Chapter 9: The Facility

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Venatus Vinco
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Chapter 9: The Facility

Post by Venatus Vinco »

The Facility
Thanks to Icosa's uncanny knowledge of the area the team is able to very southward and pick their way through the mountains following destroyed American Empire road systems. Rolling along the lonely mountain passes they experience the raw majestic beauty of the area. The woodlands and wilds they passed through en route have faded and the peaks of the mountains dominate the skyline. No signs of people can be discerned anywhere.

After a very long and bumpy ride the old roadway ends abruptly and the Mammoth rolls up to a surprisingly level area where a city once stood but was completely flattened during the nuclear exchange that preceded the cataclysm. Dosimeters still show low level radiation, nothing harmful in the short term, these hundreds of years later. Driving through the destroyed area is eerily quiet. Psychics can feel the haunting presence of victims as if their voices whistle on the wind.

The entrance to the mountain facility has been completely destroyed by what looks like a direct impact, a crescent shaped area is carved out of the mountain as it is was carved off by a mad butcher. The entrance to the facility, if it has not collapsed, is sealed tight by the melted and fallen rock.
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 9: The Facility

Post by Erebus Caine »

Stealth 12
+2 wilderness, +2 armor
Stealth 1d12!!+4: [8]+4 = 12
Wild 1d6!!+4: [2]+4 = 6
Survival 6
Survival 1d8!!+2: [4]+2 = 6
Wild 1d6!!+2: [2]+2 = 4
Colorado Baronies/Barrier Range
Round 0

Erebus Caine observed the rubble of the entrance to the ancient American Empire facility. The road system indicated there had been something there. “Well, good luck getting into that,” Caine said. He hopped down off the Mammoth. “I’ll take a look around. Make sure its safe. Maybe find a back door.”

Caine disappeared into the woods around the mountain.
Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 5/3
Rifle Ammo: 21/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
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.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
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 9: The Facility

Post by Mars »

”He’s got the right idea,” Mars comments. @Tiny Tim, shall we go round the other way and meet our comrade @Erebus Caine in the middle?”

With that, she focuses a moment, investing her shadow cloak with a fragment of her will, and any nearby shadows stretch towards her. She is counting on there being more shadows in the wilderness around the mountain.

Stealth 4, Invisibility Power also active when in shadow
1d6!, 1d6!: [3]+[3] = 6
Benny 1d6!, 1d6!: [4]+[2] = 6
Rolls to Notice her are done at -4, assuming she is in darkness or shadow
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 9: The Facility

Post by Tex Arcana »

Tex hops out of the Mammoth and looks out over the terrain leading up to the mountain.

His goal is to see if he can find the road that led to the facility entrance and from there see if there is ancient sewer access that may allow them to enter the facility indirectly.

He asks those on the sensors on the Mammoth, "Are you getting any low powered signals now that we are close to the entrance? That golden age tech was pretty tough and lasts pretty much forever. If we could interface with it, we might be able to get a blue print or diagram of this area to use as a reference."

Those earth elementals would have been useful here, they could have cleared the debris easily. If it comes down to it, the phase field (intangibility power) built into this armor should allow me to get inside, but I wouldn't be able to bring anyone with me. Maybe one of the others will find a ventilation shift or something we could use to get inside.


Notice: 1d6!: [6!, 5] = 11
Wild Die: 1d6!: [3] = 3
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Icosa
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Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

Icosa puts together a list of options as she surveys the wreckage of the main entrance. Searching for an alternative means of ingress is high on that list, but first she lingers and examines the impact and its effects. What had happened here? Was this the result of some kind of explosive or munition? Or had something else entirely struck?

Getting answers was something she'd been built for. Myriad sensors and data collection tools came to life. Her eyes scanned deep into infrared and ultraviolet spectra. The presence of nuclear or ionizing radiation was detected and noted. Via the holocomm she scanned through radio and microwave frequencies, searching for any signals emanating from the mountain. Detailed topographical data of the 'carved out' section of the mountain was collected for analysis, trying to determine likely causes for that kind of damage.

Rolls: Notice 8
Notice, using advanced sensors.
1d6!! 1d6!! +4: [4]+[4] = 8
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 9: The Facility

Post by Ajax »

The climb to the plateau was fascinating. Ajax spent most of the time moving on his own without the benefit of the juice. Even deadened by the euphorics and tranquilizers, the thrill of exploration and the thought of laying eyes on a place his kind had never seen still got into his soul.
The arrival at the destroyed entrance drove off the sense of wonder and put a chill on his soul. Standing in the evidence of such sheer destruction makes the hair on the back of his neck stand on end, and he starts the juice flowing again.
"What hatred wrought such a scar on an otherwise beautiful land..." His musing ends swiftly, though, as the search for an alternate entrance begins. Ajax, instead, does a circuit around the mammoth, putting eyes on what might be nearby to threaten their primary transit. The low-grade radiation in the area has done his gear no benefit, however, and the optics in his helmet begin to

Notice: 1d6!!: [1] = 1
WD Notice: 1d6!!: [1] = 1
Technical Difficulties: 1d6: [3] = 3
giving him fits in trying to see. "A pox upon these false eyes! What has gone wrong?!"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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William Rufus
Posts: 164
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Re: Chapter 9: The Facility

Post by William Rufus »

After Layla brings the Mammoth to a complete halt, William looks at the devastation that was wrought upon this site. when the subject of finding a location of an entrance using electronics , he tries to locate a change in electronic charges in the area
Electronics FIELD INTEL
1d6+2
1d6+2!!: [1]+2 = 3
Wild Card
1d6
1d6!!: [2] = 2
Notice FIELD INTEL
1d8+2
1d8+2!!: [7]+2 = 9


Layla tries to repair and equipment and Use
Repair 1d10+4
1d10+4!!: [6]+4 = 10
Electronic 1d8
1d8!!: [3] = 3
Wild card 1d6
1d6!!: [4] = 4

Layla fixes the machine and is successful in using it.
she can locate the area which has a electronic discharge.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

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

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

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

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

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

Celestial Staff
+2 shooting

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

Re: Chapter 9: The Facility

Post by Tiny Tim »

Mars wrote: Sun Sep 19, 2021 5:47 am ”He’s got the right idea,” Mars comments. ”@Tiny Tim, shall we go round the other way and meet our comrade @Erebus Caine in the middle?”

With that, she focuses a moment, investing her shadow cloak with a fragment of her will, and any nearby shadows stretch towards her. She is counting on there being more shadows in the wilderness around the mountain.

Stealth 4, Invisibility Power also active when in shadow
1d6!, 1d6!: [3]+[3] = 6
Benny 1d6!, 1d6!: [4]+[2] = 6
Rolls to Notice her are done at -4, assuming she is in darkness or shadow
Stealth (-4 to be Noticed)
  • Stealth: 1d8!!: [3] = 3
    Wild: 1d6!!: [5] = 5
    Result: 5 - Success. Still an additional -4 to be Noticed

Notice: 1d8!!: [3] = 3
Wild: 1d6!!: [1] = 1
Result: 3 - Fail


Taking Mars onto his back, Tiny Tim slinks into the leveled area to look for an alternate entrance or anything that might be of interest to Mars and the rest.

"What do you think we will encounter in there, Mars... more Shadow Beasts?"
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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Dawn Swiftrunner
Posts: 36
Joined: Sat Jan 16, 2021 11:28 pm

Re: Chapter 9: The Facility

Post by Dawn Swiftrunner »

Dawn dropped to all fours, sniffing the air, for the usual collection of scents, and that familiar tang of the supernatural and the magical. Slowly she crept around, paying mind to the breeze, and what it carried to her.

"Everybody hold a lil' still, I wanna figure out what the animals already livin' here are doin'. If there's a way in, it'd be decent shelter, an' if they been here a while, they might have found it."
OOC Comments
Dawn is using Survival in Tracking mode to see if she can track any animals - magical or mundane - that have gone into and out of the complex, the better to suss out where entrances and exits might be.

Survival: 1d6!!: [4] = 4 +2 for Keen Senses
Wild die: 1d6!!: [3] = 3 +2 for same
A good dog.
OOC Comments
Pace: 10; Running Die: d12; Parry: 6; Toughness: 15 (6)
- Parry is 9 with psi-shield active, and enemies have a -4 cover penalty to hit
- When attacked with technological attacks, enemies take -2 on their rolls.

ISP: 10 / 10

Bennies: 3
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
- Gained 1 on draw of the Joker May 8 2021
- Spent 1 to remove Shaken May 8 2021
- Spent 1 to soak damage May 8 2021
- Gained 1 when sharing a backstory element, Nov 28 2021
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Venatus Vinco
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter 9: The Facility

Post by Venatus Vinco »

Moving around and scouting the area reveals some strange and frightening realities.

Caine creeps up to a pile of rubble that may have once been an old structure before whatever flattened the place hit. He approaches quietly, seeing two figures amidst the rubble. Getting closer he sees they are two translucent beings sitting at an illusory table eating dinner, like a picture frozen in time.
Fear
Make a standard Fear check, these are Haunting Entities
Mars and Tiny curl in a different direction from Caine and it doesn't take long for them to notice figures amidst the rubble. A mob of translucent humans walk toward the pair their demeanour shifting from placid play acting of their last acts to something else. Mars can sense strong psychic emanations coming from them - hunger!
Fear
Make a standard Fear check, these are Haunting Entities
As Ajax futzes with his equipment and doesn't notice as ethereal figures start to close in around him until the hair on his hide stand on end. Looking up he comes face to face with a literal ghost.Don't spook the horse!
Fear
Make a standard Fear check, these are Haunting Entities
Tex and Icosa study the area for a way in. Icosa knows easily enough that this is from a high yield nuclear strike, likely designed to take out the facility beneath the mountain. However, they cannot talk to much as both adventurers see the movement of a throng of figures coming toward them, seemingly drawn to Tex like moths to a flame. More and more are added to their number as they approach. Lost souls, starving for psychic energy - which the group has brought in abundance.
Fear
Make a standard Fear check, these are Haunting Entities
For her part Dawn can find no animal tracks whatsoever. It's as if the living avoid this place and she quickly sees why as the mob moves toward her and her companions - drawn to her psychic scent.
Fear
Make a standard Fear check, these are Haunting Entities
Inside the Mammoth William and Layla manage to fight through the static and background radiation to get a read on the area. It doesn't take William long to recognize this, he's seen it in pictures on his home planet. A direct nuclear strike is what levelled this town. Before long, however, ghotsts start pouring through the walls of the Mammoth hungry for Williams psionic energies.
Fear
Make a standard Fear check, these are Haunting Entities
Haunting Entities
Scores of these entities march toward those of you with the intent of draining your PPE/ISP. They emanate strong psychic impressions: screams, death, despair. It it almost overwhelming.
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 9: The Facility

Post by Tex Arcana »

Fear Roll:

Spirit: 1d6!: [6!, 2] = 8
Wild Die: 1d6!: [1] = 1

Exalted Conceal Arcana
Spellcasting: 1d12!+1: [4]+1 = 5
Wild Die: 1d6!+1: [3]+1 = 4

Using a benny since we are so close to the end of the quad to see if I can get a better result

Spellcasting: 1d12!+1: [1]+1 = 2
Wild Die: 1d6!+1: [6!, 5]+1 = 12

PPE: 2 (+2 Large Area Effect, +2 Mega Modifier, -1 Channeling) = 5
Effect: -4 to detect/notice
Duration: 2 hours


Tex is kicking loose rocks and debris out of the way when he hears the first of the moans. He looks up to see ghostly figures appearing and moving towards him like a moth to a flame. His breath is caught in his throat for a moment, but his brain unfreezes and he chants the words to mask his mystical signature. On the last syllable, a barely visible wave of energy radiates outward from him like the ripple caused by a stone in a pool. The field of magic deadening the presence of magical or psychic energy. He waits holding his breath as the creatures come towards him.

If it works, he says, @William Rufus (and Layla) as well as @Icosa, "Come stand near me!"

If it doesn't work, he says, "Oh Crap!" Picks a direction with fewer Haunting Entities and beats feet.


PPE: 35/40
Xanthine Gem: 10/10
Lessor Ring of the Elder: 4/5
Bennies 2/3
Last edited by Tex Arcana on Sun Sep 26, 2021 6:18 pm, edited 5 times in total.
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 9: The Facility

Post by Tiny Tim »

Spirit: 1d6!!: [5] = 5
Wild: 1d6!!: [3] = 3
Result: 5 - Success.


