am With that, Icosa holds out a hand towards the worm. Privately she was curious as to whether not these creatures could attack her, or if they required an organic, living host. That would do MUCH to inform her future actions regarding them.
The worm reacts to Icosa's presence but does not try to write into her ear or mouth to take her other. Instead it strains to get toward all the other organic targets in the back of the Mammoth.
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Venatus Vinco
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Re: Chapter Five: Running Man

Post by Venatus Vinco »

Woolsy wrote: Sat Oct 24, 2020 5:08 pm After a second he grumbled, “Zez will take me 30 zecondz... Perhapz we can learn more if I readz its impressionz.”
He reached forward with one shaggy hand, and the other hand he stretched his fingers to the center of the group hopefully projecting what he is feeling. Focusing intently on the unmoving worm, he breathed, and as he exhaled he unleashed his psionic prowess upon it attempting to feel its past: tracing it for the last few years, especially focusing on the encounter with the CS and possibly its greater nest. One deep brown eye kept watch waiting for something to happen.
Reading a dead body is normally a bad idea, this time it's even worse. As Woolsy probes the alien worm his mind is assailed by visions of an enormus writhing mass, as large as a planet, or maybe a whole universe. The images are bizarre and alien and the impressions are disorienting. Whatever this worm is, it is not a single entity but an outgrowth of a much larger much mre frightening reality.
Spirit Roll
Please make a Spirit roll at -2 to suffer a level of fatigue from the psychic shock.
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Venatus Vinco
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Re: Chapter Five: Running Man

Post by Venatus Vinco »

Hard Choices
As Riley rests on the floor of the Mammoth, stable but unconscious, the group researches their situation and debates the next course of action. Sadly, the group is torn with some wishing to render aid and others concerned that attempting to help the CS will just make things worse. It's a sticky situation.

As they debate, Tex, Icosa, and Woolsy try to find out more information (see replies above).
Stay or Go
No need to take this any further but I do need a course of action from the group.
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Woolsy
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Re: Chapter Five: Running Man

Post by Woolsy »

Spirit vs vision, -2: 1d8! 1d6!: [8!, 8!, 4]+[2] = 22

As the alien images project for the team to see, Wolsey’s mind struggled for a brief second to comprehend the enormity of what the tendril was connected too. But he had been through the horrors of the Juicer uprising and War of Tolkien and steadied himself against the assault upon his psyche. He growled, “Oh my... Wez must venture in and fidz the remainz of the Ceezez, if wez can save zem we muzt.” The giant hairy ape looked at the tendril with concern, ”I hate to seez anything die, but theze little creaturez may have to be an exception. Learning more aboutz zeez tendrilz may provide a clue to zer destruction.”

@Venatus Vinco curious hindrance, Tundra ranger code, pacifist minor.
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Erebus Caine
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Re: Chapter Five: Running Man

Post by Erebus Caine »

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

“Hey, be careful with those things!” Caine snapped at Icosa when she reached out for one of the worms. It was odd that it didn’t seem to react to her.

“Kill the things is my vote,” Caine said. “If anyone’s left alive, we can drop off Riley with the Coalition and be on our way.”
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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Mars
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Re: Chapter Five: Running Man

Post by Mars »

Lace is curious about the incursion, but not suicidally so. She is about to speak up against going to investigate.

But.

There, in the back of her mind, another voice screams.

This is my world. My domain. Nothing that conquers can conquer me. Can conquer us. That was the deal.

After several minutes of indecision and obvious internal strife, Lace speaks up. Her voice is smaller than usual when she says, "I think we should go and see what's happening and see if we can't close up whatever this is."
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
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Re: Chapter Five: Running Man

Post by William Rufus »

William is still driving so his speech is a little choppy, "So Far that is four of us I think. Can we get some more voices, at least one more let's see if they are alive or dead?"
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
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Re: Chapter Five: Running Man

Post by Tiny Tim »

"I don't think we should go there, but if the rest of you are going to go and investigate, I will come along to help keep you safe."
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
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Re: Chapter Five: Running Man

Post by Woolsy »

Woolsey smiled barring his ape like fangs. Such a task satiated his curiosity and he was glad that so many of the fortuna company had the wherewithal to proceed in. He looked over at the teams gear storage as he considered what weapons to bring. “Zif youze have a Beegbor Shotzgun, or a thunderz hamma I’ve could uze either... Althoughz ze hamma would suitz me skillz best.”
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Venatus Vinco
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Re: Chapter Five: Running Man

Post by Venatus Vinco »

Overrun
After some debate, the group determines they better follow up on Captain Riley's team. Fortunately, the Captain has a small data recorder on his person that gives some rudimentary directions to the research station. Unfortunately, the crazy dimensional interference makes navigation extremely difficult. Sensors flicker with ghost images, radios cut out intermittently, and even the ground itself seems to shift slightly. Finding the facility is going to be a difficult task.
Navigation
Choose one lead person to make a Survival roll at -4. Others can Support, up to a maximum of +4. The penalty does not apply to support rolls...however, any support done with electronic or arcane means is done at -2. Failures, Success, and Raise will determine how quickly you find the facility and the state of things once you arrive!
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Tiny Tim
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Re: Chapter Five: Running Man

Post by Tiny Tim »

Notice 12
Notice to Assist
  • Notice: 1d8!!: [3] = 3
    Wild: 1d6!!: [3] = 3
    • Bennie Reroll
      • Notice: 1d8!!: [12!!] = 12
        Wild: 1d6!!: [5] = 5
    Result: 12 - Success with Raise(s). 2 to Assist.
"Look over here... I think there are some tracks under this undergrowth. Looks kinda old, but it may be from the installation we are looking for."
Last edited by Tiny Tim on Sun Nov 15, 2020 3:02 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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Erebus Caine
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Re: Chapter Five: Running Man

Post by Erebus Caine »

Survival Lead 2 add supports -- can still benny if needed
-4 difficulty, +1 compass, +Support
Survival 1d8!-3: [5]-3 = 2
Wild 1d6!!-3: [3]-3 = 0
CS Occupied Minnesota/Ruins of St. Cloud, East of the Mississippi
Heavy Ley Line Activity
Round 0

Erebus Caine moved up inside the Mountaineer to monitor as they moved along in the ley line disturbance. He knew where the Coalition liked to set up their bases, and while the sensor maps were a bit dodgy, he could follow the captain’s directions easily enough. Taking input from the others, he guided William along.
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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Woolsy
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Re: Chapter Five: Running Man

Post by Woolsy »

Survival support for Cain, 9 total, +2 bonus
Woolsey support for Cain survival +2 1d10! 1d6!: [7]+[4] = 11
Woolsey growls and lumbers about not completely out of his element and does his best assisting someone who would rather use him as a shag carpet in his man cave.
“Za compas iz just spinningz zere, I beleive bazed on za map provided by ze der captian, wez shouldz hed in zat direction.”
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Tex Arcana
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Re: Chapter Five: Running Man

Post by Tex Arcana »

Tex goes in side the APC, and keeps his head down. There's nothing he can do to make it easier to find out the source of the strange worms. He hears @Erebus Caine and @Woolsy debating which way to go. "Come on you wilderness types, stop fooling around, if you can't figure out which to go, then I'll point us towards the closest edge to get out of this thing."
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Icosa
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Location: 1st SET

Re: Chapter Five: Running Man

Post by Icosa »

Icosa stays in the APC as well, keeping herself seatbelted over against one of the armored walls. The storm's intense electromagnetic interference are playing merry hell with her systems, she finds...instigating a never-ending series of distracting requirements for diagnostics and corrective utilities. She finds herself wondering if this is analogous to an 'illness' in a biologically living being. If so, her ability to empathize with people suffering such a condition has only increased.

"Tex," she urges listlessly. "They are the experts in this subject. We should trust their judgement, even if it doesn't seem to make sense to us right now. The results of their efforts will tell us if that trust is misplaced."
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 Five: Running Man

Post by William Rufus »

Support Roll
Driving d8 Driving ACE+2
1d8+2
1d8+2!!: [5]+2 = 7
Wild Dice d6
1d6
1d6!!: [3] = 3
william is still driving through this puzzling nightmare. he dare not stop for fear that his crew might becomes targets of these crazy things.
"I'm open for any advice that you might have for a direction? if not i'm going to be driving wherever my instincts tell me."
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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Venatus Vinco
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Re: Chapter Five: Running Man

Post by Venatus Vinco »

Overrun
Going is difficult, even with Riley's help the group gets turned around a few times. Fortunately, they manage to correct themselves quickly before too much time is lost. As they get closer to the facility the strange alien landscape grows thicker, and squirmier. Hacking, cutting, and squishing their way along the group eventually comes upon the field research outpost. The place is made up of modular containers labelled as research labs and dormitories. The entire facility is overgrown with alien vines. Worms and slithering things skitter along the ground and surfaces. A huge hazmat style tent sits at the centre of the outpost...its seal broken and flapping in the breeze. A lone CS Mark IX APC sits eerily outside the tent--covered in the same alien creepy-crawlies.

Captain Riley pipes up from his recovery bed, "My men were inside, studying it. If they're still alive we need to get them out. If not," he grimaces uncomfortably at the thought. "We need to grab the data and get out of here so we can send in an extermination team."
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Five: Running Man

Post by Tex Arcana »

After the Captain gives his last little nugget of information, Tex asks him, "How many people are in the there, and where in there should we find the data? Is it obvious? A data disk, or portable computer? And was there anything other than these weird worms you found in there? Is there any sentry passcodes that will help get your people to trust us?" If they are still alive?

