Unfamiliar Troubles

Adventures and antics of the Joker's Jokers.
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Roy
Posts: 85
Joined: Wed May 22, 2019 5:49 am

Re: Unfamiliar Troubles

Post by Roy »

Roy staggers back from the blow. Having exshatested so much power in the failed spells it seems his luck was running out.
(Takes the wound and is shaken, used up bennies on previous defences)
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Growler
Diamond Patron
Diamond Patron
Posts: 195
Joined: Fri Aug 18, 2017 7:42 am

Re: Unfamiliar Troubles

Post by Growler »

"Alright... I am not the best at this, but I have some Healing abilities I have been granted during an early mission. Who all needs my help? Gather close and I will see what I can do... it may take a bit... "

Boost Trait (Focus) Due Limitations, -> d12+4
  • Psionics: 1d12!!+4!!: [3]+4 = 7
    Wild: 1d6!!+4!!: [10!!]+4 = 14
    Result: 14 - Success with Raise(s). Focus -> d8. 1 ISP.
AB Gifted for Healing (Mass Healing LBT for 6 PP)... so d8-2
  • Focus: 1d8!!-2!!: [6]-2 = 4
    Wild: 1d6!!-2!!: [2]-2 = 0
    Result: 4 - Success. Everyone Heals 1 Wound
AB Gifted for Healing (Mass Healing LBT for 6 PP)... so d8-2... take 2
  • Focus: 1d8!!-2!!: [5]-2 = 3
    Wild: 1d6!!-2!!: [14!!]-2 = 12
    Result: 12 - Success with Raise(s). Everyone Heals an additional 2 Wounds
Growler
Main Character: Tiny Tim
Alternate Characters: Growler, Hans (Wayfinders)
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 16 (6) MDC
ISP: 39+1 / 40
PP: 15 / 15

Active Powers:
Boost Trait - Psionics (Raise)
Boost Trait - Shooting (Raise)
Smite on Spirit Bow (Raise)
Arcane Resistance (Raise)
Boost Trait on Fighting (Raise)


Bennies: 1/3
Base Amount
-1 due Reroll on Navigation Roll
-2 due Reroll on Psionics against Snakes.
+1 due Growler's Joker
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Freemage
Savage Senior
Posts: 1971
Joined: Thu May 11, 2017 7:09 am

Re: Unfamiliar Troubles

Post by Freemage »

Phillip's spell, powered by something more than just his usual skill and PPE, lays waste to the Brodkil grunts. A moment of triumph, marred as he falls to the ground, flames still licking his form.

There's a moment of silence across the small ravine, and then the prisoners start shouting to be released from their cage.

The sun is setting to the west, quickly; the team is a few hours from the orchard, and one to two days' travel after that to get to the ruins of Haven, AK. You have one teammate down, and two more badly injured. And no idea when the CS is going to be rolling through. Decision time, it would seem....

Then Growler steps forward, and taps his long-latent ability as a healer to get both of the injured back to full health. Elihah points out he has room in his RV to take Chok'lat, thus sparing the rescuees the trauma of riding with a Brodkil. Your team is able to get everyone back to the orchard around midnight; some of them ask to take a few of the rifles so they have some means of defending the house.

The elder Garmly, who seems to have survived this ordeal, thanks you for the rescue, then 'politely' asks that you get off his property.

Loot
NG-E15 Pulse Plasma ejector (Range 24/48/96, 3d12+3 Mega Damage, RoF 3, It Burns [Raise = 3d6 burning damage until extinguished])
TW Flaming Sword (Str+d12 Mega Damage, AP 6, It Burns)
7x L-20 Pulse Rifle (Range 24/48/96, Damage 4d6, RoF 3, AP 2; Heavy Pulse = RoF 1, +4 Mega-Damage, Snapfire).

(Assumes you allowed the Garmlys to hold onto six of the rifles for themselves.)
Instructions:
Phillip's gear is largely slagged by the plasma burst that killed him; you can either bury him where he died, or bag him up for transport back to Hope, as you prefer. Post any reactions/thoughts/etc you're all having after this little bloodbath, and I'll get a Journey post up in a few days. Oh, and bennies reset. If you are NOT Chok'lat or Growler, take one Advance. (Stoic, you can do this with your new guy, who will be intro'ed at a suitable point in the near future.)