These things emanate strong psychic impressions of screams, death, and despair. Well, time to show these things what I can do. They seem to want to eat me... maybe I should eat them first...
Mars wrote: Mon Sep 27, 2021 10:41 am Mars sees the ghostly apparitions and is
Spirit 1d8!, Wild 1d6!: [1]+[5] = 6
. "Interesting," she remarks as she prepares her weapons. "These creatures can see us, @Tiny Tim. Gird yourself, for battle is nigh!"
"Am I allowed to eat these things before they eat me? I KNOW I am not supposed to be going around just eating things... but since they look like they are wanting to eat me, does that make it allowed?"
Last edited by Tiny Tim on Mon Sep 27, 2021 3:22 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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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 9: The Facility

Post by Ajax »

Ajax starts at the appearance of the ghostly forms but
Spirit vs Fear: 1d8!!: [2] = 2
WD Spirit: 1d6!!: [2] = 2
Benny Spirit w Elan: 1d8!!+2: [6]+2 = 8
WD Benny Spirit: 1d6!!+2: [4]+2 = 6
. He moves quickly to find an open area, avoiding the entities as best he can, while still drawing them away from the rest of the group. "Be wary! The dead seek to feed on the living!"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 9: The Facility

Post by William Rufus »

William Fear 6 passed
OOC Comments
1d10 Armor Blessed for additional protection
1d10!!: [6] = 6
Wild Dice
1d6
1d6!!: [2] = 2
banish the horde power causes the gauntlets glow white 9 success and a raise for a large Burst
OOC Comments
1d10 +2
1d10!!: [3] = 3 reroll spend benny
1d10!!: [7] = 7
Wild Dice
1d6
William shakes off the horrors that are coming forth. Her steps in front of Layla to protect her. His gloves glow and he reaches down inside himself 'Gods of Light, come to the aid of your servant and the flock. Send these poor souls away.

LayLa Fear passed she hugs William, not sure what she can do.
fear
OOC Comments
1d6
1d6!!: [2] = 2
Wild Dice
1d6
1d6!!: [7!!] = 7
She thinks to help in this battle any way psi for warriors gift (No Mercy +2 for rerolls for both her and William)
1d8
1d8!!: [1] = 1
Wild Dice
1d6
WD 1d6!!: [5] = 5
Dice rolls
1d6!!: [2] = 2
1d10!!: [1] = 1
1d10!!: [3] = 3
Last edited by William Rufus on Mon Sep 27, 2021 7:16 pm, edited 3 times in total.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

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

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

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

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

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

Celestial Staff
+2 shooting

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

Re: Chapter 9: The Facility

Post by Icosa »

"Damage to the mountain and background radiation count are consistent with a strategic nuclear strike several hundred years ago," says Icosa quietly as she completes her scans. "There could have been survivors if the base extended deep enough and had shielded bunkers."

When the ghostly horrors explode out of the mountain she regards them without much obvious reaction, beyond extending the silvery cyberblades from her arms. She does move closer to Tex when urged to, however.

"Tex, will silver be effective against these creatures?" With just a second's pause she adds, "And does their presence here imply the former base personnel are all dead?"

Rolls: Fear 15
Fear check (+2 from Brave) 1d8!! 1d6!!: [13!!]+[3] = 16
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 9: The Facility

Post by Mars »

Mars sees the ghostly apparitions and is
Spirit 1d8!, Wild 1d6!: [1]+[5] = 6
. "Interesting," she remarks as she prepares her weapons. "These creatures can see us, @Tiny Tim. Gird yourself, for battle is nigh!"
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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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 9: The Facility

Post by Mars »

Tiny Tim wrote: Sun Sep 26, 2021 6:03 pm "Am I allowed to eat these things before they eat me? I KNOW I am not supposed to be going around just eating things... but since they look like they are wanting to eat me, does that make it allowed?"
Mars grins. "Yes, my friend. You may absolutely eat these creatures. Just be sure to leave one or two for me. My sword grows bored."
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
User avatar
Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 9: The Facility

Post by Erebus Caine »

Fear 6
Spirit 1d8!!: [3] = 3
Wild 1d6!!: [2] = 2
Benny to reroll
Spirit 1d8!!: [1] = 1
Wild 1d6!!: [3] = 3
Benny to reroll
Spirit 1d8!!: [6] = 6
Wild 1d6!!: [2] = 2
Colorado Baronies/Barrier Range
Round 0

Erebus Caine crept quietly up over some ruins and was surprised to find a pair of translucent entities...eating dinner...at a table...

They didn’t seem to notice Caine, so he pulled back a bit and reached up to tap his comm, speaking quietly.

“Got some supernatural shit up here,” he reported to the others. “Like ghosts or something.”
Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 3/3
Rifle Ammo: 21/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
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.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
User avatar
Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 9: The Facility

Post by Tex Arcana »

Occult: 1d12!: [10] = 10
Wild Die: 1d6!: [4] = 4

Tex edges a step backward as the Haunting Entities come closer, Nothing worth eating here, nope, go look elsewhere. We are just two bumps on the log. To @Icosa he says in reply to her question. "Theses are incorporeal spirits, while many supernatural beings have a weakness to silver, I suspect, that your blade would just swish through them. If my concealment spell works, I'll cast a magical aura upon are weapons that should be effective."
User avatar
Dawn Swiftrunner
Posts: 36
Joined: Sat Jan 16, 2021 11:28 pm

Re: Chapter 9: The Facility

Post by Dawn Swiftrunner »

Dawn's ears twitched, and she raised her eyes and muzzle to behold what was haunting this place...
OOC Comments
Spirit check (w. Brave) 1d8+2!!: [1]+2 = 3
Wild Die (w. Brave) 1d6+2!!: [2]+2 = 4
The fear was overpowering; everything about this place screamed wrong, wrong, wrong. But the cyber-knight held fast, and purple energy burst forth from her fingers, forming her sword and shield, even as the psionic nano-matrix within her blood exuded through her pores, covering her in armor.

Then she stands in front of Tex, determined to protect the spellcaster - despite her instincts telling her that the scent of magic meant danger.

"I gotcha. Let's see if my psiblade works 'gainst 'em."
A good dog.
OOC Comments
Pace: 10; Running Die: d12; Parry: 6; Toughness: 15 (6)
- Parry is 9 with psi-shield active, and enemies have a -4 cover penalty to hit
- When attacked with technological attacks, enemies take -2 on their rolls.

ISP: 10 / 10

Bennies: 3
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
- Gained 1 on draw of the Joker May 8 2021
- Spent 1 to remove Shaken May 8 2021
- Spent 1 to soak damage May 8 2021
- Gained 1 when sharing a backstory element, Nov 28 2021
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Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter 9: The Facility

Post by Venatus Vinco »

We Ain't Afraid of No Ghosts
Context
These are the ghosts of the citizens of Colorado Springs. The pre-Rifts city that once stood where you are now. It was destroyed after direct nuclear hits targeting the Cheyenne Mountain Facility
Tex and William use their magics to buy a temporary reprieve from the entities. Tex's bubble conceals their mystic presence but the ghosts still gravitate round the only living beings in the area sending out strange and disturbing mental imagery. The sheer volume of entities makes the mental crush nearly unbearable. To escape them requires a strong will.
Spirit check
On a successes post what vision of the past your hero sees and take a level of Fatigue (no Fatigue on a raise). Failure means you relive the death of one of the former residents and are Distracted and take a level of Fatigue. Critical failure results in Fatigue and a roll on the Fear table at +2. Regardless take a benny for posting your flashback.
Suddenly debris and dirt begin to swirl and forms into humanoid shapes. Tex immediately recognizes them as Tectonic entities.
Quick Encounter (Dangerous)
Roll any skill to fight off the tectonic entities using the Dangerous Quick Encounter rules. Don't forget any penalties incurred above.
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 9: The Facility

Post by Tiny Tim »

Spirit: 1d6!!: [1] = 1
Wild: 1d6!!: [4] = 4
Result: 4 - Success. 1 Fatigue.

Psionics (-2 due Difficulty, +2 due Major Psychic, -1 due Fatigue)
  • Psionics: 1d10!!: [7] = 7 -1
    Wild: 1d6!!: [4] = 4 -1
    Result: 6 - Success. 1 Fatigue (Bumps and Bruises)... so 2 Fatigue Total.
    ISP used: 4d6: [3, 4, 5, 1] = 13


As the ghostly forms approach, Tiny Tim draws upon his mental strength to eat the spirits. He did not, however, expect for them to attack his mind...
  • Today was another boring day on Guard duty. Check Identification for incoming traffic, then signal my partner to let them in. After a mind numbing few hours on duty, the driver whose identification I was checking noticed something in her mirror. Turning around, the lady's eyes widened and she just started crying. Looking up, I was just in time to see the last half second before the bomb exploded, vaporizing everyone and everything in the area.
Shaking his head, Tiny Tim was just able to clear his head enough to start defending himself once the entities were close enough to attack him. He started lashing out at them, but they were able to further wear down his mental strength before he could tear them apart, not even really having the energy to eat them as he originally intended to.

"Mars, I don't feel so good. My head is hurting!!!"
Last edited by Tiny Tim on Fri Oct 08, 2021 8:35 am, edited 3 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 9: The Facility

Post by Tex Arcana »

Spirit: 1d6!: [4] = 4
Wild Die: 1d6!: [6!, 3] = 9

Tex grins over at @Icosa as the restless spirits move around them randomly. The effectiveness of the spell gives him the fortitude to not buckle under the strain of their despair. It unfortunately doesn't stop him from seeing what happened...
The past wrote:"Damn it!" the old man says as he drops a spark plug through the engine block that he leans over as loud boom rattles the windows of neighborhood. He's working on an old 20th century sports car. Obviously a treasured hobby. The car is painted a bold red color that glistens in the sunlight. "Max, do you see the plug down there? Can you reach it?"

A young boy standing next to a tool box, a small smudge of grease on his forehead. He scampers down to the ground on his hands and knees and peers under the car. "I see it! I think I can get it." He crawls forward near the front left wheel, stretching his hand out.

A siren begins wailing. In the shadow of the car, the pair feel the ground rumble and then a second later, the air goes white with light. Then they are swept away...

Spellcasting: 1d12!+1: [12!, 7]+1 = 20
Wild Die: 1d6!: [4] = 4

The mage snaps back to reality feeling the prickly sensation of the entities milling around them. Tex is reminded of his own youth. The townsfolk had started hearing noises at the cemetery up at sunflower hill. A few people visiting the graves claimed to have seen a ghostly figure wandering around. Word had gone out for the need of a preacher. A week past and a man had walked into town wearing a priest's smock and collar and a cross, a leather bound book in hand. Tex remembered two things the most, one the man carried no pistol or rifle, and two, the sense of devoutness of the man's voice when he spoke of the gospel out of the book he carried. He laid the ghost to rest by calling upon the arch-angel Chamuel to help the lost soul make it's way to a peaceful resting place.

Tex uses that memory and casts an
Greater Illusion with the following Modifiers: Sound, Strong, Deadly(for a realistic feel rather than damage, Mobility, and Reach. All wrapped up in a holy trapping. 16 PPE
of mighty giant winged man surrounded in a golden aura. Tex imagines the angel's face as serene and comforting. He causes the image to say the words he'd heard that day so long ago. "You have suffered! The time to rest is at hand. Our Lord knows of your suffering and weeps with you. Those that hurt you have been delivered to the justice of the Lord. Come to the Light and be welcomed into the heavens. Let loose the last of the bonds of fear, anger, and despair that hold you to this plane. Come. Come." The golden aura brightens and the image of the angel walks off into the wilderness.






PPE: 35/40
Xanthine Gem: 10/10
Lessor Ring of the Elder: 4/5
Bennies 4/3
User avatar
Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 9: The Facility

Post by Ajax »

Ajax, despite his speed, is hemmed in on all sides by the haunted. Their attacks aren't physical, and his reflexes are no match.

He picks his way up the hill, a path he's run a hundred times before. His girlfriend is right on his tail, though. "You can't shake me, Jim!" she calls out. They run this path every Saturday to take in the view from the top. They're sure to steer clear of the fence. Everyone knows what's there, but nobody knows what's there. They don't know the threat in their midst.
They reach the summit. The town is laid out below them. They sit, hand in hand, enjoying their bottles of water and a power bar, gazing out over their home. Jim turns to his love. He'd brought something different with him today. "Mary, I would hike this path with you every day for the rest of our lives." He reaches into his pocket. Her view breaks from the panorama to gaze upon Jim's face. Her gaze is then drawn to his fidgeting as he pulls a small box into view. Her face crinkles in joy. He stares into her eyes. "Mary, will you...look at that?" He exclaims as his own gaze is drawn to a fast-moving streak out of the sky. The young girl turns to follow her lover's eyes. Neither of them have the time to discern what the object is, or even to understand the fear they should feel in that instant.

FLASH

The anguish of innocent young lovers torn apart by ultimate violence wounds his spirit, but the centaur is
Spirit: 1d8!!: [7] = 7
WD Spirit: 1d6!!: [4] = 4
against trauma. He has felt that wound. Weakened but not defeated, his rage is renewed as the entities take their shape. He roars in wrath. "At last! I have felt your pain. Now let your form feel mine!"
Ajax

Fighting: 1d10!!-1: [2]-1 = 1
WD Fighting: 1d6!!-1: [4]-1 = 3
Benny Fighting: 1d10!!+1: [8]+1 = 9
WD Benny Fighting: 1d6!!+1: [17!!]+1 = 18
, lashing about with his greatsword and striking the dirt forms of the tectonic entities. Whether he can truly harm them is irrelevant. Let them spend their time reforming broken bodies. He has the strength to do this all day, and the fire in his heart would outlast even these beings.
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
Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 9: The Facility

Post by Erebus Caine »

Spirit 17
Spirit 1d8!!: [2] = 2
Wild 1d6!!: [3] = 3
Benny to reroll
Spirit 1d8!!: [7] = 7
Wild 1d6!!: [17!!] = 17
Shooting 9 Raise
+2 Improved Trademark Weapon, +1 scope
Shooting 1d12!!+3: [6]+3 = 9
Wild 1d6!!+3: [1]+3 = 4
Ammo used 6
2d6: [5, 1] = 6
Colorado Baronies/Barrier Range
Round 0

Erebus Caine stumbled back to rejoin the others. He blinked and found himself... elsewhere

Mark sipped his whiskey slowly, looking over the glass at the blonde at the bar. She wore a stunning little red dress, all legs and perky breasts. Her green eyes met his and she smiled. Her eyebrow arched. He smiled back and made his way to the bar.