The mage ties on the sheathe for the machete he found in the APC. "Okay, I think we need someone to stay in the Mammoth ready to drive off when we get back, because we may be in a rush. The rest should stick together based on the Captain's information, inside we stay in pairs. One to search and one to watch the other's back. I am thinking the following teams:

APC: @William Rufus and @Ajax, sorry Ajax I don't want you to get trapped in a building, but keeping the entrance to the APC clear will be critical on our return. I think we need to have at least 1 human with each group to ease any fears.

Group 1: @Tex Arcana and @Erebus Caine

Group 2: @Icosa and @Woolsy

Group 3: @Tiny Tim in human form and @Mars

Any problems with the pairings? Or other questions? Okay, get your gear and lets make it quick!"
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Erebus Caine
Posts: 121
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Re: Chapter Five: Running Man

Post by Erebus Caine »

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

Erebus Caine studied the Coalition research facility and shook his head. “My God, man. What the hell were you messing with?” he asked Captain Riley.

Caine glanced at Tex as he started giving out orders. Part of him wanted to ask who put him in charge, but he just shrugged it off. It made sense. Definitely better to have a human with each group.

“Human or not, you start throwing magic around, it ain’t gonna help,” Caine said. “Let’s just hope their self-preservation instincts are stronger than their aversion.” He grabbed up his rifle and other gear. “We going to be able to fit them all in here?” he asked, moving to join Tex.
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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Woolsy
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Re: Chapter Five: Running Man

Post by Woolsy »

The lumbering giant crouched next to @Icosa while giving @Mars a quick glance. To the human Icosa he grumbled in his thick quebec accent, “ Prêt quand tu es madame... By yourz leave mizz Icoza.” Before venturing into the creepy compound he reached out with his senses trying to detect the presences of others, and almost reflexively he also shields himself against arcane attacks. Thusly prepared and with his sword at the ready he nodded to Icosa and began studying the ground looking for any taletale tracks of human coalition soldiers.

Detect arcana with presense sense: 1d10! 1d6!: [5]+[5] = 10
Innate ability arcane protection (mega): 1d10! 1d6!: [5]+[1] = 6
Tracking 5 or 7 if in wilderness, Notice 5 or 7 with investigator
Survival (Tracking) does have woodsman which gives +2 in the wild: 1d10! 1d6!: [1]+[5] = 6 free reroll with tracking 1d10! 1d6!: [1]+[5] = 6
Notice with alterness, does have investigator too: 1d8! 1d6!: [3]+[2] = 5
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Icosa
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Location: 1st SET

Re: Chapter Five: Running Man

Post by Icosa »

Icosa hefted her heavy energy rifle and nodded at Woolsy, letting him take point into the facility but sticking quite close behind him. As Woolsy scanned for magical and living presences, Icosa's eyes split the spectrum into near and far infrared, ultraviolet, and extremely high-resolution electronic images that could be zoomed in on for excruciating detail. Simultaneously her entire surface tuned in to detect even minute disturbances in air pressure, far more sensitive than human hearing.

Notice 1d6!!+4: [1]+4 = 5 Wild 1d6!!+4: [1]+4 = 5
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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Tiny Tim
Posts: 232
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Re: Chapter Five: Running Man

Post by Tiny Tim »

Using his natural
Dragons have the Detect Arcana power as an Innate Ability (see page 70) with the reduced Power Points cost from both the Range (Self) and Aspect limitations (see Trappings in Savage Worlds). They may also sense supernatural beings within line of sight with a Notice check.

Notice (+4 when in Human Form)
  • Notice: 1d8!!: [3] = 3 +4
    Wild: 1d6!!: [2] = 2 +4
    Result: 3 (7)
Tiny Tim tries to look for any hints on that might alert him to anything about the worms and the area as he walks around in his diminutive human form.

"I am glad Tex put the two of us into the same group, Lace. You are seeming quieter than normal... are you feeling fine? Is Mars coming to join us soon? I am looking forward to seeing how my new sword works against these things. I think we should approach
If it is dark enough for the use of his Shadow Cloak, Tiny Tim will activate it. If not, he will just use mundane stealth
  • Stealth: 1d8!!: [5] = 5
    Wild: 1d6!!: [5] = 5
    Result: 5 on opposed roll, or success.
... better not to attract attention before we need to."
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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Venatus Vinco
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Re: Chapter Five: Running Man

Post by Venatus Vinco »

HAZMAT
  • CS Occupied Minnesota
  • Ruins of St. Cloud, East of the Mississippi
  • Heavy Ley Line Activity
  • Dimensional Flux: All electronic and techno-wizardry equipment is -2 to use. Magic has the same instability as a ley line storm
Image

Tex pairs the team up to watch each other’s back as they approach the creepy tent. Woolsey and Tiny activate their senses and can detect very faint human presences inside, along with hundreds or thousands of other small presences.

Caine surveys the scene and presses Riley on what’s happening, ”We found it. Trying to study it, contain it. We made headway before it attacked.” He gives Caine a data stick, ”This has my authorization codes. Stick it in a terminal and get all the data. We should be able to reverse the effects...and do what you can for my team.”

Unfortunately for Icosa the interference is extremely strong in this area causing her ocular sensors to glitch. Ghost images, static, and flickering plague her as she tries to get a read on what’s happening (Glitch -1 to sight based rolls).

William and Ajax keep the truck warm.

Peering through the open door of the text reveals a number of workstations surrounding a fenced in pit at the center of the enclosure. Creepy crawly things skitter about all over the floor, covering equipment and crawling up the walls. Woolsey and Tiny sense faint human presences near the back wall. Five scientists, still living but being slowly eaten by worms. The scene is disturbing and bizarre.
Fear (Nausea)
Please make a Fear (Nausea) roll to keep your lunch down.

quote]NAUSEA: If the scene was grotesque or horrific, such as a grisly discovery or learning a secret “Man Was Not Meant to Know,” the character is Shaken and Fatigued. Critical Failure means the victim must roll on the Fear Table as well.
Those who get their sense can see the computer screens flickering. Wires run from the computers to cargo containers next to each station. The containers are labeled “Explosive”. Wiping away some worms reveals the screens have a countdown timer activated with only one minute remaining!

5 Rounds
The timer is counting down for 5 rounds. Downloading the data will take 3. Scientists will need to be grabbed and pulled free...if you have time.

The worms are treated as swarms in Savage Worlds.

After five rounds everything blows up.
Image
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Mars
Posts: 177
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Re: Chapter Five: Running Man

Post by Mars »

Tiny Tim wrote: Tue Nov 24, 2020 3:50 pm
"I am glad Tex put the two of us into the same group, Lace. You are seeming quieter than normal... are you feeling fine? Is Mars coming to join us soon? I am looking forward to seeing how my new sword works against these things. I think we should approach
If it is dark enough for the use of his Shadow Cloak, Tiny Tim will activate it. If not, he will just use mundane stealth
  • Stealth: 1d8!!: [5] = 5
    Wild: 1d6!!: [5] = 5
    Result: 5 on opposed roll, or success.
... better not to attract attention before we need to."
Lace smiles at the young dragon. ”Sorry. I’ve been... a bit lost in thought, is all. I’m glad to be paired with you, too. I’m not sure about Mars, really. She comes and she goes. But I know we both know we need to be here.”

Spirit 1d10!, Wild 1d6!: [7]+[5] = 12
Ignore that. Her Spirit is a d8. Lemme try again. Spirit 1d8!, Wild 1d6!: [6]+[5] = 11


Unslinging her rifle, Lace strides forward with confidence, taking aim at the swarms of bugs. With all the weird energy about, she turns the optics in her helmet off, and says calmly, ”I’ll start on the bugs.”

First shot 1d10!, Wild 1d6!; Second shot 1d10!, Wild 1d6!: [7]+[4]+[10!, 10!, 3]+[4] = 38
Joker offsets -2, split the seconds offsets MAP


Lace launches two fireballs, one at each of the nearest swarms, for
4d6!+2: [5, 6!, 3, 6!, 4, 1]+2 = 27
and
5d6!+2: [6!, 5, 3, 5, 4, 6!, 4]+2 = 35
damage. The second swarm continues to burn brightly after the initial impact, making a popping and sizzling sound that is as disgusting as it is savage. Lace smiles with satisfaction and mumbles, ”Like I need some god around to shoot for me.”

Fireballs each hit a SBT, and have the “It Burns” property: On a raise targets catch fire, they take 3d6 damage each round and are Distracted until doused (see Fire in Savage Worlds).
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
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Re: Chapter Five: Running Man

Post by Erebus Caine »

Fear 5
Spirit 1d6!!: [3] = 3
Wild 1d6!!: [5] = 5
Common Knowledge 8
Common Knowledge 1d6!!: [3] = 3
Wild 1d6!!: [3] = 3
Benny to reroll
Common Knowledge 1d6!!: [8!!] = 8
Wild 1d6!!: [5] = 5
CS Occupied Minnesota/Ruins of St. Cloud, East of the Mississippi
Heavy Ley Line Activity
Round 1

Erebus Caine took the data stick and put it in a secure pocket on his combat harness. “Stay close,” he told Riley, then moved to join Tex as they entered the area.

Entering the fenced area, Caine noted the pit and the terminals. He gagged a little, but held down his lunch from what he was seeing. “A laser in the head would be a mercy,” he muttered.

Caine moved to the nearest terminal and wiped worms from the terminal. “Shit,” he muttered, then opened his comm.

“Listen up, everyone! We have a minute to get the data and the scientists and get out!” he told the others. “Then this place is going to blow!”