Ripples: 4
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Growler
Diamond Patron
Diamond Patron
Posts: 195
Joined: Fri Aug 18, 2017 7:42 am

Re: Unfamiliar Troubles

Post by Growler »

My first mission in command, and I have a death. Hera didn't have this happen to her. I have to protect my pack. It is my duty as the Pack Leader.

"Take Phillip's body with us. We cannot leave anything that can be used to identify us. I don't need any of the equipment here, but if anyone needs any piece of the gear, let me know. If nobody does, we can get credits for it back at our home base. I plan on leaving some of the Pulse Rifles with these people to help defend themselves. Time to head out. Everybody... Load up and lets head home."
Growler
Main Character: Tiny Tim
Alternate Characters: Growler, Hans (Wayfinders)
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 16 (6) MDC
ISP: 39+1 / 40
PP: 15 / 15

Active Powers:
Boost Trait - Psionics (Raise)
Boost Trait - Shooting (Raise)
Smite on Spirit Bow (Raise)
Arcane Resistance (Raise)
Boost Trait on Fighting (Raise)


Bennies: 1/3
Base Amount
-1 due Reroll on Navigation Roll
-2 due Reroll on Psionics against Snakes.
+1 due Growler's Joker
Elihah
Posts: 20
Joined: Fri Aug 18, 2023 12:36 pm

Re: Unfamiliar Troubles

Post by Elihah »

That was brutal Elihah exhaled the breath he was holding, first mission and we just lost somebody.
Freemage wrote: Tue Dec 31, 2024 11:48 am There's a moment of silence across the small ravine, and then the prisoners start shouting to be released from their cage.
Elihah manoeuvres his robot off the cliff, stomping over to the cage, trying not to stand on any bodies or equipment in the process and then proceeds to rip the door to the cage off.

"Lets get you home," he says over the loudspeaker, hoping he sounds more confident and bullish than he feels.

"Chok'lat, lets get you in the gunners chair. I don't think they want to see you on the way home. And I can get you checked out on the weapons."
Growler wrote: Wed Jan 01, 2025 1:31 am I don't need any of the equipment here, but if anyone needs any piece of the gear, let me know.
"I'm light on personal weapons, so I could store the rifles and plasma ejector in here. The sword I can't use though."
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Freemage
Savage Senior
Posts: 1971
Joined: Thu May 11, 2017 7:09 am

Re: Unfamiliar Troubles

Post by Freemage »

As you all load up in the Crawler, one of the refugees, a young woman, pulls Growler off to the side. "Excuse me, sir, um..." She's speaking softly, so that no one else overhears the conversation. "We're all grateful for the rescue, but I have to warn you. The man on the loudspeaker called that other demon Chocolate, right? You have to know--he's working with another group of them. See, there was one who came by, yesterday. She and the big one were talking, and she told him that they might run into one--she said his name's Chocolate--and that if they did, this group could kill anyone he was traveling with--actually, she said 'should kill'--but that Chocolate wasn't to be touched, because he's hers, you see?"

Of course, this young woman knows nothing about highly advanced tech, like the sensor systems common to most Robot Vehicles, and so she has no idea that all of this conversation could be heard by anyone who happened to be in the cockpit of the Mobile Gun....
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Chok'lat
Posts: 172
Joined: Fri May 04, 2018 4:41 pm

Re: Unfamiliar Troubles

Post by Chok'lat »

Chok'lat charges to Phillip's side in an effort to extinguish is friend, but the damage is done and is beyond Chok'lat's ability. "Chok'lat shoulda been closer. Chok'lat coulda saved him." He grits his teeth and sheds a single tear for his teammate. He helps load the smoldering form of Phillip into the vehicle, then follows instructions to join Elihah into the robot. "Chok'lat's good with guns. Even big ones like this one!"
Any joy he might have over being behind the controls of the robot fades when he overhears the information relayed to Growler. His face blanches. "She...Chok'lat is hers?" He looks towards @Elihah. "It's Cray Cray! Only brodkil that could claim Chok'lat! We gotta go! Cray Cray is the worst brodkil Chok'lat ever heard of. Chok'lat don't wanna go back! Chok'lat don't wanna work for Cray Cray no more! Chok'lat is trying to be good!" He is visibly distressed until he stops suddenly. He closes his eyes, takes a deep breath, and clutches the Shield of Faith to his side. "Chok'lat's different than he was. Chok'lat's ready. Cray Cray don't own Chok'lat no more." He sits back in his chair with a look of determination on his face. "Let's go. Chok'lat will take Cray Cray out if she don't see the Light."
Chok'lat
Chok'lat
Current Status Post
Toughness: 24 (14) MD
Pertinent Edges: Danger Sense, Elan, Nerves of Steel
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Freemage
Savage Senior
Posts: 1971
Joined: Thu May 11, 2017 7:09 am