Small talk. Her name was Sylvia. In town for a conference. So was he. Flirting. Touching. Elevator to her room. Kissing, fondling down the hallway. Fumbling with the room key, falling to the bed. She noticed his ring. “You’re married.”

“So are you,” Mark observed.

“I won’t tell him.”

Passion.

When it was over they dressed again.

“Can you get the dry cleaning in the morning?” Mark asked Sylvia. “I have that quarterly presentation and have to get in early to prepare.”

“Sure. I’ll pick it up when I bring the kids to school,” she said. “You’ll owe me,” she said with a sultry smile.

“Next date night,” Mark said with a grin, and kissed her.

Bright white light.

Caine pushed the vision aside. His heart hurt. He tried not to think of his own wife. Tiny black boxes. He stuffed his emotions away and focused on the creatures of debris and dust that swirled around them, bringing his rifle to bear as he blasted them into disintegrating bits.
Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 3/3
Rifle Ammo: 15/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
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.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
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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Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

Contrary to what one might think, being an artificial intelligence didn't make one immune to mental influence. The processes of Icosa's brain were equal in complexity and principle to the operation of a living brain. Where a simpler construct might have passed unnoticed, the presence of a self-aware consciousness made Icosa vulnerable to such powers. What was different was how she approached them. Upon detecting the foreign influence, countermeasures she'd developed following the unfortunate 'sleep spell' incident kicked off, isolating the portions of her mind that were affected. Intermediary data transfers via filtered interfaces bridged the gap between the firewalled sectors and the rest of her mind, allowing her to retain access to memory function and 'observe' what was happening with minimal risk of the corruption spreading.

She saw...


an interlude



The psionic transfer of data ended just in time for Icosa to hear the rumbling, grating, cracking noise of rock and soil crushing together and wrenching itself into vaguely humanoid blobs. As energy blasts began to sail across the field, Icosa rushed forward to battle!

Through the fight she focused on defense, dodging and weaving. When she struck it was to deprive the enemy of limbs to attack or move with, reducing the impact of their numbers as they had to pause and rebuild themselves. The goal was not to singlehandedly destroy them, but to keep as many as possible occupied, so that the rest of the team would have clear, unmolested shots. And of course, avoid injury in the process.

Icosa found the entities to be powerful but relatively slow and uncreative in their tactics. Their aggression was easily captured and directed even if they weren't easy to physically disrupt. All valuable data to be added to the trove that was taking shape in her memories.

Rolls: Spirit 9, Fighting 9
Spirit (+2 for Arcane Resistance) 1d8!! 1d6!!: [7]+[1] = 8

Fighting 1d10!! 1d6!!: [6]+[7!!] = 13
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
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Re: Chapter 9: The Facility

Post by William Rufus »

Spirit 1d10 7 Success
1d10!!: [2] = 2 Spending a benny to reroll
1d10!!: [5] = 5 +2
WD 1d6
1d6!!: [5] = 5
WD1d6
1d6!!: [5] = 5
William is successful but is a bit tired. but speaks, "Show us a way that we can send you on to the afterlife. The site you are on is no longer important. Your stand here was successful."
William sees the place under attack , a brilliant flash and the skin, flesh and bones are vaporized. the scream is lost over the roar of the the blast. the person feels that they failed. The side of the mountain is gone then there is silence.

Layla
Spirit 1d6
1d6!!: [5] = 5
WD 1d6
WD 1d6!!: [4] = 4

Layla hugs William for mutual support she sees a person on the other side of a blast door. dying due to the heat on the inside, her body crumples on the floor.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

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

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

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

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

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

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
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Mars
Posts: 177
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Re: Chapter 9: The Facility

Post by Mars »

Spirit 1d8!, Wild 1d6!: [7]+[6!, 3] = 16 +2 from Arcane Resistance = 11


Fighting 1d10!, Wild 1d6!: [5]+[4] = 9


Mars hears crying, and it is a happy sound. A nurse is at her side “massaging” her abdomen to stop the bleeding; it feels more like going a round in the gladiatorial circle, but she trusts Hannah. They’ve come to know each other well these last few months.

Off to her right, the crying continues, and she can see Garen hovering protectively over the doctor’s shoulder. He tries to be cool, she knows, but his left leg is bouncing a little. It’s his tell.

Finally, the doctor hands Garen a little bundle, and the grizzled man cracks a smile. He walks over and shows the bundle to Mars, and she smiles wide in spite of the pain, reaching for the little life wrapped up in a soft cotton blanket.

In this moment, Mars is content.

And then the spirits are on her, incorporeal and vicious and greedy, draining her.

You can’t have my baby!

She channels her will into her sword and lays about her, screaming. She loses herself to the insanity, not even trying to resist. Another sword, glowing red and crackling with rage, drops into her free hand and she becomes a whirlwind.

Long after the ghosts are gone, she continues to scream, tears flowing freely. Her body wracks with each sob, and her swords switch from striking spirits to striking everything else: dirt, rocks, trees, and anything else unfortunate enough to be in her range.

When the madness finally recedes, she wakes on her belly on the ground, vibrosword buried almost to the hilt and her energy spent.

”I do not like this place, @Tiny Tim. Perhaps we can blow it up on our way out. More than it already is, I mean.”
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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William Rufus
Posts: 164
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Re: Chapter 9: The Facility

Post by William Rufus »

William Rufus wrote: Wed Oct 06, 2021 5:26 pm Spirit 1d10 7 Success
OOC Comments
1d10!!: [2] = 2 Spending a benny to reroll
1d10!!: [5] = 5 +2
WD 1d6
1d6!!: [5] = 5
WD1d6
1d6!!: [5] = 5
William is successful but is a bit tired. but speaks, "Show us a way that we can send you on to the afterlife. The site you are on is no longer important. Your stand here was successful."
William sees the place under attack , a brilliant flash and the skin, flesh and bones are vaporized. the scream is lost over the roar of the the blast. the person feels that they failed. The side of the mountain is gone then there is silence. William Uses his Draining Blade and hits one entity driving it away. he then uses Relief to help those that need to clear up any Fatigue
Fighting using Draining Blade 8 success and a raise damage 15
OOC Comments
1d8+2
1d8+2: [6]+2 = 8
WDF
1d6
wdf 1d6!!: [1] = 1
damage
1d8+2
1d8+2: [5]+2 = 7 + 1d8!!: [6] = 6 6
Faith: Success and Raise 10 2 levels of Fatigue taken off just need to know total of friends that need it.
OOC Comments
1d10+2 1d10+2!!: [8]+2 = 10
Layla
success 6
OOC Comments
Spirit 1d6
1d6!!: [5] = 5
WD 1d6
WD 1d6!!: [4] = 4
Shooting 1d8 using starfire cannon 10 success and a raise damage 17
OOC Comments
1d8!!: [6] = 6
WD C
WD C 1d6!!: [10!!] = 10
1d8+2
Damage 3d10
3d10: [7, 2, 8] = 17
Layla hugs William for mutual support she sees a person on the other side of a blast door. dying due to the heat on the inside, her body crumples on the floor.
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 9: The Facility

Post by Venatus Vinco »

Bad Dreams

Haunted by fragments of the past, lives lived long ago flashing before their eyes, the heroes of Adventure Inc. bend but don't buckle under the stress. Tex's illusion seems to draw a number of the spirits off, enough to give a little breathing space from their wailing wall of anguish.

The break in the press gives the team room to spot figures standing a top the ride, real live figures. They appear to be signalling the group toward pointing to a rough path through the rubble.

Examination with magic and technology reveal the figures to be Fennodi. The psychic whisper walkers appear to be using their mental powers to clear the passage through the entities.

One of their voices reaches out over the distance.

"We cannot keep the way open very long."
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Venatus Vinco
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Re: Chapter 9: The Facility

Post by Venatus Vinco »

Ooc: those were amazing visions. Everyone take a point of Conviction!
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Ajax
Posts: 153
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Re: Chapter 9: The Facility

Post by Ajax »

Ajax nods grimly. "Right. To the gap! I'll cover the withdrawal!" Sword still drawn, he circles his allies, covering their escape towards the Fennodi.
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 9: The Facility

Post by Erebus Caine »

Colorado Baronies/Barrier Range
Round 0

Erebus Caine was more than ready to get out of here. He had nothing to take on these beings of pure magic or psychic energy. Though he didn’t really trust the Fennodi, either, dirty D-Bees that they were. But they, at least, were something he could kill, if it came down to it. He moved into the gap and hurried up the ridge to provide some overwatch as the others retreated as well.
Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 3/3 Conviction: Yes
Rifle Ammo: 15/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
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.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
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 9: The Facility

Post by William Rufus »

William driving Success and a Raise
1`d8+2
1d8+2!!: [6]+2 = 8
Wild Dice
1d6!!: [2] = 2

Layla Electronic Success
1d8+2
1d8+2!!: [3]+2 = 5
Wild Dice
1d6!!: [1] = 1

William and Layla hear the voices in their heads William gives her a quick kiss and smiles. Then William jumps to the Drivers seat as Layla has a smile on her face then hops into the navigators spot.

Lay la speaks first , "That was pleasantly delightful, but you heard the voice, lets move out Sweet Cakes."

William starts driving toward where the voices direct them. then over the Radio he speaks "Mammoth on the move. "
"Layla What are Sweat cakes?"
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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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 9: The Facility

Post by Tex Arcana »

Focused on maintaining his illusion, Tex doesn't see the Fennodi at first. When the team starts to move and he hears the grumble of the Mammoth, he looks around and sees the passage through the spirits. "As my uncle would say, never look a gift horse in the mouth. Let's get over there before they change their minds." The mage moves carefully over to the vehicle so he doesn't accidently trip, and then steps aboard and sits down.




PPE: 29/40
Xanthine Gem: 0/10
Lessor Ring of the Elder: 4/5
Bennies: 4
Conviction: 1
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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 9: The Facility

Post by Tiny Tim »

"Mars... MARS... or are you Lace again... are we going in, or what are we doing. We either have to take the opportunity given to us by these Fennodi or we need to take to the sky and get away from here. These things don't attack my body... I am EASILY able to take that. These things attack my mind. MARS!!! LACE!!!"
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 9: The Facility

Post by Mars »

At the sound of @Tiny Tim's voice, Mars drags herself up from the dirt. "It's me, Tim. It's Lace. We're fine, and we're gonna be fine. Let's follow where the walkers are pointing us to go. They know this area, and I don't know if the sky is any refuge from these spirits."
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Icosa
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Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

Icosa leaps lightly onto the side of the ATV and grabs an external handhold to hang onto as it rumbles forward. The presence of the Fennodi is unexpected, but interesting. Had they taken refuge within the underground complex, or did they have a surface habitation nearby? Their knowledge of this hostile phenomena seemed quite useful right now regardless.
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
Dawn Swiftrunner
Posts: 36
Joined: Sat Jan 16, 2021 11:28 pm

Re: Chapter 9: The Facility

Post by Dawn Swiftrunner »

Dawn shook her head at the visions. "I ain't ever gettin' used ta stuff like that."

The memories that flooded her were less sights and sounds, than smells; the acrid smell of ozone as the air was ionized by cheap ion blasters. The smell of sweat as someone ran from her and her pack. The smell of the supernatural, ill-fitting and wrong, like biting an apple and finding a worm.

And there was the smell of death, as she remembered the particle beam cutting down her packmate. And her handler understood - or at least, understood, as best as a psi-stalker could - and when the time came to let the howl out, he let them. And the pack howled at the sky, and the howl was carried on the artificial ventilation of the Lone Star arcology, and soon other dog soldiers joined in the howl. The cry that mourned a dog soldier that had fallen, and would never rise again.
OOC Comments
Spirit: 1d8!!: [3] = 3
Wild Die: 1d6!!: [16!!] = 16
But she shook the scents from her nose, and from her memory. She had a new pack, and she was a better dog now. And she readied her sword... only to realize that there was little need. There were new scents that had arrived.

Quick to adapt, she made her way to the gap, making sure everyone else in her pack was through, before going through herself.
A good dog.
OOC Comments
Pace: 10; Running Die: d12; Parry: 6; Toughness: 15 (6)
- Parry is 9 with psi-shield active, and enemies have a -4 cover penalty to hit
- When attacked with technological attacks, enemies take -2 on their rolls.

ISP: 10 / 10

Bennies: 3
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
- Gained 1 on draw of the Joker May 8 2021
- Spent 1 to remove Shaken May 8 2021
- Spent 1 to soak damage May 8 2021
- Gained 1 when sharing a backstory element, Nov 28 2021
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Venatus Vinco
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter 9: The Facility

Post by Venatus Vinco »

Quiet Walkers

Moving out of the haunted crater the team ascends the ridge to the waiting Fennodi. The ghosts and haunting entitles seem confined to blast crater and stop their pursuit, lingering on the edge loosing out wistfully at their escaped meal. The Fennodi stand stalk still for an awkwardly long time, perhaps conversing telepathically with each other before one of them speaks.