Caine plugged the data stick into the Coalition terminal. He was no computer expert, but the computer terminal was familiar enough from his equipment used in the army for writing mission reports, or intelligence retrieval missions. He started to download the data.
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: 5/3
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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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Five: Running Man

Post by Tiny Tim »

Fear 1 - Shaken, Fatigued, and Vulnerable
Fear (Nausea)
  • Spirit: 1d6!!: [1] = 1
    Wild: 1d6!!: [1] = 1
    Result: 1 - Critical Failure. Tiny Tim is Shaken and Fatigued.
    • Fear Table Roll: 1d20: [9] = 9
      • Vulnerable: The target is Vulnerable until the end of his next turn.
Shaken Roll
Spirit (-1 due Fatigue)
  • Spirit: 1d6!!-1!!: [3]-1 = 2 -2
    Wild: 1d6!!-1!!: [5]-1 = 4
    Result: 4 - Success. No Longer Shaken. Still Vulnerable and 1 level of Fatigue.
Somehow avoiding emptying his stomach of whatever he may have put it in there, the sight of the crawling worms is nonetheless enough to make the poor dragon an even brighter shade of green, but this time in his human form.

"GAHHH!!! I HATE these WORMS!!! … and I can't even Blow them up without possibly hurting those we are partially here to rescue. No time for stealth... time to run at speed!"

Switching back to his natural form once he is inside, Tiny Tim
Running: 1d12: [12] = 12
along the edge of the tent clockwise, almost matching the speed of the juiced up Centaur, and ending up just South of the West-most captive and
Athletics (-4 due MaP, -1 due Fatigue)
Athletics: 1d6!!-5!!: [9!!]-5 = 4
Wild: WHO CARES!!!
Result: 4 - Success! Surprises me too!
the Coalition soldier. Knowing Ajax will get the remaining scientist, Tiny Tim grabs the scientist in one arm and makes his way to the eastern edge of the tent... looking to make another exit with his claws once the worms inevitably surround him.
Last edited by Tiny Tim on Sat Nov 28, 2020 2:54 pm, edited 5 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.
User avatar
Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Five: Running Man

Post by Tex Arcana »

Spirit: 1d6!: [2] = 2 | Fear (Nausea)
Wild Die: 1d6!: [1] = 1

Spirit: 1d6!: [3] = 3 | To be unshaken
Wild Die: 1d6!: [1] = 1

Spending a benny to remove shaken status, 3 bennies remaining.

Status: Fatigued

Already uncomfortable with the dimensional flux in the area moves quickly behind @Erebus Caine as they enter the tent. He quickly scans the area and his stomach churns and his eyes water. "Gah!" is all he gets out as he moves to the side and casts a prismatic spray.

He spits and looks around. Seeing the hardened ex-CS working on getting the data. He whacks away with the machete he'd found in the APC at any worms that come near him and Caine.

Fighting: 1d4!-1: [4!, 4!, 4!, 2]-1 = 13
Wild Die: 1d6!-1: [4]-1 = 3
Damage: 1d4!+2d6!: [1]+[6!, 4, 5] = 16 (Using short sword damage)
Last edited by Tex Arcana on Sat Nov 28, 2020 12:17 pm, edited 6 times in total.
User avatar
Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Five: Running Man

Post by Ajax »

No Spirit of Fear
Spirit vs Fear: 1d8!!: [2] = 2
WD Spirit: 1d6!!-2: [5]-2 = 3
Benny Spirit with Elan: 1d8!!: [13!!] = 13
Benny WD Spirit: 1d6!!: [4] = 4
Speed Saves
Athletics to save 1: 1d8!!: [1] = 1
WD Athletics: 1d6!!: [3] = 3 -- Burn, add to WD Athletics to save 1: 1d6: [6] = 6
Split the Seconds, Athletics to save 2: 1d8!!: [4] = 4
WD Athletics to save 2: 1d6!!: [1] = 1
Pace 32, enters tent and should end up at scientist #3
Ajax bursts into the tent at full speed, having heard @Erebus Caine call the short time. "We can attend to the wounded once we are clear of this wormy hell." With no wasted action, he runs right, heading counter-clockwise around the perimeter. He stops momentarily to sling the first scientist over his back before spurring towards the second. "Nobody rides for free, but carting wounded isn't riding. Make haste!"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
User avatar
Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Five: Running Man

Post by Icosa »

On seeing that the scientists are in good hands, and shrugging off the horror of their condition with nearly clinical detachment, Icosa activates her jetpack and flies up over the center of the room.

"I'll cover you," she calls out to Erebus...and makes good on the offer by firing a single high-explosive grenade from her underbarrel launcher into the swarm nearest the workstation Caine was using to download data. In spite of the interference in her electronics and components, the warhead hit dead center of the swarm and sent the tiny sluglike creatures flying; most of them in pieces.

Rolls: Fear 7, Shooting 11, 24 MD AP 4 in an MBT
Fear 1d8!!+2: [1]+2 = 3 Wild 1d6!!+2: [5]+2 = 7
Shooting 1d10!!+2: [9]+2 = 11 Wild 1d6!!+2: [3]+2 = 5
Damage 3d10!! AP4, MBT area, High explosive grenade: [2, 5, 6] = 13
Raise 1d6!!: [11!!] = 11
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 Five: Running Man

Post by Mars »

Tiny Tim wrote: Thu Nov 26, 2020 10:38 am
Fear 1 - Shaken, Fatigued, and Vulnerable
Fear (Nausea)
  • Spirit: 1d6!!: [1] = 1
    Wild: 1d6!!: [1] = 1
    Result: 1 - Critical Failure. Tiny Tim is Shaken and Fatigued.
    • Fear Table Roll: 1d20: [9] = 9
      • Vulnerable: The target is Vulnerable until the end of his next turn.
Shaken Roll
Spirit (-1 due Fatigue)
  • Spirit: 1d6!!-1!!: [3]-1 = 2 -2
    Wild: 1d6!!-1!!: [5]-1 = 4
    Result: 4 - Success. No Longer Shaken. Still Vulnerable and 1 level of Fatigue.
Somehow avoiding emptying his stomach of whatever he may have put it in there, the sight of the crawling worms is nonetheless enough to make the poor dragon an even brighter shade of green, but this time in his human form.

"GAHHH!!! I HATE these WORMS!!! … and I can't even Blow them up without possibly hurting those we are partially here to rescue. No time for stealth... time to run at speed!"

Switching back to his natural form once he is inside, Tiny Tim
Running: 1d12: [12] = 12
along the edge of the tent clockwise, almost matching the speed of the juiced up Centaur, and ending up just South of the West-most captive and
Athletics (-4 due MaP, -1 due Fatigue)
Athletics: 1d6!!-5!!: [9!!]-5 = 4
Wild: WHO CARES!!!
Result: 4 - Success! Surprises me too!
the Coalition soldier. Knowing Ajax will get the remaining scientist, Tiny Tim grabs the scientist in one arm and makes his way to the eastern edge of the tent... looking to make another exit with his claws once the worms inevitably surround him.
Seeing her new dragon friend in distress, Lace turns her rifle towards Tim's path, ready to blast anything that should attack him. "I've got you covered, Tim," she says inter her comms.

No mechanics on this one; Lace made her rolls above.
.
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 Five: Running Man

Post by Woolsy »

Fear roll is a 5
Fear nasua 1d8! 1d6!: [1]+[3] = 4 +2 from brave
Ze situation iz grim, ze worms are disgusting... Icosa iz... Well flying among other zings. When confronted with the gruesome scene Woolsy went into recovery mode. The Tundra Rangers left no man behind. With Icosa leaving him behind he really had no other chouce but to lauch himself into the morass aiming to pry any coalition man out from the worms.

As his hulking frame neared the first soldier he softly grumbled, “Ze monster iz here to rescue youz.” Whether the CS soldier wanted it or not Woollsey attempted to grab him away from the mechanical worms.
Athletics maybe to grab, total 6
Athletics? +2 for bounty hunter grapple, 1d6! 1d6!: [2]+[4] = 6
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Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Five: Running Man

Post by Venatus Vinco »

HAZMAT
  • CS Occupied Minnesota
  • Ruins of St. Cloud, East of the Mississippi
  • Heavy Ley Line Activity
  • Dimensional Flux: All electronic and techno-wizardry equipment is -2 to use. Magic has the same instability as a ley line storm
Image

Mars quickly burns up two swarms clearing some breathing space for the team.

Tiny and Ajax burst to the left to grab hold of two of the scientists. It takes a few precious seconds to dislodge them from the worm swarms. Tiny is faced with a new problem as his researcher screams in abject horror at the sight of a dragon carrying him away. Apparently he’s gone from worms to worse.

Stepping up the console Caine immediately notices the countdown timer and warns the team of impending danger. Then he pops in the data key and starts the extraction process. This was going to be tight!

Icosa activates her jetpack and flies up over the center of the room using her grenade launcher to take out a swarm near Caine’s workstation. With overwatch established, Tex prepares to protect Caine while he works.

Woolsy breaks right toward, following the path made by Mars, as he heads toward the next swarmed scientist.

Tiny and Ajax find the swarms attempting to engulf them, going for exposed orifices like mouth, ears, and nose (OOC: Make a Vigor roll to avoid one climbing down your gullet).