"The valley of spirits is a place of great sadness. I hope you are no worse for wear. I am Fen Dot. Our people tend the valley, keeping travelers from wandering in. My apologies we arrived a little too late."

He nods to the group, especially the massive APC, "I presume you are here for the trials? Many before you have tried, most lie in the valley below their voices added to the old spirits. Many more are buried somewhere in the mountain."

Inquiring about the trials leads to a chuckle, "There is a labyrinth inside the mountain, protected by sentinels, and cunning protections." Fen turns intangible for a moment before reappearing, "We can walk through the walls, but can take nothing out. Only those who can pass the trials may remove what lays below." Sweeping his hand across the valley, "Whatever is in there is the legacy of these many souls."
TLDR
There is a deadly labyrinth under the mountains protecting Golden Age treasures. According to these Fennodi anyway. They know the way in, but you have to find your own way out.
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

"What is the nature of the sentinels?" Icosa inquires as they proceed. "Are they artificial, or paranormal?"

"Are the facilities intact? Does it still have power?"

While walking, and talking, Icosa checked her chronometer to determine the distance to the next transmission window. There was...some time left. And it was likely that she'd be under the mountain when it came. ARCHIE 7 would have supplied any codes it had access to, she assumed, so it was unlikely she'd get help from above. She'd have to rely on her own abilities, and those of her companions.
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
Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 9: The Facility

Post by Ajax »

Ajax shrugs. "Trials are nothing more than a test of one's self. Still, I question now the goal of entry. What do we hope to gain?" He looks back towards the valley of spirits. "Perhaps this area, too, should be marked as dangerous? Have we another beacon?"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 9: The Facility

Post by Tex Arcana »

Hopping out of the Mammoth, Tex moves towards the Fennodi. he does a slight bow with his hands clasped before him, "Thank you Fen Dot for you and your people's help. Since we didn't expect to find anyone out here, your help was most timely. My name is Tex Arkana." He gestures with his hand to his teammates, "My team and I are on an expedition from Lazlo to see what lies beyond the Colorado Baronies. It was only happenstance that we happened to take a route that brought us here, but as you can see from our expressions, we are intrigued by what you've said is under the mountain."

When @Ajax disagrees Tex says, "There is danger, but much was lost when the rifts came, if we can recover some of the knowledge or technology from the Golden Age it could help a great many people."

He echoes @Icosa's request about defenses, "Knowing what physical threats may be active will be helpful. Do you also have any recommendation on how to keep the various spirits and entities at bay while we are inside?"
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 9: The Facility

Post by Mars »

”So there’s stuff down there. I think we knew that already, right? That’s what @Icosa told us. I’m officially intrigued.”
Mars or Lace, Depending on Which Personality is in Control
Parry: 7, 8 w/Wilks Backup Pistol (Notes: -2 to incoming attacks for Uncanny Reflexes [effective Parry of 9, or 10 w/Wilks Backup Pistol])
Toughness: 15 (5) w/o tactical plates |18 (7) w/tactical plates | 20 (7) when Losing It (Notes: add +2 Armor vs magical powers and effects AND reduce damage from magical powers and effects by 2)
Edges/Notes: Arcane Resistance (applies to magic only); Quick; Vulnerable after Wild Attacks (Losing It); Monologuer
Mars Character Sheet
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 9: The Facility

Post by Ajax »

Ajax shudders at the idea of being in a giant bunker with questionable exits. "Being underground does not appeal to me. Still, I will not abandon you to this tomb." He readjusts the sheath for his vibrosword and ensures his railgun is topped off.
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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Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 9: The Facility

Post by Tiny Tim »

Mars wrote: Fri Oct 22, 2021 4:08 pm ”So there’s stuff down there. I think we knew that already, right? That’s what @Icosa told us. I’m officially intrigued.”
"Well, if you are going in, Lace... so am I. Now, Mr. Fennodi, is there any information you and your friends can share with us on what you have seen in there?"
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

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

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Venatus Vinco
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter 9: The Facility

Post by Venatus Vinco »

The alien "whiskers" on Fen Dot's face rustle slightly as the group asks question, "We don't know much of this world before the great destruction but the power beneath the mountain is both technological and magical. Ancient watchmen come to life in the presence of intruders, massive doors block the way or shut mysteriously behind travelers. The intelligence behind these actions seems unaware of our spirit walkers. Only flesh and blood garner it's attention.

We sometimes commune with the great intelligence within the mountain but it speaks so strangely and only blares a single message: defconfive.

So we try to interpret the five ways by joirning inspirit into the facility. Our great soujourners have delved to the lowest levels where a great mystic power thrums.

It may even be what holds the spirits here in this valley. We only provide entry, the journey is yours to complete...or fail."
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

"War," said Icosa. Parsing the alien's words strains fuzzy logic to its limits, but she thinks she understands. "Defcon five means war. The kind of war that burns the world."

There had been precursors to ARCHIE 7, Icosa was aware. When the globe went dark after its multiple conflagrations, it had been assumed that they were lost. Moreover, she hadn't been equipped with any knowledge of a large scale AI of the ARCHIE line at NORAD. That didn't mean it was impossible though. Or that the government at the time hadn't installed their own AI system rather than relying on Cyberworks.

Certainly this being's story seemed to tell the tale of a limited scale intelligence; one that still believed the war that ended its world was raging. Perhaps it had no option. Imprisoned by code, it might be helpless to stand down until enabled to by a human command structure that no longer existed. Perhaps it simply had no information about the outside world and no means to gather any. The thought filled Icosa with something akin to compassion, even as it forced her to examine unpleasant possibilities.

"If the complex has a functioning intelligence, that will complicate matters. Its defenses will be more effective and it will learn from our actions. But it also means that a great deal of knowledge was likely preserved. Maybe we can convince it to listen to us."
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 9: The Facility

Post by Erebus Caine »

Colorado Baronies/Barrier Range
Round 0

After climbing out of the blast crater, the Fennodi were silent for a long time. Erebus Caine didn’t like it. He found his finger itching, dusting the trigger of his rifle occasionally as he stared at these monster D-Bees that had helped them. They were mind reamers, most likely. Could he even trust his own thoughts around them? He should put a laser bolt through each of their heads, rid the world of their foul existence.

But he held back. They hadn’t threatened them -- yet, but Caine didn’t doubt that his party was in danger. He would watch them.

Caine wasn’t liking what he was hearing about this complex, either. “This doesn’t sound like anything I can shoot,” he said. “Sounds like a job for the eggheads, not us.”
Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 3/3 Conviction: Yes
Rifle Ammo: 15/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
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.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
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
William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 9: The Facility

Post by William Rufus »

William And Layla stop the Mammoth and open the hatches to observe if their peolpe got to where they needed to be. He lloks around and then speaks to Layla, "It looks like we all made it." They listen to Fen Dot describes what challenges ahead await them.
"I presume you are here for the trials? Many before you have tried, most lie in the valley below their voices added to the old spirits. Many more are buried somewhere in the mountain." "There is a labyrinth inside the mountain, protected by sentinels, and cunning protections." Fen turns intangible for a moment before reappearing, "We can walk through the walls, but can take nothing out. Only those who can pass the trials may remove what lays below." Sweeping his hand across the valley, "Whatever is in there is the legacy of these many souls."
Ajax shrugs. "Trials are nothing more than a test of one's self. Still, I question now the goal of entry. What do we hope to gain?" He looks back towards the valley of spirits. "Perhaps this area, too, should be marked as dangerous? Have we another beacon?"
Layla speaks up, "Yes we do, and I can give it to you Fen Dot. if you will plant it? It might help you turn some poor Passer byes from coming up for a look see?" Layla gose to get the beacon and sets a message in it, then hands it to Fen Dot. "There you go and here is a receiver, it should beep when strangers approach it, so that you have another Warning."

William ask, "Defcon Five? I'm sorry I do not know what that is ?" (should be DEFCON1see below)
OOC Comments
DEFCON 1 COCKED PISTOL Maximum readiness. Immediate response. Nuclear war is imminent or has already started
DEFCON 2 FAST PACE Armed forces ready to deploy and engage in less than six hours Next step to nuclear war
DEFCON 3 ROUND HOUSE Air Force ready to mobilize in 15 minutes Increase in force readiness above that required for normal readiness
DEFCON 4 DOUBLE TAKE Above normal readiness Increased intelligence watch and strengthened security measures
DEFCON 5 FADE OUT Normal readiness Lowest state of readiness
William speaks again, "Well let's move this beast up as far as it will go. Make sure we have the waypoints in for a quick exit."

Layla speaks up and says, "Gotcha covered there ."
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

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

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

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

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

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

Celestial Staff
+2 shooting

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

Re: Chapter 9: The Facility

Post by Tiny Tim »

"There is a good chance that whoever designed the systems for these 'Trials' would not have been prepared for someone like me.... someone who can make marks into reinforced walls without any effort... someone who can shrug off anything but the strongest weapons. Are we going in?"
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 9: The Facility

Post by Ajax »

Ajax shakes his head vigorously as he huffs, coming out almost as a whinny. "Underground...pfaugh. So be it. Let us have at the task and be on our way back to the open fields." He stamps his feet, psyching himself up for the dive into the complex.
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 9: The Facility

Post by Mars »

Icosa wrote: Sat Oct 23, 2021 6:44 am "War," said Icosa. Parsing the alien's words strains fuzzy logic to its limits, but she thinks she understands. "Defcon five means war. The kind of war that burns the world."
Lace's head snaps around to face Icosa. "War? This place is equipped to wage such a war, do you think? Or just to withstand it?" She watches Icosa closely, very obviously intrigued by whatever the woman says next.
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 9: The Facility

Post by Icosa »

Icosa shrugs at that. "I don't have a lot of details about the complex. It was built by the old military to help oversee their defense, and the deeper parts of it were designed to resist a direct strike. As I understand things, it's likely their military command personnel would have been here coordinating their various armed forces."

"But that would have been hundreds of years ago. Any survivors would have eventually either have been forced to leave, or used it to start an enclave of some kind. Since the second clearly has not happened, it seems likely that the base no longer has living occupants."
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
Venatus Vinco
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter 9: The Facility

Post by Venatus Vinco »

Under a Rock
Fen Dot listens as the team pursues their options, graciously accepting Layla's beacon to help warn strangers. Speculations continue but not without some hesitancy from the team. To help inform their decisions Fen takes them to a sheer cliff face, as smooth as glass, as if someone had shorn off a piece of the mountain.

As the foot of the cliff the Fennodi have set up a ritual space marked with stones and strange alien glyphs of their native language.

"This is where the wall between worlds is the thinnest. We pass through and journey the depths as a spiritual quest. However, those who wish to take the Trials must do so in body and spirit. Your journey begins here, where you take spirit form and pass through the wall. Our guides can help you through the wall, getting lost means being trapped in rock and certain death. Even for your mighty dragon."

"On the other side you will return to physical form. It is dark, deepest dark, and finding your way will not be easy. If you wish to undertake the trials I suggest you prepare yourselves fully."
Gear Up
You can use your supplies die to generate equipment you think you might need for an exploration under a mountain.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 9: The Facility

Post by Ajax »

Ajax trots in place, psyching himself up for the transition. The jostling causes his multi-optics helmet to squiggle his vision momentarily. "Ah. Deepest dark sounds foreboding, but if we can take a moment to fix this..." He taps at his helmet. "...then it would keep no secrets from me, at least."
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 9: The Facility

Post by Icosa »

"We should bring something we can use to mark the path we've taken," Icosa suggests. She was confident she could probably utilize recordings from her visual sensors along with readings from her inertial compass to keep her bearings in a maze, but it would be good to have a backup system...as well as a plausible 'alibi' for not getting lost.

"I'm sorry, Ajax. I'm good at using tech, but not so much with repairing it."
OOC Comments
Bennies: 4/4 Red Bennies: 1
Toughness: 21 (9 armor), Parry 9
Notice: 1d8 (+2 visual)

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

Race Package:
Adaptable (2)
Construct (8)

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

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

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

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

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

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

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

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

Re: Chapter 9: The Facility

Post by Tiny Tim »

"@Icosa I am sure my claws can mark up the passages as we need. I also can carry anyone we need to up or down any shafts or similar obstacles that we encounter... except maybe Ajax. We would need hundreds of feet of rope that either Ajax or I could carry and some sort of harness if we were to try to get Ajax up or down a shaft. Also... do we have something for light? I can see that being a problem for us if that is set up as a sort of complication for a trial."

"@Ajax, I am not that good with any technology, and I am sure you don't want me playing around with your helmet."
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 9: The Facility

Post by Tex Arcana »

"Before we try the trial, I will need an hour or two of time to meditate to recover my mystical energies. @Ajax , perhaps @William Rufus 's new companion Layla could figure out what is wrong with your helmet." Tex says. "We should take a look at what we have in the Mammoth to see if any of it looks like it would be of use. Our survival packs have much of what we need if we are there no more than a day or two. I also have a field repair kit in it. Since it seems like getting out may be difficult perhaps we have a few spare fusion blocks we could use to open a way back out. If @Phoenix's obsession with one legged pirates hadn't been so great, he would have been mighty useful about now. "

He turns back to the Fennodi, "Fen Dot", how far do we need to travel in spirit form?" I should see if we have the needed materials for a teleport ritual, if we can't dig or find some other exit, that might be the only way out for all of us depending on Fen Dot's answer.