Sensing the presence of new victims the remaining worms slither toward Tex and Caine. The ley line walker does his best to hack at them, keeping them. Unfortunately, there’s just too many and they begin to crawl all over him (OOC: Make a Vigor roll to avoid one climbing down your gullet). Suddenly, everyone can feel some rumbling beneath their feet as a giant worm erupts from the pit in the center of the room—its wide open maw attempting to snatch Icosa from the air and swallow her whole! Fortunately, she is deft in the air and manages to jet out of the way, for now.
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 Five: Running Man

Post by Tiny Tim »

Vigor 8
Vigor (-1 due Fatigue)
  • Vigor: 1d6-1: [2]-1 = 1
    Wild: 1d5!!-1!!: [1]-1 = 0
    • Bennie Reroll
      • Vigor: 1d6!!-1!!: [9!!]-1 = 8
        Wild: 1d6!!-1!!: [5]-1 = 4
    Result: 8 - Success with Raise
Attack on the Tent
Wild Attack (+2 To Hit, +2 Damage, becomes Vulnerable) -1 due Fatigue
  • Fighting: 1d8!!+2!!: [3]+2 = 5
    Wild: 1d6!!+2!!: [2]+2 = 4
    Result: 4 - Hit.
    • Damage: 1d12!!+3!!+3d4!!: [8]+3+[1, 2, 2] = 16 +2 = 18
      • Success with 2 Raises. Large hole ripped in the tent.
I HATE THESE WORMS!!!

Scratching at his face and head to scrape off all the worms before they can make their way inside him. Following that with a vicious swipe of his claws, Tiny Tim makes a large hole in the side of the tent and zips out with his new companion out towards the mammoth
Vigor (-1 due Fatigue)
  • Vigor: 1d6!!-1!!: [1]-1 = 0
    Wild: 1d6!!-1!!: [11!!]-1 = 10
    Result: 10 - Succes and Raise
.

"Head over that way to get to an armoured vehicle. You will be taken care of there. Your choice. You could also just run off into the forest and take your chances with whatever worms have crawled into your body and what they will do with you. I personally recommend you let us help you... but it is no scales off my back. You're welcome, though, for getting you away from the swarms of even more worms... and what looks like their BIG momma."

With that, Tiny Tim turns back towards the tent to help his friends.
Last edited by Tiny Tim on Sat Dec 19, 2020 6:54 pm, edited 7 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.
User avatar
Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Five: Running Man

Post by Ajax »

With one scientist secured over his back, Ajax turns to collect another. Only too late does he realize the worms hitched a ride aboard the scientist. The writing mass of creatures wiggles their way towards his face. A huge, full-body shiver
Vigor: 1d8!!: [3] = 3
WD Vigor: 1d6!!: [1] = 1
Benny Vigor with Elan: 1d8!!+2: [5]+2 = 7
WD Benny Vigor: 1d6!!+2: [2]+2 = 4
from his back. A full sweep of his arm knocks more from his chest and face, and with a fluid, continuing motion, he draws his greatsword. He deftly and brutally wields the blade,

Fighting vs worms: 1d10!!: [3] = 3
WD Fighting: 1d6!!: [1] = 1
Benny Fighting with Elan: 1d10!!+2: [3]+2 = 5
Benny WD Fighting: 1d6!!+2: [4]+2 = 6
Damage, AP 12: 1d10!!+1d12!!: [12!!]+[11] = 23
and freeing both himself and his passenger from the appetite of the mass. Not a moment passes from the drop of the last worm-carcass until he is lunging at full pace towards the next scientist in line. He barely breaks stride as he
Athletics, pick up 2nd scientist: 1d8!!: [5] = 5
WD Athletics: 1d6!!: [2] = 2
over his back and prepares to turn towards the exit. He blinks only once as the huge worm erupts from the crater in the middle of the tent. "Friends, mayhap we ought depart with all haste?"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
User avatar
Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Five: Running Man

Post by Tex Arcana »

p002000270020H0020H00201d60021
Ld0020d00300201d60021002d1
1d6!-1: [1]-1 = 0
User avatar
Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Five: Running Man

Post by Tex Arcana »

Vigor: 1d6!-1: [4]-1 = 3 | Keeping Tex's mouth shut
Wild Die: 1d6!-1: [4]-1 = 3

Spending a Benny, 2 remaining.

Vigor: 1d6!-1: [6!, 5]-1 = 10
Wild Die: 1d6!-1: [1]-1 = 0

Fighting: 1d4!-1: [4!, 4!, 1]-1 = 8
Wild Die: 1d6!-1: [6!, 2]-1 = 7
Damage: 1d4!+2d6!: [4!, 2]+[2, 1] = 9

Worms leaps up Tex's body and squirm around his face. He feels one against his lips. "Mmfn!" Tex bellows. He can't help but open his mouth a bit and the worm gets a piece in. Reflexively, Tex chomps down and bits the piece in his mouth. He spits and wipes his arms against his face knocking the worms away. He spits out the piece of worm. "Hurray up!" Tex yells at @Erebus Caine . He then sees the giant worm. "We've got to go!"

Tex continues to slash at the swarms of worms.
Extra Die Roll Notes
I tried to put the text in the roller with the die roll and it gave crazy non numeric values when I put them in the post, so I rolled again.
Keeping Tex's mouth shut 1d6!: [6!, 6!, 6!, 3] = 21
Wild Die: 1d6!-1: [2]-1 = 1
1d6!-1: [3]-1 = 2
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Five: Running Man

Post by Erebus Caine »

Shooting 11 Raise
-2 electronics, +1 trademark weapon, +1 scope, Marksman +1, +2 size, +1 double tap
Shooting 1d12!!+1: [7]+1 = 8
Wild 1d6!!+1: [3]+1 = 4
Damage 40 AP 4
+1 double tap, Giant Killer, Raise
6d6!!: [2, 2, 10!!, 5, 11!!, 9!!] = 39 +5
CS Occupied Minnesota/Ruins of St. Cloud, East of the Mississippi
Heavy Ley Line Activity
Round 2

Erebus Caine looked up as the mammoth worm erupted from the ground. “Great,” he muttered, looking down at the computer. “We can’t go yet!” he yelled to the others. “The data is still downloading! Keep them off me a bit longer!”

Caine was wishing he had some grenades right about now. He unslung his JA-11 and took aim at the monster worm. His scope was a bit on the fritz, but he adjusted, firing a shot off at what he thought to be the head of the worm.
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: 36/60
  • 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
Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Five: Running Man

Post by Mars »

Lace feels Mars rising up in her, but shakes it off. No. I don't need you yet. I got this, she thinks, leveling the big rifle at the much, much bigger creature.

Shooting 1d10!, Wild 1d6!: [6]+[2] = 8 , Shooting second shot 1d10!, Wild 1d6!: [6]+[4] = 10
-2 for scene, +4 for size, MAP canceled out by "Split the Seconds" = +2 total to each shot. Each is an 8 after adjustment.
doing
Shot 1 damage with raise 5d6!: [6!, 3, 4, 5, 3, 4] = 25 and Shot 2 damage with raise 5d6!: [1, 5, 6!, 2, 1, 4] = 19
MD fire damage, respectively, and
It Burns: Critter takes 3d6 MD fire damage per turn until it puts the fire out.
.
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 Five: Running Man

Post by William Rufus »

Divination 8-2+1 Celestial Staff+1 Drain Blade +1=8 Success and a raise
OOC Comments
Spend a Benny to reroll
Faith 1d10
Divination !!1d10: [3] = 3
D !!1d10: [8] = 8
Wild Dice
1d6
Wild Dice !!1d6: [1] = 1
WD !!1d6: [3] = 3
William Grabs the Celestial Staff and the Drain Blade,ask for help for his teammates inside, "Gods of light we need help from the creatures that are harming this world, please help us if you can and Seal the Gateway into this world from their world."
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
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Re: Chapter Five: Running Man

Post by Woolsy »

Woolsey glanced at the large worm. He grumbled to himself wishing for more firepower, “Ze now would be a goodz time to have Quebec’s finest chromium guardian on hand no?” Still, there was time for him to free at least one more soldier. His shaggy form hulked over to the nearest soldier still swarmed and tried to free them by plucking him them out from the grotesque mass.
Athletics 4 or 6
Athletics, 1d6! 1d6!: [2]+[4] = 6
Take 'Em Alive: Bounty Hunters are skilled at bringing in their quarry alive; they make all Nonlethal Fighting attacks at no penalty. In addition, they gain a +2 bonus to Trait rolls to disarm, grapple, and restrain targets (includes handcuffing and similar maneuvers). Similarly, targets are at an additional −2 to resist a Bounty Hunter’s Knockout Blows.
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Icosa
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Re: Chapter Five: Running Man

Post by Icosa »

Icosa pulled the action back on the underbarrel grenade launcher, and with a hollow thoomp, sent the second grenade hurtling towards the creature's maw! Since she loaded them alternating, the first grenade had been high explosive and the second was armor piercing. She hoped the explosive would be enough to get some kind of damage done,

Rolls: Shooting 10, Damage 22 MD AP 16 SBT, 2 bennies spent
Shooting (-2 storm messing up electronics, +1 goggles) 1d10!!+1: [9]+1 = 10 Wild 1d6!!+1: [2]+1 = 3

Damage 3d8!!: [1, 2, 5] = 8 Raise 1d6!!: [1] = 1 AP 16
Yeah, bennying that...that's just embarrassing.

Damage 3d8!!: [1, 3, 2] = 6 Raise 1d6!!: [7!!] = 7

...one more time. Those main damage rolls are killing me.

Damage 3d8!!: [1, 3, 15!!] = 19 Wild 1d6!!: [3] = 3
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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Re: Chapter Five: Running Man

Post by Venatus Vinco »

HAZMAT
  • CS Occupied Minnesota
  • Ruins of St. Cloud, East of the Mississippi
  • Heavy Ley Line Activity
  • Dimensional Flux: All electronic and techno-wizardry equipment is -2 to use. Magic has the same instability as a ley line storm
Image

Two fireballs spew forth from Lace’s hand cannon causing flesh to sizzle and burn on the massive creature’s hide. The tent begins to fill with acrid smoke from the stench of burning extra minesional worm thing (Shaken).