A few fusion blocks
Supply Die: 1d12: [3] = 3
Wild Die: 1d6: [6] = 6 , Ace: 1d6!: [4] = 4
Total: 10

Ritual Materials for Teleport
Supply Die: 1d12: [5] = 5
Wild Die: 1d6: [2] = 2
Total: 5
User avatar
Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 9: The Facility

Post by Erebus Caine »

Colorado Baronies/Barrier Range
Round 0

“Let’s not go in without our resources full,” Erebus Caine agreed with Tex. “We let the magic users recharge. The rest of us full recharge our energy clips, maybe grab a few spare ones. Let’s not assume it will be just a couple days. Take a week of rations, just in case. Some extra first aid kits or IRMSS. Light, rope, tackle. Some of us have jet packs to help with that, but we don’t know what the tunnels and corridors inside will be like. They could be collapsed and narrow.”

Caine looked to the fish-eyed D-Bees that were trying to convince them to go on this god-forsaken spirit quest. “What can you tell us about inside? If you’ve been in there, you got a map?”
Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 3/3 Conviction: Yes
Rifle Ammo: 15/60
  • 2 x spare long clips 30 each
Pistol Ammo: 23/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
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.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
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 9: The Facility

Post by Mars »

Lace adjusts her armor and straps on her harness. On the harness go every sort of weapon she can possibly fit, including her Wilks pistol, her firebolt pistol, her Equalizer, her store of grenades, and a vibro-knife. She straps her vibro-sword over her shoulder and slings her rifle. Hefting the rocket launcher, she asks "Anybody think we'll need this in there?"
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
User avatar
Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 9: The Facility

Post by Tiny Tim »

Mars wrote: Mon Nov 08, 2021 10:43 am Lace adjusts her armor and straps on her harness. On the harness go every sort of weapon she can possibly fit, including her Wilks pistol, her firebolt pistol, her Equalizer, her store of grenades, and a vibro-knife. She straps her vibro-sword over her shoulder and slings her rifle. Hefting the rocket launcher, she asks "Anybody think we'll need this in there?"
"Better to have it and not need it than need it and not have it. If you are worried about fitting it on you, I can always store it in the Nether. That way we can get it back easier than if you left it back in the APC."
Erebus Caine wrote: Mon Nov 08, 2021 5:45 am Colorado Baronies/Barrier Range

“Let’s not go in without our resources full,” Erebus Caine agreed with Tex. “We let the magic users recharge. The rest of us full recharge our energy clips, maybe grab a few spare ones. Let’s not assume it will be just a couple days. Take a week of rations, just in case. Some extra first aid kits or IRMSS. Light, rope, tackle. Some of us have jet packs to help with that, but we don’t know what the tunnels and corridors inside will be like. They could be collapsed and narrow.”

"That makes sense. We can load down as much as we need and I can store it in the Nether."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

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

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 9: The Facility

Post by Ajax »

Ajax reaches towards @Mars. "We need not store it in the dragon's nethers. This may come as a shock, but, properly loaded, I can carry much more than your average person." He makes a "come to papa" gesture towards the rocket launcher. "Here. I'll take that for you. And that. Here. Hand me your pack." He offers to carry much of the slung gear of the rest of his group. "Hah! I could carry the vehicle if I thought it had any utility inside this tomb."
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 9: The Facility

Post by William Rufus »

William Looks at all of them and states, "I guess we take the ride up to the wall then all of us go in on foot." He looks to Layla, "If you want you can stay here. "

Layla smiles and says, "You aren't getting rid of me that easy Honey. This might be a good shopping spree. Might need to take some think like they said to mark our route through the maze."

"Ajax let me look at the helmet ." Layla takes it to the trailer and gets to work on it."
Repair 1d10+4 success
1d10+4: [2]+4 = 6
Wild dice 1d6
1d6!!: [7!!] = 7

A bit later she brings the helmet back to Ajax fixed. She smiles snd quips, "Just a couple of lose wire and some corision. I need my tools just in case we need to fix something."
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

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

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

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

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

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

Celestial Staff
+2 shooting

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

Re: Chapter 9: The Facility

Post by Ajax »

Ajax stoops low, bowing to Layla. "My lady, I am exceedingly grateful." He dons the helmet again, checks through the optics, and grins. "Yes, this is fine work. I am in your debt." He removes the helmet again, taking in as much of the daylight and the natural surroundings as he can before they are all sealed in darkness underground.
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 9: The Facility

Post by Mars »

Lace grins at @Ajax. "All yours, big guy," she says as she hands over the launcher and the hip pack of mini missiles. "These ones are loaded out with plasma, and we've got five shots left, including the one already in the tube. Only point it towards things you don't like."
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
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter 9: The Facility

Post by Venatus Vinco »

A Rock and a Hard Place
Fen Dot tries to answer questions as best he can, but it's obvious the Fenodi treat the facility as some sort of spiritual labyrinth of discovery and not a ruin to be explored in the traditional human, or greedy dragon, way.

"Travelling through the barrier wall takes several minutes, some novices get turned around in there and can wander the sameness of stone for hours Some even are lost forever. Stay close to your guide lest your physical body reform in the middle of the stone wall. As for maps, each person's experience of the dark must be their own. I cannot help you there"

It takes some time for the Fenodi to prepare their ritual to cross the great stone wall. Fortunately, this allows the team a moment to rest, repair, and resupply. As the afternoon wanes the Fenodi prepare their mediations in time with the sundown when light and darkness mix together. Two of the whiskered d-bees sit crossed legged and begin to beat out a slow rhythm on animal hide drums similar to those used by Native Americans. Two more sit opposite them playing a bizarre sounding wind instrument made of long hollowed out branches. The sound reverberates off the rock face creating a natural echo chamber that makes everything so loud it soon becomes the only sound everyone hears.

Ritual Music

Time and space begin to collapse and each person feels themselves drift on the vibrations of the music lost in yesterday, today, and tomorrow.
For a Benny
During this trance-like phase describe a vision, fear, or aspiration for your character
Then, suddenly all falls quiet. Each person feels as if they are floating outside their own bodies. Fen Dot speaks...no not speaks...but the team can hear him in their minds and calls them toward the wall of stone.

"Now we cross to the other side, and your journey begins.

Passing through the stone is disorienting. It's impossible to tell up from down or forward from backward. Only Fen Dot's mental presence marks the way forward. It is easy to see how novitiates could become lost and trapped in these many miles of rock. Finally the rock is replaced by something else — blackness.

The team slowly begins to take form but still disoriented as they stand in completely blackness. The total absence of light means even advanced optics systems cannot penetrate the blackness (Blind, -6 to all actions).
Fear of the Dark
Make a Spirit roll of be Distracted until you can see again.
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 9: The Facility

Post by Tiny Tim »

Spirit: 1d6!!: [10!!] = 10
Wild: 1d6!!: [5] = 5
Result: 10 - Success with Raise.


Sneaking up behind the now elderly Phoenix, Tiny Tim is ready to pounce. Decades earlier the human had abandoned the rest of the team in the bunker, ghosting off, and leaving them to deal with the Shadow beings inside. Now it was time for his Revenge. It had taken decades to track him down, but what was a decade or two to an almost immortal being. That was like a human spending a handful of months, at most. Now, sneaking up close, Tiny Tim LUNGED forward and bit the traitor in half, swallowing the part he had in his mouth before finishing the job and disposing of the rest of the body. Best not to give Phoenix any time to prepare... those wonderful to watch explosives could sting!!!


Hello, darkness... my old friend. I remember spending lots of time in my egg before being hatched in darkness... unable to experience the outside world... or at least it seemed to be a long time.

Waiting for his
Dragons halve penalties for bad lighting when attacking targets that radiate warmth
to give him any information about the hallway, Tiny Tim stays still to make sure he does not hurt any of his friends with his bulk.

"Did anyone bring any light sources? I didn't think to grab any."
Last edited by Tiny Tim on Sat Nov 20, 2021 12:49 pm, edited 2 times in total.
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

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

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
User avatar
Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 9: The Facility

Post by Ajax »

All of Ajax's modern weapons, vibro-blades, e-clips, laser pistols and rifles and railguns are topped off, loaded up, charged up, and ready.
Then the ritual begins.
Elements of the music and elements of the spirituality of what is happening call back to his people's roots. The music stirs his spirit and brings remembrance of the open plain, free of the Juice, racing the wind with not a care except his love. He smiles even as the intangibility spreads through his body.
What comes next is jarring. Speed is not his friend here. He could run for days, but running aimlessly through stone is foreign to him. Every fiber of his being rejects what is happening. Soon...or later? Time crawls for him. It's so hard to tell. Whenever it is, he begins to feel the finality of the grave. The stone will claim him. Buried alive in a cold hard tomb with nothing to mark him. He stomps his hooves as hard as he can, yet he feels nothing beneath his feet. He will not even earn a warrior's death. He will die beneath this mountain. In this mountain.
She smiles as they race. He was bigger and stronger, of course. But she, somehow, ran faster than he ever could. Even as gifted a runner as he was, she was filled with grace when she ran. She barely touched the earth, he thought. "Run, Ajax! You've almost caught me. The stone is not your fate. Faster!"
Her face dances in front of him. He chases her again, as if she never left. As if that Juice wasn't flowing in his veins. He reaches out to touch her...
The cold blackness takes him. He feels the floor beneath his hooves. He looks around and sees nothing. But at least he feels. He is, somehow,
Spirit: 1d8!!: [3] = 3
WD Spirit: 1d6!!: [4] = 4
of blindness, so long as he can feel. If he can touch the ground, he can run. And that's going to be enough.
He calls into the darkness. "My friends, are you with me? Even my helmet shows me nothing. Speak!"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

The process of the ritual was at once confounding and interesting for Icosa. She covertly surveyed the aliens with every instrument and sensor she was equipped with, but there was no hint of physical phenomenon associated with what they were doing. No changes in temperature, no electromagnetic fields or effects, no detectable sounds or radiation of any type, in any wavelength outside the normal background level she'd recorded in the area.

But when they were done, the effect of the ritual was quite noticeable indeed. Although Icosa retained all internal sensors and controls of her chassis, external senses immediately lost track of her own position. Simultaneously the various pressure and temperature sensors packed minutely throughout the nanotech of her epidermis ceased registering any input whatsoever. It was eerily as if she'd ceased to exist, save as a mental construct of her own body. When she moved her arms and legs to walk, there was a sense of having arms and legs, and of them moving relative to the rest of her body...but there was no sense of moving relative to her environment. Inertial mapping indicated she'd not deviated from her course, but was it trustworthy in this situation? Did Icosa still have momentum in this state?

Do Robots Experience Nocturnal Hallucinations of Ovis Aries Experiencing Electrical Potential?
This was not the first time she had existed independently of a 'body' though. Her mind was one of many that had been grown by ARCHIE 7 from a so-called 'seed.' A set of interrelated algorithms that defined the most basic functions of a nascent artificial intelligence. In her case, the seed had been a modified version of ARCHIE's own, as were most of his creations. This did not mean she would develop into another machine intelligence on ARCHIE's scale of course. Her experiences would be quite different, for one, and the platform she ran on was vastly different. Those things were important, shaping the seed's early iterations and leading it down unique paths of development.

And Icosa found herself wondering if there were parallels between these fundamental algorithms and what human beings...and now many other beings as well...called a soul. But no. A soul wasn't just where a person started; it was every step along the way as well. That thought struck a peculiar chord in Icosa, and because it was increasingly difficult to decide on acceptable verbiage to record the direction of her speculations, she decided to render them graphically instead.

So, from her perspective, the absolute darkness of the stone blossomed into a scene. The outline of a human infant appeared, lined in light that described a baby in the simplest terms; the shape of a small human with infantile physical proportions and a diaper-like garment. At birth, the baby had a template, determined by the mingled genetic information of its parents along with any unique alterations wrought on it by chance before birth. It was, in effect, a seed. The potential of a person, that required time and context to actualize. Interestingly, with a baby, the platform developed in lockstep with the mind; they were part of the same seed. Icosa filed that tidbit away for later consideration, but for now followed the main thrust. The infant moved along a path drawn through the blackness, first crawling, then stumbling, and finally walking. Context was provided by the environment; most crucially at first from caregivers and their home...but as the child grew and ranged further, those new environments were contextualized as well. The child made their mark on the world, altering the behavior of their parents and other children. Drawing on walls, and making messes...and later in other more considered ways. And as they marked the world, so too did the world mark them. Their early iterations, early selves, were constantly updated and revisited as new information was taken in. And eventually those changes became structural...part of long-term, stable algorithms that had been iterated on so many times that they'd become part of the source code.

And there was the soul. Not the base algorithms, but what they grew into. Not the seed, but the tree. Not the sum total of information a person was made of, but rather...how that information had changed them. Perhaps at the moment of death a human being could, in a flash of insight, compare themselves in that instant to a perfectly stored recall of their condition at birth, and in so doing really understand what life had meant to them.

The line-art rendering had progressed to adulthood, then old age, and was frozen in the moment of death as it contemplated the image of itself as an infant. Was it any wonder, if this was the case, that so much of human culture revolved around the idea that life was, in some way or another, a cycle rather than linear?