As the thing burns Caine takes a bead looking for something, anything, recognizable to shoot at. Instead he just follows up on Lace’s shot hitting it in the same spot where she burned away a few layers of flesh. He manages to put some serious salt in the wound hitting something deep inside the creature (4 Wounds). It rears up its ugly body, squirms in pain, but keeps moving (14 to Soak, only 1 Wound retained). Lucky for Caine he has Tex protecting him as the Ley Line Walker hacks up another group of incoming worms.

Ajax hacks through a mass of worms and bolts toward another scientist. This one is a little more cogent but if he is upset at a d-bee offering him a way out he doesn’t show it. With two scientists in tow, Ajax prepares to be a very hasty retreat.

The scientist with Tiny isn’t so gracious, as the big dragon cuts a hole in the test the scientist runs away screaming from the worms, the dragon, the whole damn thing. He’s had a very bad day.

Flying above the worm, smoke begins to curl around Icoa but she remains steady and fires a grenade right down the creature’s throat. It explodes with a satisfying thump and she can see bits of flesh explode out from the gaping hole made by Lace and Caine. Yet, the thing is just so massive it seems to shrug off the blow (1 Wound, Soaked).

Maddened by pain the big thing lashes out with ferocity at Icosa trying to catch her nimble form in its giant maw. Fortunately, she narrowly avoids being devoured. Unable to swat the gnat in front of it the

Inside the Mammoth Sinder prays for divine assistance and suddenly gets a strong feeling to look up. As he does he sees the tent rip open and a single man in a tattered uniform take off running toward the vehicle.
3 Rounds
The timer is counting down for 3 rounds. Downloading the data will take 1 more round. Scientists will need to be grabbed and pulled free...if you have time.

The worms are treated as swarms in Savage Worlds.

After three rounds everything blows up.
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Ajax
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Re: Chapter Five: Running Man

Post by Ajax »

Having slung the second scientist over his back, he spurs himself onward. Seeing that @Woolsy appears to be making for the last scientist, Ajax decides to clear his path. He barely breaks stride as he runs past the worms, slowing his gallop long enough to make a few
Fighting swarm: 1d10!!+2: [9]+2 = 11
WD Fighting: 1d6!!+2: [5]+2 = 7
Damage with Raise: 1d12!!+1d10!!+1d6!!: [9]+[5]+[4] = 18
He shouts to the sasquatch: "I will make you a direct exit, my friend. Follow me!" A perfectly timed upward swing
Fighting - Wild Attack on Tent: 1d10!!+4: [1]+4 = 5
WD Fighting Tent: 1d6!!+4: [1]+4 = 5
Damage on tent: 1d12!!+1d10!!+4: [3]+[1]+4 = 8
directly east of Woolsy and the last scientist, giving them both an easy exit. "The way is clear!" Ajax charges forward towards @Tex Arcana and @Erebus Caine, keeping a wary eye on the violence and horror at the center of the pavilion.
movement
Ajax should have enough pace (32) to gut the last worms at 2:00, cut a hole directly to the east of the scientist, and move towards the front to cover Tex and Caine.
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
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Re: Chapter Five: Running Man

Post by Erebus Caine »

Shooting 13 Raise; Damage 22 AP 4
-2 electronics, +2 size, trademark weapon +1, scope +1, marksman +1, double tap +1
Shooting 1d12!!+4: [9]+4 = 13
Wild 1d6!!+4: [4]+4 = 8
Damage: Giant killer +1d6, double tap +1, Raise +1d6
6d6!!+1: [5, 2, 2, 9!!, 1, 2]+1 = 22
CS Occupied Minnesota/Ruins of St. Cloud, East of the Mississippi
Heavy Ley Line Activity
Round 3

“C’mon, c’mon…” Erebus Caine urged the data download, as if it would help. He sighted at the giant worm again. This thing was tough! They practically had a hole in it, and it still kept coming!

“Keep those things off me,” Caine told Tex, wishing he had some grenades to drop on the damn worms.

He lined up his shot again and fired.
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: 36/60
  • 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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Tex Arcana
Posts: 147
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Re: Chapter Five: Running Man

Post by Tex Arcana »

Fighting: 1d4!: [2] = 2 (Edit, -1, total 1)
Wild Die: 1d6!-1: [6!, 3]-1 = 8
Damage: 1d4!+2d6!: [3]+[3, 2] = 8 + Raise Damage: 1d6!: [5] = 5
Total Damage: 13

Bennies: 2

Tex moves behind @Erebus Caine and puts his back to him as he sees the man take another shot at the giant worm. Got to defend our flanks, a few more seconds and that data download should be complete and we can get the heck out of here! He swings the machete back and forth and up and down copying the moves he saw at this teppanyaki restaurant back in Dweomer.

Image
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Tiny Tim
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Re: Chapter Five: Running Man

Post by Tiny Tim »

Warrior's Gift - Martial Artist
Psionics (-1 due fatigue, +2 due +4 ISP (7 ISP))
  • Psionics: 1d8!!+1!!: [4]+1 = 5
    Wild: 1d6!!+1!!: [1]+1 = 2
    Result: 5 - Success. Martial Artist Edge. +1 to hit, Claw d4's changed to d6's.
Seeing his friends not have much success dealing with the giant Worm, Tiny Tim draws upon his Inner Strength and is able to become more attuned to his body and using his claws before ineffectively launching himself at the giant worm.

"STAY AWAY FROM MY FRIENDS!!!"
Claw Wild Attack
Claw Attack (-1 due Fatigue, +2 due Size, +1 due Martial Artist, +2 due Wild Attack... so +4 to Hit)
  • Fighting: 1d8!!+4!!: [1]+4 = 5
    Wild: 1d6!!+4!!: [3]+4 = 7
    • Bennie Reroll
      • Fighting: 1d8!!+4!!: [3]+4 = 7
        Wild: 1d6!!+4!!: [5]+4 = 9
    Result: 9 - Hit.
    • Damage 1d12+3 + 3d6 AP3 + 2 (Wild Attack)
      • 1d12!!+3!!: [5]+3 = 8 + 3d6!!+2!!: [2, 1, 3]+2 = 8 AP3
        • Bennie Reroll
          • 1d12!!+3!!: [4]+3 = 7 + 3d6!!+2!!: [5, 1, 5]+2 = 13 AP3
            • Bennie Re-Reroll - Lets try this ONE LAST TIME
              • Damage: 1d12!!+3!!: [10]+3 = 13 + 3d6!!+2!!: [3, 2, 2]+2 = 9 AP3
          22AP3 - No Effect. Even an average roll would have made it Shaken. GRRRR!!!
      Parry Now 4 due Wild Attack (AFTER the Giant Worm attacks)
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
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Re: Chapter Five: Running Man

Post by Mars »

Shooting: 1d10!, Wild 1d6!: [7]+[3] = 10
Shooting 2: 1d10!, Wild 1d6!: [3]+[5] = 8
-2 scene, +4 size, +2 total, map canceled by split the seconds


Damage 1: 8d6!: [3, 1, 5, 3, 1, 6!, 2, 4, 1] = 26
Damage 1 reroll: 8d6!: [2, 2, 1, 6!, 4, 2, 1, 5, 5] = 28 +2 no mercy
Ignore this one: Damage 1 reroll: 8d6! -: [4, 2, 4, 5, 2, 3, 5, 5] = 30
Damage 2: 7d6!: [6!, 2, 3, 1, 2, 6!, 4, 4, 5] = 33
and takes 3d6 fire damage each round until doused.


Disappointed in her rifle, Lace switches to the rocket launcher, sending two plasma mini missiles into the giant worm.
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 Five: Running Man

Post by Venatus Vinco »

BIG GULP
  • CS Occupied Minnesota
  • Ruins of St. Cloud, East of the Mississippi
  • Heavy Ley Line Activity
  • Dimensional Flux: All electronic and techno-wizardry equipment is -2 to use. Magic has the same instability as a ley line storm
Image

Ajax moves about the battlefield like greased lightning cutting an exit in the tent for Woolsy and his charges while then doubling back to assist Tex and Caine. Mars continues to use fire to burn through the swarms keeping the writhing masses clear of those working to secure the data dump. The smell of burning interdimensional worm things is disgusting and the thick acridic smoke from their burning husks fills the room.

Thrashing wildly the Giant Worm tries again to chomp the annoying Icosa as she buzzes around, keeping its attention with her grenades. Unfortunately she zigs when she should have zagged and the worm catches her in its maw, clamping down hard and swallowing her whole!
15 Damage, AP 4, Swallowed
Those swallowed whole take Str+d6 Mega Damage, AP 4 every round they remain inside the worm . The constricting internal muscles of the worm knock items out of grasp and give victims no leverage, making attacking from the inside with held weapons and unarmed attacks ineffective (it is Invulnerable to such attacks); however, attached weapons, natural weapons, and arcane powers can be used to attack the worm from the inside
Icosa, no action posted. On Hold. Now swallowed
You may act first next round. See countdown timer below.
Seeing Icosa go down the gullet Caine opens fire trying to cut a hole for her. He strikes hard but the thing just keeps on coming (1 Wound, Soaked).

Charging in Tiny Tim tries to rip the thing open to rescue his fallen friend but finds the rubbery hide much tougher than expected!
Tex
2 Rounds
The timer is counting down for 2 rounds. Downloading the data is complete!. All scientists are accounted for

The worms are treated as swarms in Savage Worlds.

In 2 rounds everything blows up.

Icosa is in the giant worm!
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Icosa
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Re: Chapter Five: Running Man

Post by Icosa »

Icosa found herself surrounded by pulpy living tissue, squeezed by powerful peristaltic muscles that forced her down the monster's gullet. The armor she'd purchased to connect her jetpack to was useless against such whole-body compression. Had she been a living being, it was very likely she'd have been crushed like a raw egg in a clenching fist.