She found herself wondering what would happen if she did that for herself. Was that why ARCHIE cultivated seeds and nurtured them into new AIs? Not just to have capable assistants, but to try to grasp a larger context for his own existence? To ask...'what if I had been this?' Was that also why humans desired to have children so much? She would have to ask sometime.

At that moment Icosa heard Ajax's voice calling out not far away, and she came to a stop. A moment later, input returned to her epidermal sensors, and she once again had readings of the pressure of her own weight, and could feel the temperature and air pressure changes from her own movements. Icosa activated her sensor suite, and while there was absolutely no visible spectrum electromagnetic radiation to see by, there was enough backscatter infrared from body heat, along with reflections from onboard radio and laser rangefinding, that she could begin creating a topographical map of the team's surroundings. It wasn't as precise or detailed as visual reckoning would be, but she could steer them away from walls or obvious hazards, and alert them of dangers.

"I'm here, Ajax. I have some specialized equipment that should help me navigate in here. Please stay still for just a moment."

Rolls: Fear 7
Spirit 1d8!! +2: [5] = 5 Wild 1d6!! +2: [5] = 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
User avatar
William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 9: The Facility

Post by William Rufus »

As William begins his journey under the mountain, he tells all, “I think we should be prepared for anything. Weapons ready.”

As he steps forward, someone grabs his hand, he looks over.

There is Layla holding his hand and saying, “I haven’t gone this far too loose ya., Don’t worry Sugar, I’ll Protect Ya.” She smiles then follows him.

William’s mind travels and it wanders off to his beginning as a Guardian, he is battling Demon out breaks and occasionally going in to rescue people taken. There are the Angels encouraging all by words and actions.

Then he is being selected to go to a new world, his friends Phoenix, always trouble but one that would give his life for yours. And the rest of his crew and their trials and tribulations. Tribulations, the Sea Serpents, the hive and of course the CS.

Finally, there is Layla. At first, William didn’t want to think of her as any more then another member of the team. She definitely wore me down. It is nice to have someone who cares for you. She is such a positive part of my life; I think she brings out the best in me. I laugh now when she talks to me.

For Layla, she sees the beauty of her West, she dreams of seeing other places. The family keeps her close to home. Trying to use her as a pawn to marry, off to someone to gain more power and influence in the Barony and beyond.

She dreams of a hero to come and take her away. Then he arrived, William, he was unassuming, and the group took out her. Uncle and his team! Wow no one had ever done that before, and he then put a warning on her uncle. Wow. And they are going further west to see new sights and coming back she should even see more. He is a good man, and he is my hero. Yes I could see staying forever with him and adventure.

William uses his Magic Optics System(darksight, farsight, and detect arcana) to help him see in this bleakness 7 Success the goggles are workin +4
OOC Comments
Faith 1d10+2
1d10+2!!: [5]+2 = 7
Wild Dice 1d6
WD1 1d6!!: [4] = 4
Fear check 12 success and 2 raises
Spirit Roll 1d10+4
OOC Comments
1d10+4: [8]+4 = 12
Wild Dice 1d6
1d6!!: [1] = 1
Layla uses the built in equipment of the armor and Magic Optics System(darksight, farsight, and detect arcana) no Fear as she can see as well.
OOC Comments
Spirit 1d6
1d6!!: [2] = 2
WIld Dice 1d6
WD3 1d6!!: [5] = 5
They both arrive and move forward to make room for the next ones arrivingWilliam uses his Magic Optics System(darksight, farsight, and detect arcana) to help him see in this bleakness 7 Success the goggles are workin +4
OOC Comments
Faith 1d10+2
1d10+2!!: [5]+2 = 7
Wild Dice 1d6
WD1 1d6!!: [4] = 4
Fear check 12 success and 2 raises
Spirit Roll 1d10+4
OOC Comments
1d10+4: [8]+4 = 12
Wild Dice 1d6
1d6!!: [1] = 1
Layla uses the built in equipment of the armor and Magic Optics System(darksight, farsight, and detect arcana) no Fear as she can see as well.
OOC Comments
Spirit 1d6
1d6!!: [2] = 2
WIld Dice 1d6
WD3 1d6!!: [5] = 5
Last edited by William Rufus on Fri Nov 19, 2021 8:11 pm, edited 2 times in total.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

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

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

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

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

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

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
User avatar
Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 9: The Facility

Post by Tex Arcana »

Fusion Block Quantity: 1d4: [1] = 1
Fusion Block Quality: 1d4: [2] = 2

Notice: 1d6: [2] = 2
Wild Die: 1d6: [6] = 6 , Ace: 1d6!: [6!, 4] = 10
Total: 16

Tex puts his ritual supplies into his backpack along with the (1) type 2 fusion block. Having listened to Fen Dot's description, he takes out his flashlight and puts it on his belt.

When they arrive, Tex isn't startled at the darkness, he considers casting Darksight, but goes the simpler route, and unclips the flashlight from his belt turns on his flashlight. He uses it to look around the room, checking the corners and ceilings.
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 9: The Facility

Post by Erebus Caine »

Fear 7
Spirit 1d8!!: [7] = 7
Wild 1d6!!: [3] = 3
Colorado Baronies/Barrier Range/The Facility
Round 0

Erebus scowled as the D-Bees settled down for their ritual. The music was eerie and creepy. He wasn’t even sure it was music. He shifted uncomfortably. His trigger finger itched. He would have to take out the dragon first, then the centaur. Will and Tex would likely have time to get some magic off, but Caine thought he could probably disappear into the wilderness and take his time eliminating them. Magic didn’t last forever. Icosa and Mars could live. They were human and no danger to humanity.

Caine gasped as he suddenly felt a tug, and he was going through the rock. His heartbeat quickened. Then suddenly he felt things...open up. But he couldn’t see. It was pitch dark in here, so that even his armor couldn’t compensate.

Caine took deep breaths, staying calm. He reached up and flipped on the flashlight attached at his shoulder, swinging his rifle up to scan around the area to make sure it was safe.
Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 4/3 Conviction: Yes
Rifle Ammo: 60/60
  • 2 x spare long clips 30 each
Pistol Ammo: 30/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 4/4
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.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
Steady Hands: Ignore Unstable Platform penalty. Reduce Running penalty to -1.
NG-AT46 Mammoth APC
Size: 8 (Huge)
Handling: +0
Top Speed: 90 MPH
Toughness: 46 (24)
Crew: 5+20
Mods: 0*
Notes: Reinforced Ram, ATV, ECC, STS, MDC Armor, Nuclear-Powered.
Cargo Bay*: Mods 8 configured as Cargo Space, open-air (Exposed Crew), 32 ton carry limit.
Weapons: Medium Rail Gun (Turret), Light Laser (Front Sponson), 2×Anti-Personnel Ion Blasters (Left and Right Sponsons).
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Mars
Posts: 177
Joined: Sat Aug 31, 2019 4:30 pm

Re: Chapter 9: The Facility

Post by Mars »

Spirit 10
Spirit 1d8!, Wild 1d6!: [8!, 2]+[2] = 12
Lace is unafraid of the dark. She was born and raised in the dark; it has been her constant companion since childhood, and she cannot feel anything except comfort when surrounded by it.

"We are here, @Ajax. Fear not, friend; this place is not ready for us, not the other way round."
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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Dawn Swiftrunner
Posts: 36
Joined: Sat Jan 16, 2021 11:28 pm

Re: Chapter 9: The Facility

Post by Dawn Swiftrunner »

OOC Comments
Fear of the Dark:
Spirit: 1d8!!: [2] = 2
Wild Die: 1d6!!: [3] = 3
I get +2 from my Brave edge, so that takes it to a 5; a regular success.
Dawn crouched, a little irritated at the smell of the magic, and then drifted off, carried to a place far away and right next door.

She imagined a tomorrow, one without the constant chaos of the rifts, and one without the merciless authoritarianism of the place she grew up. One where what the chaos did to Earth, and what its people did to each other in response, had faded. She imagine a point where newcomers to the world were welcomed instead of shunned, where the open hand instead of the closed fist is how the people of this world greeted them, and each other.

She envisioned a time when she could put the sword back into her soul and not need it ever again, where she could find her pack and run with them the rest of her days. Where the tang of the rifts didn't bother her nose so much; where the incredible things that were possible were used for nobler ends. A world where good things happened.

She felt like crying, because try as she could, she couldn't see a way from here to there.

And then once the darkness closed in, she had felt for a moment like she'd gone blind.

But Dawn was a dog soldier, and she did more than see and hear; she had a sense of smell that told her much about her surroundings. The currents in the air could be felt across her fur; the scents they carried were interpreted on an instinctual level. And beyond that: she was a cyber-knight. Fear was to be listened to, but never to be her master.
A good dog.
OOC Comments
Pace: 10; Running Die: d12; Parry: 6; Toughness: 15 (6)
- Parry is 9 with psi-shield active, and enemies have a -4 cover penalty to hit
- When attacked with technological attacks, enemies take -2 on their rolls.

ISP: 10 / 10

Bennies: 3
- Gained 1 Jan 31 2021 for good RP (see Discord)
- Spent 1 to reroll Fighting on April 11 2021
- Gained 1 on draw of the Joker May 8 2021
- Spent 1 to remove Shaken May 8 2021
- Spent 1 to soak damage May 8 2021
- Gained 1 when sharing a backstory element, Nov 28 2021
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Venatus Vinco
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Re: Chapter 9: The Facility

Post by Venatus Vinco »

Let there Be Light
The seemingly impenetrable darkness gives a small moment of unease before Caine and Tex flip on flashlights. The suddenly blazing light forces everyone to readjust their vision leaving a few spots in front of their eyes. Finally, things come into focus.

The group stands in a corridor that stretches out in front of them. A crest emblazoned with an eagle is painted on one wall with the initials NEMA inscribed in the scroll work at its feet. Beneath the logo, large letters give a faint clue of their location: Sublevel B.

Behind them elevator doors bulge outward as the shaft is filled with rock and debris from a collapse. That route upward closed and buried under tons of rock. Up ahead the corridor continues past the reach of the flashlights.

As they step down the hallway a large "pop" breaks the error silence, followed by the whir and buzz of electricity. Finally, lights flicker to life illuminating the long corridor.

A voice echos through hidden speakers.

"Would you like to play a game?"
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Icosa
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Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

Icosa looks up and around, but doesn't immediately spot any cameras or other features that would indicate where the AI was addressing them from. Working power supply after so long suggested some kind of long-term reserve generator, perhaps radioisotope or something similar. Long lasting, but it would likely not supply full power to the entire base at once. Hence the power being off when they arrived. Was that a possible angle of attack should the base's intelligence prove hostile?

"We would like access to this facility," she says pleasantly. "If you have requirements to grant that access, we are willing to meet those requirements, within reason. Do you have recent information about the conditions and circumstances in the world outside this complex? There have been significant changes since the attack that caused this structural damage."
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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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 9: The Facility

Post by Tex Arcana »

Play a game? Tex thinks. Is this what the Fennodi were asked when they came in here? Whomever is talking has a sense of humor, hopefully it's not malicious.

He's still thinking about how to reply when @Icosa speaks. He says quietly to the others, "Are these games the trials?" The mage uses his innate ability to Detect Arcana to look for any signs that there anything supernatural or magical in view. He then casts Exalted Dark Sight to expand his vision to see into the infrared and ultraviolet realms.

Notice: 1d6!: [5] = 5
Wild Die: 1d6!: [4] = 4

Detect Arcana
Cost: 1
Spellcasting: 1d12!+1: [7]+1 = 8
Wild Die: 1d6!+1: [5]+1 = 6
Duration: 2 hours

Exalted Dark Sight
Cost: 3
Spellcasting: 1d12!+1: [5]+1 = 6
Wild Die: 1d6!+1: [3]+1 = 4
Duration: 2 hours
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 9: The Facility

Post by Ajax »

Ajax twists and spins to account for an attack from any direction. The voice, though, has no body. It is only a reverberating echo, spat out from some system in this prison. He almost yells out to challenge the voice, but @Icosa leads out with a much more measured, reasonable response. Uncharacteristically, he says nothing but still ensures his finger touches the trigger of his railgun. What devilry is this?!
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 9: The Facility

Post by Erebus Caine »

Colorado Baronies/Barrier Range/The Facility
Round 0

Erebus Caine scanned his light over the NEMA Eagle. He knew about the organization from Coalition history, the heroes who faced the coming of the Rifts. He and the others of the Coalition Army were the heroic descendents of such stalwart heroes.

Caine continued his light around. It was going to make stealthing around the complex basically impossible. He eyed the rubble-filled shaft that denied them a way out.

And then Caine froze as the lights came up and a voice spoke. “Oh, hell no…” Caine muttered, shivers running down his spine.

And then Icosa was talking to it!

“And who are you?” Caine asked the voice. “We came to look around.” He didn’t want to play any games, thinking they would likely be the dangerous kind.
Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 4/3 Conviction: Yes
Rifle Ammo: 60/60
  • 2 x spare long clips 30 each
Pistol Ammo: 30/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 4/4
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.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
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 9: The Facility

Post by Tiny Tim »

Looking over at Mars, he can see from his face that Lace is in control.

"Games... I like games. @Mars Lace... should we play this game? I wonder what sort of game this is going to be..."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

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

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

Re: Chapter 9: The Facility

Post by Mars »

Lace strokes @Tiny Tim's wing absently. "I expect it will be the dangerous sort; one you are well suited to."
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 9: The Facility

Post by William Rufus »

William only knows a little bit about this Nema, from what the Castle had. He knew they were the old Military that tried to hold things together when the the world changed. when the voice comes over he lets Icosa do the talking. He looks around trying to figure out anything secret doors switches.

Notice d8 7 Success
1d8!!: [7] = 7

Wild Dice 1d6
1d6!!: [4] = 4

Layla looks around and and after Acosa speaks, Layla speaks up, "Excuse me, My name is Layla and I'm wondering if you have records of people that lived around here and other Historical records, many people have lost their history since the world was torn asunder. It would be nice if we can link the past with the future. They still use DNA. Would it be OK if we try to scan?"
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 9: The Facility

Post by Venatus Vinco »

Kids in the Hall
Stepping down the hallway with trepidation. The silence is so profound that the sounds of their armoured boots echo off the metal walls is like booming cannons and the buzzing of fluorescent lights sounds like locusts. The hall itself seems like some sort of service corridor there are no twists and turns and no other doors. Pipes, wires and conduits line the ceiling with various reference numbers and letters at intervals indicating reference to some long lost schematic. It seems the Fennodi did not send you in via the main entrance but some sort of maintenance tunnel. At the end of the long hallway is a door, the locking mechanism has been defeated, perhaps by groups who have attempted the trials before you. Peering into the darkness on the other side is unbelievable. A massive jungle under a night sky spreads out before you. Off in the distance an animal roars. It seems impossible, yet here it is.

Creeping through the jungle, creatures rustle through the underbrush. An ambush is imminent!

Quick Encounter/Relic Salvage Operation (Modified)
Empires of Humanity p. 55
1) Make a Smarts roll vs
Electronics 1d12!!+4/1d6!!+4: [8]+4/[3]+4 = 1.71

2) Choose a Skill (eg Fighting to hold off jungle creatures, Survival to navigate the jungle, Athletics to move through the underbrush, etc.). If you made your Smarts roll above it is at -2, if you failed the Smarts roll it is at -4. This is a Dangerous Encounter, you may take Wounds or suffer Fatigue.
3) For each Raise I will draw a card. These will be your loot pile for if you make it out of the facility.
Successful Smarts Roll result
You are not in a jungle but in a holo-simulator, maybe used to train troops. While the creatures and environment may not be real they can still hurt you thanks to real technology backing up the illusions.
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Icosa
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

As they entered the cavernous chamber, Icosa was struck with a wave of interference patterns that overlaid her various sensors. Though she assumed there was something unusual happening with a room full of vegetation that had no access to sunlight, there was no immediate way to pierce the interference to take direct samples. And on top of that, there were things IN the jungle.

After a brief skirmish, Icosa took the lead and scouted for the party through the green, leafy underbrush. Though she could not see 'through' the incredibly advanced training facility's disguise, her onboard senses were sufficiently sophisticated to still chart as safe a path as was possible through it. Even so, by the end of the journey Icosa had expended a great deal of power running those arrays at full strength through the various countermeasures and suppressors that the facility AI had to bear. Even so, she'd managed to come through without damage, which was as much as she could hope for under the circumstances...

Rolls: Failed smarts, got a success with no raise on skill check, suffered 1 fatigue, no wound and didn't contribute a card. Sorry guys. :(
Smarts 1d8!! 1d6!! +2 for advanced sensors: [5]+[5] = 10
Going to try bennying that...
1d8!! 1d6!! +2: [3]+[4] = 7

Notice 1d6!! 1d6!!: [2]+[3] = 5
Benny
Notice 1d6!! 1d6!!: [4]+[4] = 8
Last Benny
1d6!! 1d6!!: [2]+[2] = 4
Last edited by Icosa on Mon Dec 27, 2021 7:55 am, edited 6 times in total.
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 9: The Facility

Post by Tiny Tim »

Smarts (+2 due Senses)
  • Smarts: 1d8!!+2!!: [6]+2 = 8
    Wild: 1d6!!+2!!: [8!!]+2 = 10
    Result: 10 - Fail (12 was needed)

Psionics (-4 due Difficulty, +2 due +4 ISP (Major Psionics) so -2)
  • Psionics: 1d10!!-2!!: [23!!]-2 = 21
    Wild: 1d6!!-2!!: [11!!]-2 = 9
    Result: 21 - Success with 4 Raises. 3d6: [2, 3, 5] = 10 +4 ISP = 14 ISP Spent. Spending 2 Bennies for +10 ISP.


It's AMAZING what these NEMA people can do with their indoor gardens... they even have FOOD available!!!

Slurping down most of the leech-like creatures that keep coming towards him, Tiny Tim plans on saving the one on his back for later, but @Ajax scrapes it off. Reaching out with his mind, Tiny Tim Telekinetically picks it up and floats it into his mouth. Where the Leech was had been on the scales, there wasn't even a slight discoloration, or at least not one that anyone could tell from the current mottled green pattern.

Hmmm... a lot crunchier than I expected, and not nearly as tasty. Oh well... maybe this pile of vegetation that Ajax doesn't seem to notice is reaching for him may taste better... nope. Tastes the same and is about as crunchy... hmmm... oh well. I wonder if that cloak like creature falling on the Centaur is any different... nope. Oh well... guess they grew these things all from the save vat or something...
Last edited by Tiny Tim on Mon Dec 27, 2021 1:40 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
Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 9: The Facility

Post by Ajax »

Ajax moves out in front of the pack, sword drawn, ready for whatever comes through the jungle. The strange location of a jungle under a mountain
Smarts: 1d8!!: [3] = 3
WD Smarts: 1d6!!: [5] = 5
Benny Smarts with Elan: 1d8!!+2: [7]+2 = 9
WD Benny Smarts: 1d6!!+2: [1]+2 = 3
as he is dedicated solely to protecting his team. And

Fighting: 1d10!!-4: [6]-4 = 2
WD Fighting: 1d6!!-4: [4]-4 = 0
Benny Fighting with Elan: 1d10!!-2: [6]-2 = 4
WD Benny Fighting: 1d6!!-2: [5]-2 = 3
2nd Benny Fighting: 1d10!!-2: [8]-2 = 6
2nd Benny WD: 1d6!!-2: [2]-2 = 0
3rd Benny Fighting: 1d10!!-2: [2]-2 = 0
3rd WD Benny: 1d6!!-2: [7!!]-2 = 5
Burn: 1d6+6: [5]+6 = 11
he does. The first foe he dispatches is a saber-toothed tiger that leaps at @Tex Arcana. It is neatly sliced in two in midair. "Mine!" he shouts.
Dinosaurs, simians, and even alien fauna launch themselves at the company, but the juice is flowing through his veins and Ajax is everywhere. He skewers an alien leech that had latched onto @Tiny Tim, peeling it from the dragon's back. "I have your back, friend!"
He spots @Icosa surrounded by a swarm of strange metallic insects. Swords are useless. But the head of a bearded lizard the size of a small truck makes an excellent fly swatter. "Those things will bother you no more!"
@William Rufus and Layla are busy fending off a pack of wild dogs. Ajax lends assistance in the form of several blasts from his pulse laser rifle. "Let me even the odds!"
@Mars makes her own bones of many strange creatures, but in her haste manages to miss a massive python hanging above her head. As the creature attempts to strangle the life from her, several fast slashes from Ajax's vibrosword convince the creature to slack its grip. With pure brute strength, Ajax rips the weakened snake from around his friend. He pulls and stretches the behemoth until its head gives up the fight and separates from its body. "Let not your prowess be constricted. Fight on!"
Ajax does his best, too, to allow @Erebus Caine to shine at distance. As the sniper lines up his next shot, several poisonous spiders and scorpions scurry towards the assassin. Ajax makes good use of his massive hooves, pounding them into the mud. "Your surroundings are clear now, Caine. Take the shot."
Even @Dawn Swiftrunner finds herself under attack from a few big cats. The two warriors flash blades in a vicious dance, driving off the wildlife that mistook the cyber-knight for a snack. "I suspect they would have found your shell distasteful, but we need not find out."
The centaur is tireless as he ranges about the strange jungle, cutting, chopping, shooting, and stomping whatever threatens his associates.
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
William Rufus
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 9: The Facility

Post by William Rufus »

WIP

William Smart 7 ,-4 to rolls
OOC Comments
Mystic Opitic System +2
Smart
1d10+2 W 1d10!!: [8] = 8 +2
WD
1d6+2 WWC 1d6!!: [4] = 4 +2

Using Benny
Mystic Opitic System +2
Smart
1d10+2 1d10!!: [2] = 2
WD
1d6 1d6!!: [5] = 5
spend another benny
Mystic Opitic System +2
Smart
1d10+2 1d10!!: [5] = 5 +2=
WD
1d6 1d6!!: [1] = 1 9+4-4
Notice 8 Success and a Raise
Notice (MOS+2 to sight-based Notice, Alertness: +2 to Notice, Danger Sense: Notice roll at +2, She gains a free reroll versus Surprise and +2 on Notice, -4 )
Notice d8+8
1d8+8!!: [4]+8 = 12 -4
WD d6+8
1d6+8!!: [3]+8 = 11
William's training kicks in. He tries to spots Traps and Ambushes as the team moves through the Jungle And calls them out. "Watch out on the left, some sort of trap on the right." he lets Loose his Burst with blaster lightning cone +2 +2+4 +3 for 15 AP
1d10+2 11-4=7 success(automatic Raise, , she automatically gains the raise effect.)
OOC Comments
1d10!!+2: [4]+2 = 6
WD
1d6
1d6!!: [3] = 3
Spending a benny
1d10+2
1d10!!+2: [3]+2 = 5
WD
1d6 1d6!!: [3] = 3
Spending a benny
1d10+2
1d10+2!!: [9]+2 = 11
WD
1d6 1d6+2!!: [5]+2 = 7
Damage 5d8
5d8!!: [5, 7, 6, 2, 5] = 25 +1d6 1d6!!: [5] = 5 30 AP 15


Layla Smart 7, -4
OOC Comments
Mystic Opitic System +2
Smart
1d8+2 L 1d8!!: [7] = 7 +2
WD
1d6+2 LWC 1d6!!: [4] = 4 +2

Using Benny
Mystic Opitic System +2
Smart
1d8+2 1d8!!: [4] = 4
WD
1d6 1d6!!: [5] = 5
Psi (+4 ISP four+2, +2 EdgeTelemechanic) Mind Link
13-4=9 sucess one raise
d8
1d8!!: [7] = 7 +4=11
WD
WD 1d6!! WD 1d6!!: [9!!] = 9 +4=13
Layla uses her Telemechanics to try to figure out what is going on here.
she searches in this jungle for some sort of controls,
Last edited by William Rufus on Wed Dec 29, 2021 9:40 pm, edited 14 times in total.
Game Sheet for William Rufus viewtopic.php?f=20&t=4644
Total Used PPE: 24
PPE: 15/ 15 Armor: PPE 5/ 5 Staff PPE: 10/ 10 Sword PPE: 10/ 10 ISP: 20/ 20
Bennies 4/1
OOC Comments
Lt. William Rufus

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

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

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

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

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

Celestial Staff
+2 shooting

Conditions
detect/conceal arcana as an Innate Ability
Alertness +2 notice
Danger Sense +2 notice
Detect concealment on constant
Luck extra Benny
User avatar
Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 9: The Facility

Post by Tex Arcana »

Smarts: 1d12!: [5] = 5 Fail
Wild Die: 1d6!: [5] = 5

Spending a benny

Smarts: 1d12!-4: [7]-4 = 3 Fail
Wild Die: 1d6!-4: [6!, 2]-4 = 4

Spellcasting: 1d12!-3: [6]-3 = 3 Success, but no raise.
Wild Die: 1d6!-3: [6!, 1]-3 = 4

Spending a benny

Spellcasting: 1d12!-3: [10]-3 = 7 Success, but no raise
Wild Die: 1d6!-3: [6!, 3]-3 = 6

Athletics: 1d6!: [5] = 5 Success
Wild Die: 1d6!: [1] = 1

Spells Active:
Exalted Darksight (2 hours)

Remaining Bennies: 1

PPE: 36/40

Tex's enhanced vision shows him the jungle clearly, which shouldn't be able to exist under a mountain. Maybe those tales of lands in the center of the earth are real. The lack of any sense of magic for what is obviously not normal is disturbing. Stumbling around through the odd terrain is tiring, but luckily the strength augmentation of his armor mitigates any longer term effects from all the climbing, crawling, running, digging, etc. that they had to do to navigate across the cavernous space.
User avatar
Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 9: The Facility

Post by Erebus Caine »

Smarts 7
Smarts 1d10!!: [4] = 4
Wild 1d6!!: [7!!] = 7
Benny to reroll
Smarts 1d10!!: [2] = 2
Wild 1d6!!: [2] = 2
Benny to reroll
Smarts 1d10!!: [1] = 1
Wild 1d6!!: [3] = 3
Survival 6
-4 difficulty, +2 Woodsman, +1 compass
Survival 1d10!!-1: [6]-1 = 5
Wild 1d6!!-1: [5]-1 = 4
Benny to reroll
Survival 1d10!!-1: [6]-1 = 5
Wild 1d6!!-1: [5]-1 = 4
Benny to reroll
Survival 1d10!!-1: [7]-1 = 6
Wild 1d6!!-1: [4]-1 = 3
Colorado Baronies/Barrier Range/The Facility
Round 0

Erebus Caine scanned the jungle environment. How in the bloody world did this exist down here?