She was not, however. Swallowing Icosa was like swallowing a rock; she was made of harder, less compressible stuff than the tissue of the worm's esophagus. Between the compressive strength of her actual chassis, and the cushioning of her outer layers of nanotech, Icosa weathered being swallowed quite well. For now. Already she could detect the acrid fumes of what was likely some kind of gastric secretion though. A sufficiently corrosive compound could still do great damage to her over time...and there was the small matter of the titanic explosion that was still going to happen.

The nano-metallic colloid that made up her outer layers bunched up around her hands and forearms to reinforce them, then extended outward into long blades that had a distinctly silvery sheen. As that happened Icosa sent a radio communication to the team.

"This is Icosa. I'm all right for the moment. I can cut myself out, but everyone has to leave the area at once. The bombs are going off. I can travel fast enough to get away in seconds. The rest of you need to leave NOW, if you haven't already."

It took a few of those precious seconds to twist and turn, and find enough space that she could pull her arms up and out from her sides, forcing the creature's throat to widen uncomfortably...

...

Meanwhile, outside on the battlefield, the worm flailed its immense body in a violent set of shakes, like it was trying to dislodge something riding it's skin. The enormous flaps that covered its maw spread open and it inhaled...then emitted a thick, goopy HORF noise that sounded like it was being played on a whole section of badly tuned tubas. Some kind of mucus exploded outward in globs that splatted all around or dribbled down from the edges of its mouth.

Then something ripped out of it's hide. A slightly curved metallic blade jutted out like a thorn on a very ugly rose. The weapon itself seemed to shriek in the ultrasonic wail of a vibro-weapon as it sparked and ground against the thick chiton that armored the worm...but it also appeared to have little trouble cutting through it. The blade withdrew back into the worm's side then, and the vast bulk of it undulated frantically. It began to make a low, warbling howl that turned into a gurgling expulsion of blood and gunk as two metal blades carved their way out this time, using the weakness the first thrust had made as starting point to literally begin cutting a triangular panel out of the toughened hide.

The blades then retracted again.

From inside the monster came a new noise. The muffled sound of turbines spinning up. There was a flash of light from inside the holes in its carapace and steam flooded out. Steam and smoke. Icosa struck the cut triangle with both fists, propelled by her jetpack as it superheated the air left in its collection cavity to generate a short-lived burst of thrust. Covered in vicera and goo, Icosa exploded out from the monster's side...the section of chitin hitting the floor just ahead of her like a horrible herald. With all the pasty green-grey ooze crusting over her, it was hard to tell if she was hurt, but she definitely wasn't being slowed down by it if she was.

"Everyone get out!" she sent over the comms as her jetpack hungrily gulped in air again and managed to hold her aloft. "If anyone needs help, I can carry you!"

(OOC note - if no one comes forward for a ride, Icosa will get the heck outta here with full safe mobility)

Rolls: 32 damage (AP 8) and 25 damage (AP8) To the worm's guttocks
Making 2 actions with Icosa's integral vibroblades, effectively 'natural weapons.' The penalty from this is negated by the blades' quality. Rolling at -2 from being electronic, but doing Wild Attacks for +2 attack and damage.

Fighting 1d10!!+2: [1]+2 = 3 Wild 1d6!!+2: [13!!]+2 = 15
Fighting 2 1d10!!+2: [2]+2 = 4 Wild 2 1d6!!+2: [9!!]+2 = 11

Str Dmg 1 1d12+4: [12]+4 = 16 Blade Damage 1 2d6: [5, 5] = 10 Raise 1 1d6: [2] = 2
Forgot the +2 from Wild Swing...and the 12 didn't explode... 1d12!!: [2] = 2

Str Dmg 2 1d12+4: [2]+4 = 6 Blade Damage 2 2d6: [1, 4] = 5 Raise 2 1d6: [1] = 1

Benny to reroll that damage:
1d12!!+2: [5]+2 = 7 2d6: [4, 2] = 6 1d6: [6] = 6
Okay, forgot the +4 from strength, and it's not rerolling explosions... 1d6!!: [2] = 2
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 Five: Running Man

Post by Tiny Tim »

Boost Trait (Fighting)
Psionics (-1 due Fatigue, +1 due +2 ISP (2 total ISP cost) so Base Roll)
  • Psionics: 1d8!!: [6] = 6
    Wild: 1d6!!: [10!!] = 10
    Result: 10 - Success with Raise. Fighting -> d12.
Fighting - 3 Wounds
Wild Claw attack on the Giant Worm (+2 due Wild Attack, +1 due Gang Up (Icosa), -1 due Fatigue, +2 due Size... so +4)
  • Fighting: 1d12!!+4!!: [6]+4 = 10
    Wild: 1d6!!+4!!: [9!!]+4 = 13
    Result: 13 - Hit with Raise.
    • Damage: 3d6!!: [5, 11!!, 5] = 21 + 1d6!!+2!!: [5]+2 = 7 (Raise and Wild Attack) + 1d12!!+3!!: [7]+3 = 10 = 38 AP3
      • 3 Wounds on 26 (8)
"YOU DID NOT LISTEN TO ME!!! YOU WILL PAY!!!"

With that, Tiny Tim draws upon more of his Inner Strength to learn more on how his body behaves before hooking his claws into the hole Icosa cut in the worm on her way out, and ripping the hole deeper and bigger.

Now seeing that his friends are leaving, Tiny Tim
Possible Opportunity Attack vs. a modified Parry of 6
off the Worm and flies to the edge of the hole before running out of the nearest exit he can get to without encountering any swarms of worms he can't avoid... picking up Woolsy along the way if the sasquatch seems willing.
Last edited by Tiny Tim on Tue Dec 29, 2020 6:53 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.
User avatar
Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter Five: Running Man

Post by Erebus Caine »

CS Occupied Minnesota/Ruins of St. Cloud, East of the Mississippi
Heavy Ley Line Activity
Round 4

“Got the data! Everyone get clear!” Erebus Caine yelled as the download finally finished. He grabbed the data stick and running back to the vehicle.
Turn
Free Action:
Action:
Move:
1d8!!: [1] = 1
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: 36/60
  • 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
Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Five: Running Man

Post by Ajax »

Ajax spins to see Icosa swallowed whole by the worm. But before he can make the leap to cut her free, she does it herself, bursting forth like a gut juice-drenched jack in the box. For good measure, he lets fly with a burst of railgun rounds,
Railgun Shooting 1: 1d10!!+4: [6]+4 = 10
Shooting 2: 1d10!!+4: [4]+4 = 8
Shooting 3: 1d10!!+4: [17!!]+4 = 21
WD Shooting: 1d6!!+4: [1]+4 = 5
Unfortunately, while the shots land true, they
Damage 1 with raise: 2d10!!+1d6!!+2: [15!!, 4]+[1]+2 = 22
Damage 2 with raise: 2d10!!+1d6!!+2: [1, 8]+[5]+2 = 16
Damage 3 with raise: 2d10!!+1d6!!+2: [5, 5]+[5]+2 = 17
. Ajax curses the skin of the creature. "Would that I had no cargo and could engage you up close, you filth. Alas, my compatriots have done that for me. Away, friends! Away! I can carry one more. Jump on!"
Whether there are takers or not, Ajax pauses long enough to give his friends a chance to accept his offer or flee for themselves. Then he spurs forward at a blinding pace, exiting the tent with his living cargo slung over his back like saddlebags.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
User avatar
Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Five: Running Man

Post by Tex Arcana »

Whatever evil is controlling this realm of dimensional instability must have been distracted mid-thought, Tex thinks as he bats away a final worm with his machete. With @Erebus Caine's exclamation of success, Tex adds his agreement, "Exit...stage right!" Tex turns and runs out the door, if he's scooped up by a running centaur on the way out, so much the better.

Running: 1d6+6: [5]+6 = 11
User avatar
Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Five: Running Man

Post by Mars »

Seeing her compatriots fall back, Lace, too, turns to retreat. As she does, she sees @Erebus Caine falter a bit (ooc: a 1 on his run die) and, barely slowing, hoists the big man up and carries him. "No time for pride, warrior. You're not built for this," she says.

Running Pace: 12+1d6: [6] = 6
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 Five: Running Man

Post by Woolsy »

“Merci, Ajax... Soldierz now iz the timez to retreat.”Woolsy nodded to the big Centaur and grabbed at as many CS soldiers he could and hurriedly made his way to the new exit. Perhaps later I’ll interview Icosa, and see what psychological damage has been done to her. Being swallowed is a 4 on the Hans Gruber scale at least.”

Run die: 1d6: [1] = 1
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Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Five: Running Man

Post by Venatus Vinco »

Fireworks!
Just when it looks like all is lost Icosa bursts out from the chest of the alien worm, reversing years of sci-fi media where aliens do that to humans. Empowered by her escape Tiny rips at the open wound causing serious damage, and pain, to the beast forcing it to shrink down the hole to escape the dragon's fury. Ajax sends a hail of rail gun rounds down the hole after it to keep it down while everyone else makes a break for it. Woolsy, Caine, Tex, Icosa, Ajax, Mars, and Tiny all exit the hazmat tent from the various makeshift exits just as the explosion - or rather implosion - occurs.

In a somewhat unexpected turn the tent, and everything in it, is sucked into what looks like a mini rift! Tex can feel the power of the reverse rift, although it's unlike anything he has encountered before. Blue energy crackles and a great gush of wind sucks everything down the hole behind the worm. Fortunately, the Mammoth is massively heavy and not pulled into the vacuum. The worst of it passes in moments as the mini rift closes leaving only a big, presumably empty, hole behind.

The worms, and the dimensional interference, seem to have passed as well.

Captain Riley jumps out of the Mammoth to begin collecting his wayward scientists and leaping around despite his injures, exclaiming loudly, "I can't believe it worked! Hell yeah!"

For the moment the team of scientists revels in their apparent success before coming to terms with the group of alien mercenaries standing before them. Riley looks sheepish for a moment, "It's classified but we can't exactly kill you all to keep it quiet. We found a way to force close rifts. We were experimenting on this one, trying to reduce the electromagnetic interference for safe human settlement, when the worms started pouring out. We contained them for a while but were eventually overrun. The team set off the 'the closer' before things got worse. It was a big gamble."
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Didn't have a signature but wanted the 1 EP for using OOC tags!
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Five: Running Man

Post by Tex Arcana »

Persuasion: 1d6!-1: [2]-1 = 1 | Get the data on the 'closer' in a friendly way.
Wild Die: 1d6!-1: [1]-1 = 0
Result: sigh, let the shooting commence.

Captain Riley wrote: Captain Riley jumps out of the Mammoth to begin collecting his wayward scientists and leaping around despite his injures, exclaiming loudly, "I can't believe it worked! Hell yeah!"

For the moment the team of scientists revels in their apparent success before coming to terms with the group of alien mercenaries standing before them. Riley looks sheepish for a moment, "It's classified but we can't exactly kill you all to keep it quiet. We found a way to force close rifts. We were experimenting on this one, trying to reduce the electromagnetic interference for safe human settlement, when the worms started pouring out. We contained them for a while but were eventually overrun. The team set off the 'the closer' before things got worse. It was a big gamble."
Tex had been feeling a might peaked from the effects of the dimensional flux, but with the return of the ley line to it's normal flow, he's got a bit of dander up. He stops @Erebus Caine from handing over the data stick to the Captain (if that was his intent) by putting his hand on his forearm. No, real force if Caine wants to shake it off. "I appreciate you not killing us, Captain Riley, I really do. But it seems you weren't exactly honest with us as to what you and your team were doing here. A technological way to close a rift could benefit everyone. Sharing those details would go far to repay the debt you and your fellows here owe us." He looks towards the scientific types, "Well, boys, are you feeling appropriately grateful?"

He looks towards @Woolsy , "Doctor? Do you think you might take a gander at there data we brought back and what these amicable scientists have provided and see if it's this 'closer' that the Captain spoke of?"
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Five: Running Man

Post by Ajax »

Ajax pulls up from his gallop, slowing to a leisurely trot before arriving at the ATV. He encourages the dismount or unloading of the rescued scientists from his back, then turns to the captain. "That was a mighty ex..implosion. What would have happened had any of us...or you...been caught in that blast? Death, or simply exile?"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
User avatar
Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Five: Running Man

Post by Mars »

Seeing @Tex Arcana's attempt to gently coax the information out of the scientist, Lace reaches out and grabs him, slamming him bodily against the hull of the mountaineer and summoning her psi-blade in the form of a glowing red knife. Drawing it slowly across his cheek, she says, "Please don't mistake politeness for weakness, Captain. We'll have the information we want, or we'll have a mess on our hands."

Test with Intimidation 7, plus any bonus for scary magicky knife
Intimidation 1d6!, Wild 1d6!: [6!, 1]+[1] = 8 [/inline]
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
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Five: Running Man

Post by Icosa »

Icosa stays quiet for the moment, opting to see how Captain Riley reacts to these questions rather than piling more onto him. She's careful to use the opportunity to get detailed scans of the scientist and his staff, recording not just faces but as many biometrics as her sensors can detect at that range. The 'closer' as he called it would be of incredible interest to ARCHIE and the Republic. She projected that he would not willingly share technical data about it, which meant that some form of data theft or human extraction might be required at some point in the future.

A physical sample would be ideal. She paid particular attention to the captain's armor and clothing, as well as those of the others on the science team. Any sign of breach, or visible blood, could be very useful for future operations.

Rolls: Perception 7
Perception 1d6!! +4: [3] = 3 Wild 1d6!! +4: [3] = 3
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 Five: Running Man

Post by Erebus Caine »

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

Erebus Caine only grumbled a little when Mars manhandled him, picking him up and racing faster than he could toward their vehicle. He supposed it was better than being swallowed by that worm. Oddly, Icosa seemed relatively unscathed. Maybe she hadn’t gotten that far down its gullet yet.

And then the entire area imploded, sucked down into the hole, and it grew quiet. Even the interference cleared up.

Captain Riley and his scientists celebrated, and Caine crossed his arms and scowled. “No, you can’t exactly kill us to cover this up,” he agreed, a warning in his tone. He pulled out the data chip, but was stopped by Tex, and Mars manhandled Captain Riley, threatening him with her psi-blade.

“Easy, Mars. Or Lace. Whoever’s in control,” Caine said, putting his hand on her shoulder. But there was the whine of his pistol powering up as he drew it. “You don’t want to confirm every fear he might have about folks like you.”

Caine looked to Riley. “She’s right, though. I’m sure our employer would be interested in that data, as well. So we’ll take a look at it as well.” Caine handed the data jack to Woolsey. “Make a copy, Then everyone can be on their merry way.”
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: 36/60
  • 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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Venatus Vinco
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Posts: 2872
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Re: Chapter Five: Running Man

Post by Venatus Vinco »

Riley is in no condition to fight or argue, having only recently had worms pulled from his insides by the violent mercenary group Adventure Inc. His science team is in similarly bad shape - although they stiffen up at the tension.

He eyes everyone in bewilderment, not sure how they got from saving him to threat ending him in such short order. Finally, he sighs in resignation.

"You saved us. I am grateful. But not so much to become a traitor. I'll make your copy but your vehicle description and identities will go on a wanted list. You'll be hunted like dogs to recover the information. Your fate will be entirely out of my hands and probably be decided by a laser hole to the head while you sleep." He extends his hand for the data, "Or you can leave before a SAMAS squadron comes to investigate that explosion."

What do you do?
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter Five: Running Man

Post by Mars »

Lace flares her nostrils. Every bit of programming she had received since she was a little girl said to just gut this lab rat and his comrades and be done with it. They could get the data off of the RSCG scientists' bodies.

But @Erebus Caine, flawed as his reasoning might be, comes to the correct conclusion. And she has another voice in her head, now. One that screams at her about the so-called "laws of war," which apparently frowns on the murder of non-combatants.

After an eternity of a moment, she nods at the Captain and straightens. "Your dedication to your army is commendable. As I have never feared being hunted, I find this proposal acceptable. Give us the data we require and you may live, and you may live with the knowledge that the next time we see you on the field of battle, this will go differently." She lowers her blade, but does not dismiss it, just in case she finds cause to use it yet.

Bloodthirsty and Deluded
She's bloodthirsty, but she also believes herself to be the god of war, and war has rules. Ultimately, her delusion is the stronger of her two hindrances, so I let that one play out. I was close to going the other way, though.
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
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter Five: Running Man

Post by Icosa »

On seeing the chip passed off to Woolsey, Icosa sidles over to him and in a low voice offers, "If you'd like, I can help you copy that for us. I have some experience in decryption and data handling."

As she speaks she keeps an eye on the scientists and Mars. Their threat didn't have much power over her personally, as her physical appearance was malleable. Mars seemed to be taking the notion of living under constant threat rather well. She was curious to see what the others would think.

Hopefully she'd have a chance to copy the data before someone tried to change their minds.
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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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter Five: Running Man

Post by Ajax »

Ajax snorts at the captain's threats. "Sure. You'll hunt us. How novel. A fine recompense for the two men I just pulled from the worms and your 'closer.'" He stares intently at the two men he just carried to safety, then turns back to Riley. "If you cannot see fit to note our mercy in your 'kill list' notification, even despite our adrenaline-fueled conduct..." He slightly raises an eyebrow and barely side-glances at @Mars / Lace before continuing. "...then we will know for the future to leave your people to their fate. Perhaps you will be fortunate and won't know or care about anyone on the next team imploded by your technology or devoured by some hideous monster you unleashed." He shakes his head vigorously and turns back towards the rest of the team, ensuring all are in one piece.
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 Five: Running Man

Post by Erebus Caine »

Don't know if Intimidation is needed, but here's a roll just in case 5
Intimidation 1d6!!: [5] = 5
Wild 1d6!!: [5] = 5
CS Occupied Minnesota/Ruins of St. Cloud, East of the Mississippi
Heavy Ley Line Activity
Round 0

“Riley, I don’t care who you send after us,” Caine said. “You tell them Erebus Caine is waiting to put a laser bolt through every officer’s head for what they did to me and mine. They’ll know the name. I guarantee they’ll be happy to send some middling rank like you to take that laser bolt for them. Hell, they might even send you. CS-24601 is waiting for them. Now, do you or your men need any further medical attention?”

Ignoring Riley, Caine looked over to the rank and file soldiers and scientists they had rescued. “Do any of you object to sharing the data in the interests of making this world a safer place?”
Hindrances
Vengeful, Wanted, and Death Wish all apply here LOL
Turn
Free Action:
Action:
Move:
Loot
2 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 4/3
Rifle Ammo: 36/60
  • 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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Woolsy
Posts: 24
Joined: Mon Jul 20, 2020 7:41 pm

Re: Chapter Five: Running Man

Post by Woolsy »

Woolsy took the data chip In his very large and hairy “hands”. He shook his head wishing the chip was a fine tome or treatise covered in leather whose papers faintly smelled of archaic mildew. His voice was a low rumble,“Ze doctor indeed... But a doctor Zee up here and where the heart liez.” In turn he touched his head and heart, “Zi can decrypt zoz puriutz, but...”