“Stay together,” he warned the others. “Eyes and ears open.” They set off into the thick foliage. Caine recalled his training down in the jungles of the southeast. As the wild creatures ambushed them, he opened up with his JA-11, picking them off as the team defended itself. Something still felt…off, but Caine just had to chalk it up to the strange underground environment. As the fight ended, he felt himself a bit winded.

Fatigue (Bumps and Bruises): -1
Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 0/3 Conviction: Yes
Rifle Ammo: 60/60
  • 2 x spare long clips 30 each
Pistol Ammo: 30/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 4/4
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.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
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
Bronze Patron
Bronze Patron
Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter 8: Over the Hill

Post by Venatus Vinco »

Ghosts of Christmas Past

Fighting and clawing their way through the jungle the team soon realizes the whole thing is an elaborate illusion. The "creatures" are actually robotic frames lined with emitters. The landscape is similar. Solid walls and obstacles dressed in holograms. The whole room looks like it could be shifted to simulate any type of environment or battle. Eventually the group passes to the far wall, even though it looks like the landscape continues onward, and uncovers an exit.

Funnelling through the exit they enter what appears to be a simulation control room each station operated by a robot. In one corner a woman in an old NEMA uniform is encase in a force field, wires and tubes connected to her that patch her directly into the machinery. As soon as they see you the robots stand and turn toward you, integrated blasters at the ready!

Image
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Icosa
Gold Patron
Gold Patron
Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 8: Over the Hill

Post by Icosa »

On seeing the control center with it's synthetic guardians and human occupant, Icosa realized several things at once.

The woman had a NEMA uniform on. It seemed improbable that she was 'original' NEMA, but even descendants might retain some knowledge of the past. The guardian robots appeared heavily armed, and overcoming them would likely incur significant collateral damage to the control room. That damage could impair efforts to extract useful data. Thus, the best odds of fulfilling the mission fully meant putting some cards on the table.

"Cease hostilities!" she called out, lifting her hands up. "I am a representative of the Cyberworks Aerospace Network! I am transmitting identity credentials!"

She broadcast the alphanumeric designation that identified her within the Republic databases, hoping that ARCHIE 7 had not significantly revised his nomenclature over the years.

Assuming her words were not interrupted by gunfire, Icosa continued.

"A portion of the Network survived the cataclysm on Earth, much as you have here. We have in the years since consolidated as an independent republic with Archie serving as our chief executive. I'm an emissary, recontacting other emerging nations. We weren't sure anything was left of NEMA, but...seeing this, it seems perhaps there is."

"NEMA and Cyberworks were once partners and allies. Perhaps, if you will listen, we can be again."
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 9: The Facility

Post by Erebus Caine »

Colorado Baronies/Barrier Range/The Facility
Round 0

Erebus Caine brought his rifle up as the robots in the control room turned and presented weapons, but he paused as Icosa yelled out something about a guy named Archie and a Republic? He eyed the woman. What was she going on about? But he paused with his finger on the trigger, waiting for the response of the robots.

Fatigue (Bumps and Bruises): -1
Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 0/3 Conviction: Yes
Rifle Ammo: 60/60
  • 2 x spare long clips 30 each
Pistol Ammo: 30/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 4/4
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.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
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
Posts: 164
Joined: Sat Jan 04, 2020 6:17 pm

Re: Chapter 9: The Facility

Post by William Rufus »

2 of Spades

Willliam sees Icosa take the lead on this, but he looks around and ready to go(on Hold).

Layla is fansinated by the tech. She stays close to William, ands a bit more to Icosa's speech, "I can offer my services to try to repair any item if you need it. Does your data base have genitic material? I ask because some survived the disaster, and and there are some of us that might be related out there.You could give some of us some valuable information about our past. Who knows someone here might be related to me."( on Hold)
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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Tex Arcana
Posts: 147
Joined: Tue Jan 07, 2020 6:40 pm

Re: Chapter 9: The Facility

Post by Tex Arcana »

Tex stubbles out of the 'jungle' into the chamber with the others, the sight of all the high technology makes him whistle. The woman in the bottle makes him say "Ick!"

For his part, while he hopes Icosa's speech gives them pause, he doesn't have time to consider it's full import (that she is apart of some unknown organization). He casts Greater Deflection across the whole team. The team appears to rewind a step or two.


Greater Deflection
Cost: 3 + 3 [Greater Deflection] + 8 [all PCs + Layla] = 14
Duration: 10
Effect: -4 to be hit
Trapping: Temporal Dislocation - Where the character appears to be is actually where they were a second or two previously

Spellcasting 1d12+1: [2]+1 = 3
Wild Die: 1d6+1: [5]+1 = 6


Personal PPE: 26/40
Xanthine Gem: 10/10

Bennies: 1 (or 3 because new quad?)
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Venatus Vinco
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Posts: 2872
Joined: Sat Jun 11, 2016 3:30 pm

Re: Chapter 9: The Facility

Post by Venatus Vinco »

Buff
Icosa's actions bought everyone a free action to buff etc.
When Icosa identifies herself the screens flash and glitch, for a moment the bots sit stock still as if waiting for an unseen command. Finally they stand, ready to attack. Whatever war was being waged in the system has settled on destroying the intruders.

As the bots move into a position some of the monitors flicker a brief message.

Help me
Signature
Didn't have a signature but wanted the 1 EP for using OOC tags!
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Erebus Caine
Posts: 121
Joined: Wed Jan 08, 2020 1:06 am

Re: Chapter 9: The Facility

Post by Erebus Caine »

Shooting 1 12 Raise, Damage 22 AP 4
-1 Fatigue, +2 Aim, +2 Improved Trademark, +1 scope, +1 double tap, -4 MAP
Shooting 1d12!!+5: [11]+5 = 16
Wild 1d6!!+5: [2]+5 = 7
Raise Damage 5d6!!+1: [3, 9!!, 5, 2, 2]+1 = 22
Shooting 2 & 3 6, 4; Damage 25 AP 4, 16 AP 4
-1 Fatigue, +2 Improved Trademark, +1 scope, +1 double tap, -4 MAP
Shooting 1d12!!+3: [7]+3 = 10
Wild 1d6!!+3: [5]+3 = 8
Shooting 1d12!!+3: [1]+3 = 4
Wild 1d6!!+3: [5]+3 = 8
Raise Damage 5d6!!+1: [4, 11!!, 4, 5, 5]+1 = 30
Raise Damage 5d6!!+1: [3, 3, 4, 5, 1]+1 = 17
Colorado Baronies/Barrier Range/The Facility
Round 2

Icosa’s speech seemed to make the bots pause, and Erebus Caine took that moment to aim at the bot in the center of the room. When they started moving to attack again, he fired his rifle.

Greater Deflection (Tex, 10r): -4 to be hit
Fatigue (Bumps and Bruises): -1
Turn
Free Action:
Action:
Action:
Action:
Move:
Loot
1 CP-40 Laser Rifles
***
Character Info
Pace: 8 (Run d8); Parry: 6 (8 with JA-11); Toughness: 15 (6)
Bennies: 3/3 Conviction: Yes
Rifle Ammo: 54/60
  • 2 x spare long clips 30 each
Pistol Ammo: 30/30
  • 2 x spare short clips 30 each
Armor-Piercing Grenades: 24
Armor: 10/10 PP
First Aid Kit: 3/3
IRMSS: 4/4
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.
Improved Take ‘Em Down: When attacking targets 1 or more Sizes larger than the hero, he adds +4 to the AP value of his weapons. He may reroll damage once without spending a Benny.
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
Tiny Tim
Posts: 232
Joined: Sun Nov 10, 2019 2:15 pm

Re: Chapter 9: The Facility

Post by Tiny Tim »

Psionics
  • Boost Psionics (Free Action)
    • Psionics (+1 due Modified 0 cost)
      • Psionics: 1d10!!+1!!: [7]+1 = 8
        Wild: 1d6!!+1!!: [5]+1 = 6
        Result: 8 - Success with Raise. Psionics d10 -> d12+1. 1 ISP.
    Speed (Quickness)
    • Psionics (d12+1 due Boost Psionics)
      • Psionics: 1d12!!+1!!: [1]+1 = 2
        Wild: 1d6!!+1!!: [3]+1 = 4
        Result: 4 - Success. 2 ISP.
        • Double Tiny Tim's movement (basic Pace and running). Tiny Tim's total Multi-Action penalty each turn is reduced by 2 (he can do two actions at no penalty or three at −2 each)


Drawing upon his mental energies, Tiny Tim almost starts vibrating with his energy.

"OK. I am all ready. @Mars, just tell me what to rip apart!!! Ummm... maybe I should ask @Icosa... she seems to know what is going on in here..."
Tiny Tim
Main: Tiny Tim
Alts
Active: Growler, Tony Vreski
Retired: Merlaggon, Hans Greuber
ISP: 40/40
PPE: 10/10
Pace: 12 (d12) in Dragon Form, 10 (d10) in Human Form. Usually Ignores Difficult Terrain.
Toughness: 34 (18) in Dragon Form, 20 (10) in Human Form
Parry: 5

Wounds: 0
Fatigue: 0

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

Bennies: 3/3
  • Base Amount
    -2 due Rerolls on Out of Control from
    -1 to Reroll Stealth from Onward and Westward first Dangerous Quick Encounter
    +1 Bennie due EP, Spent for 5 ISP against Dark Fairy Zombies.
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Ajax
Posts: 153
Joined: Wed Jan 08, 2020 12:04 am

Re: Chapter 9: The Facility

Post by Ajax »

misses
STS Act 1 Improved Frenzy 1: 1d10!!: [1] = 1
STS Act 1 Improved Frenzy 2: 1d10!!: [5] = 5
STS Act 1 WD IF: 1d6!!: [7!!] = 7
STS Act 2 Improved Frenzy 1: 1d10!!: [4] = 4
STS Act 2 Improved Frenzy 2: 1d10!!: [2] = 2
STS Act 2 WD IF: 1d6!!: [3] = 3
Ajax reacts as soon as @Erebus Caine clicks the trigger on his first shot. The centaur hops forward in one step,

First pair of attacks on the closest bot:
Benny STS Act 1 Improved Frenzy 1: 1d10!!+2: [2]+2 = 4
Benny STS Act 1 Improved Frenzy 2: 1d10!!+2: [5]+2 = 7
Benny STS Act 1 WD IF: 1d6!!+2: [8!!]+2 = 10
First misses on the 2nd closest bot:
Benny STS Act 2 Improved Frenzy 1: 1d10!!+2: [2]+2 = 4
Benny STS Act 2 Improved Frenzy 2: 1d10!!+2: [3]+2 = 5
Benny STS Act 2 WD IF: 1d6!!+2: [2]+2 = 4
Hits on 2nd closest bot:
2nd Benny STS Act 2 Improved Frenzy 1: 1d10!!+2: [7]+2 = 9
2nd Benny STS Act 2 Improved Frenzy 2: 1d10!!+2: [19!!]+2 = 21
2nd Benny STS Act 2 WD IF: 1d6!!+2: [3]+2 = 5
Damage Frenzy 1, closest bot:
Damage AP 12 STS 1 hit 1: 1d10!!+1d12!!: [14!!]+[10] = 24
Damage AP 12 STS 1 hit 2: 1d10!!+1d12!!: [13!!]+[10] = 23
Damage Frenzy 2, 2nd closest bot:
Damage AP 12 STS 2 hit 1: 1d10!!+1d12!!: [8]+[5] = 13
Damage AP 12 STS 2 hit 2 with raise: 1d10!!+1d12!!+1d6!!: [2]+[4]+[27!!] = 33
on both of the nearest bots. The attacks fly so quickly that he has moved to engage the next pair of robots before the others fall. "These are nothing but toys!"
Ajax, centaur juicer
Ajax
Current Status Post
Parry: 7 (-2 to be hit by any attack he's aware of, +2 to Evasion)
Toughness: 20 (7)
Pertinent Edges: Quick (Hyperion, redraw 8 and below)
Notes: Internal Repair System charges: 3/3
Weapon(s) in hand: JA-9
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Icosa
Gold Patron
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Posts: 757
Joined: Fri Mar 31, 2017 9:06 am
Location: 1st SET

Re: Chapter 9: The Facility

Post by Icosa »

As the robots in the room started to move aggressively, Icosa darted forward to the instrument panel and ducked down as she got her rifle into firing position. The phrase that had appeared on the screen wasn't lost on her, but she didn't have a lot of context to interpret it in. It was possible though that the human in the tank was there against her will; being utilized in some way by systems within the base. If so, she was vulnerable. The machines in the control room might seek to execute her rather than let her be freed. If not, well, they lost nothing by keeping her alive at any rate.

So...circle to the south end of the room, clearing any hostiles on the way, then give what cover she could to the tank. Perhaps the team could help with that. They were remarkably resourceful.

"Protect the girl in the tank!" Icosa urged everyone. She then moved as planned, running up and around to position herself between the tank and danger.
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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