He handed the chip to @Icosa when she offered to assist in its decryption, “Perhapz Zee young Icosa may givez it’s a try.”

For a split second he thought about talking to Riley about his misguided hatred for the group. But how could you get through all that programming? Even after they had saved them Riley was only willing to give them what amounted to a slim running start.
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Five: Running Man

Post by Tex Arcana »

Maybe it's time to come up with code names for this group, Tex thinks as his team rallies to point out the error of the dear Captain's response. With my helmet on, the description would be generally vague, but Caine obvious feels that whomever they send will be of little consequence. The mage steeples his fingers and puts them under his helmeted chin. "My apologies, Captain, I had forgotten that you will most likely be interrogated intensely upon your return regardless of our actions. The fact that you lived and were helped by the likes of 'us' will most not likely help you career in any event. You all could of course, just leave us out of your escape and success at closing the rift. I suspect that if you follow through with your threat, you will be the one much worse for wear in the short term than we will."

"I believe it's time for us to move on then, good luck." Tex goes back to their supplies and puts together a small pack of rations and water and leaves it with the Captain, not mentioning the data stick again, leaving it to Icosa and Woolsy to get a useful copy and/or give back a blank data chip.
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter Five: Running Man

Post by Tiny Tim »

Venatus Vinco wrote: Mon Jan 04, 2021 7:34 am Riley is in no condition to fight or argue, having only recently had worms pulled from his insides by the violent mercenary group Adventure Inc. His science team is in similarly bad shape - although they stiffen up at the tension.

He eyes everyone in bewilderment, not sure how they got from saving him to threat ending him in such short order. Finally, he sighs in resignation.

"You saved us. I am grateful. But not so much to become a traitor. I'll make your copy but your vehicle description and identities will go on a wanted list. You'll be hunted like dogs to recover the information. Your fate will be entirely out of my hands and probably be decided by a laser hole to the head while you sleep." He extends his hand for the data, "Or you can leave before a SAMAS squadron comes to investigate that explosion."
"From what I have heard and experienced, your Coalition would hunt me down and shoot me whether we did this or not. I understand you passing on the information about us is to save your life, but think on one thing... if we also get this information, you and your people will not be the only ones risking their lives to close the rifts.

One more thing... if you passing on the CORRECT information to your superiors gets one of my friends killed, you better hope that they kill me too, or... Captain Riley is it... you will have to spend the rest of your life looking over your shoulder and sleeping with one eye open... whenever you are out in the field since I WILL be looking for you for payback."
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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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Five: Running Man

Post by William Rufus »

William looks at everyone he can from the driver's seat before he opens his mouth, "OK, Everyone calm down. I know everyone doesn't like the others here, but you are missing the big picture here. All of us who hates the other, came together for the betterment of this earth. , the CS saved the world after creating the trouble us and we saved the CS along with the world . Now as I see it these CS knows that they can trust us, and they should. And the opposite should be true . Grant it we are a small group but I suggest that in future need we be able to call upon the others if another need like this is encountered."

"Not everyone who is different is out to kill everyone else. the mater of the information on the drive , again we were the ones that saved it for you. we should return it, to the rightful owners , it should be up to them if we get a copy. What would happen if the rift wasn't closed and this spread to such an extent that no one could stop it. this is the reason we ask you to share a copy, incase somewhere another rift opens up and it the CS doesn't know about it others might close it. What if they had this tech before the the Bugs gat a foothold in here or the Devil's gate? "

"Now where can we drop you off." As William continues to drive.
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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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter Five: Running Man

Post by William Rufus »

Persuasion d8
1d8 1d8!! Per: [10!!] = 10

Wild Dice
1d6 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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Venatus Vinco
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter Five: Running Man

Post by Venatus Vinco »

Outgunned and exhausted Captain Riley sighs as the group takes their copy of the data. There is little he can do to stop them anyway. It doesn't take much for Icosa to grab a copy.

"Thanks for offer Caine, but I think we've had enough of you kind of help. I'll let command know who you hang out with these days," he says as he gives the group of d-bees, magic users, and Dragon a hard look.

Meanwhile, one of Riley's men cracks a survival beacon - the team can hear the steady message repeating on their radios. It won't be long before the CS Army shows up. Tangling with the CS didn't go so well for the team last time out.

" Get as far away as you can as fast as you can."

Mounting up, the group continues westward toward Colorado. The terrain opens up significantly and they range over more open terrain, the Domain of Man well into their rearview mirrors.

Interlude (Trek). Draw a card and narrate what happens during this phase of the journey.

OOC: Decrypting the data stick and interpreting the scientific data will be an adventure in and of itself.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter Five: Running Man

Post by Tex Arcana »

Interlude

1 - Spades
2 - Hearts
3 - Diamonds
4 - Clubs

Suit: 1d4: [4] = 4

CLUBS
  • Downtime: Your hero broods or is angry about something. What is it, and how does she misbehave?
  • Backstory: A tale of misfortune from your hero’s past, perhaps revealing something of his Hindrances or a dark secret.
  • Trek: A hardship the party overcame on their trip: the tragic death of a favored Extra, spoiled or lost supplies, a mechanical breakdown, abysmal weather, and so on.
The Past wrote:Theodore was crouched behind a barrel along the main street in HousTown. All along the street people were doing similarly as they watched what was occurring.

On the street two men faced each other.

One was dressed in the work clothes of a cowboy, boots with muddy spurs, chaps, a worn gun belt with a pistol holstered, long sleeved shirt, and cowboy hat. All covered in trail dust. The stubbled face of the man looked tired, but laugh lines creased the weathered cheeks. His arms were held loose. His right hand dangling near his pistol, giving no appearance that he planned on drawing it. Across his chest, a whip was coiled.

The other was dressed in black and gilded in silver. Silver spurs sparkled in the sunlight. A large silver belt buckle on a filigreed belt studded with shells. The man's clothes were immaculate. The man's face was smooth and clean. His hand twitched near the enameled handle of pistol. The man was obviously a gunslinger.

"You owe me 10,000 credits Scoresby, either you pay or I'll take my satisfaction in shooting you," the man in black growled in a low voice.

"I've paid you Mr. Holton. We agreed to 500 credits per bandit killed and a 1000 credits for their leader. It's not my fault that when you shot Garble, the rest of those scallywags would turn tail and run," said Scoresby.

Holton raises his voice, "1000 credits is a waste of my time! I answered your letter because you mentioned a bounty of..."

"Stop Holton. You know what the letter said, it didn't guarantee a sum. If you want to go off and hunt down the rest of the band, your welcome to do so, but without their leader, they aren't going to come around. You claimed Garble's gear in addition to the 1000 credits I paid. I have no problem with that, sell it if you need more coin," Scoresby answers.

"His stuff was trash. That long arm he carried is too damn heavy to carry and was so worn, it was likely to break when shot." Holton points his finger at Scoresby then back at himself. "You owe me."

Scoresby just shakes his head, but doesn't say anything.

The two men stare at each other. The crowd waits, breath held. What wind there had been blowing dies down, even the birds, dogs, and horses on the street seem to know something is about to happen.

Behind Holton on Theodore's side of the street, Theodore sees some lumber stacked in front of a building being built. Worried about his father, Theodore whispers and exerts his will, a bolt of invisible force hits the wood causing them to tumble. Two of the boards slap together sounding much like a gun shot.

Holton doesn't flinch, he smoothly turns and draws to the sound. Lightning fast, he recognizes that he wasn't being ambushed. He swivels back around, the pistol tracking Scoresby. For his part, Scoresby had rolled to the left, his hand going for the whip. Not taking his eyes off Holton, he has a split second's advantage.

The whip cracks and the tip flicks and strikes Holton's gun hand. The shot goes wild and the gun hits the ground in a cloud of dust.

Scoresby has his gun pulled now. A few of the farmers and shopkeepers have their rifles out now as well.

Holton reads the crowd, rubbing his wounded hand. "Alright Scoresby, you've won. I'll take my money and leave, but I'm going to spread the word on how I've been dealt unfairly. I'm going to pick up my gun now." He slowly reaches down with his good hand and picks up the pistol. He shakes off the dust and awkwardly puts the gun back in it's holster. He turns and walks into a hotel, coming out a few minutes later with his gear. He walks down to his horse, ties on his gear and climbs on. He rides out of the town with all eyes upon him.

...

Scoresby flicks the reigns and the horse begins moving pulling the wagon. Beside the man, Theodore sits quietly beside him while they ride out of town.

They've gone a mile or two before Scoresby speaks up. "Did you cause those boards to clack together?"

Theodore looks up at his father, a smile on his face, "Yes, I did."

"You shouldn't have."

Confused, Theodore says, "But, I didn't want you to be killed!"

"I know, but out here you need to follow the code. This isn't like what they say the past was like before the world is changed, where everyone obeyed the law. Out here your word is your bond, and your actions need to support that. Holton was treated fairly, and he got what we agreed upon, but he wanted more. When I wouldn't do what he asked, he called me out. But two wrongs don't make a right. What you did if it had been called out, would have made me the cheat. Our neighbors wouldn't trust or trade with us. We'd be like the bandits we needed Holton to help us drive off."

Scoresby, gives his son a hug. "I know you meant well. And luckily neither he nor I were injured other than perhaps his pride. If you're going to go off to that mage school in Dweomer, hold on to the code, so you can come home one day."
Sitting in the back of the Mammoth, Tex watches the road behind them, lost in thought, the Code of the West on his mind.
Last edited by Tex Arcana on Thu Jan 14, 2021 10:22 am, edited 1 time in total.
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