Re: Unfamiliar Troubles

Post by Freemage »

OLD SCHOOL TEAM (Growler, Chok'lat, Roy, Elihah)

The team wakes, a bit bleary-eyed due to their late night, and pull themselves together. They find that Jarvis has left in the night, with the body of Phillip, and a message conveyed via Driverbot: "My friends. I feel it is urgent to return our comrade to receive a decent burial. I will take him back to Castle Refuge to be put to rest. Safe travels."
OOC Comments
This was the best I had for explaining Jarvis' departure.
Looking at the map, the ruins of Helena, AK, are about four days' drive away, or perhaps two if you push it. You'll be getting right up close to the Magic Zone--the CS may claim Arkansas, but this part is only visited at need and in force. And the roads are more dirt tracks and riverbeds. It will take some time, or you'll really need to press on hard.

Growler considers the situation, and opts for an even-handed approach, pushing on through the day, but allowing enough time for everyone to rest; you expect to reach Helena in tomorrow, at dusk.

******************

Journey Time!

Once again, you have to first decide how aggressively you wish to push on. There are four 'legs' to this trip, due to the terrain. In addition, the area is definitely showing Magic Zone influences, and so has a Horror Factor of -2. This applies to all rolls made during the Journey. For each day, once the rolls are made, I will flip cards to see if you have additional random encounters.

Navigator (Required):
For each day of travel, the Navigator needs to roll Survival. On a Raise, all Pilot, Scout and Lookout rolls get a +1 bonus. On a failure, you don't make any progress that day. On a CritFailure... well, things get interesting.

Lookout (Required):
For each day of travel, roll Notice once to determine how well you'll deal with any random encounters.

Piloting (Required for each vehicle, mount or RV):
Roll Driving once for each leg of the rip. If you roll more than one leg per day, there's a -1 cumulative penalty to the roll. Note that Driverbot has a d12+3 when operating the Creeper, and is a Wild Card. This means that, with the Horror Factor, Driverbot will be rolling a d12+1 and then an even d12 for each day. A failure here will inflict a level of Vehicle Fatigue on the Crawler.

Scout (Optional):
Roll Stealth to get ahead of the group and see if you can spot any trouble coming.
Success: No effect--I draw for the encounter normally.
Raise: I draw twice and you pick the result.
Failure: I draw twice and pick.
CritFail: Things get messy.

To speed things along, once youv'e decided on your respective roles, just roll; we'll add in any modifiers once everyone's posted.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Freemage
Savage Senior
Posts: 1971
Joined: Thu May 11, 2017 7:09 am

Re: Unfamiliar Troubles

Post by Freemage »

NEW BLOOD TEAM (Teresa, Helmi, Samuel):

The three of you have been summoned from your quarters in the wee hours of the morning, by a purple-skinned D-bee who looks far too well put-together for this time of night. He stops by all three of your rooms, simply knocking and, once you are up, saying, "Get dressed and follow me, please." Any attempts at conversation are forestalled with, "That will be addressed shortly." The one exception is a request for his identity; for that one, he simply replies, "Montcrief, Adjutant to Sergeant Wilde."
Common Knowledge
Success
Sgt. Olivia "Joker" Wilde is a semi-infamous unit commander, heading up the so-called "Joker's Jokers" unit. She's mainly known for having a smoking cigar and a whiskey glass anytime she's in public. Rumor has it she's either been denied, or has opted out of, promotion several times.
OOC Comments
The Jokers is a rather... eclectic unit, even by SET standards. As in, they have a freakin' Brodkil in their team! Apparently, he's tamed, or reformed, or something. He is definitely loyal to his teammates, though there's lots of speculation about how that was achieved.
Once he's gathered all three of you--a female dwarf with a mischievous look in her eyes, a human male who walks like someone trained for combat, and a stunningly attractive young human woman, all showing signs of at least psychic energy--he leads you to the business side of Castle Refuge, coming to a door for a briefing room. He opens the door and motions you in.

There's a bit of a haze hanging over the room--cigar smoke, from a lit stogie smouldering in an ashtray on a cluttered desk. Behind the desk is a woman with sergeant's pips on her shoulder. She motions you all to sit down in the chairs facing the desk. "Take a seat." She picks up a glass and takes a sip, then clears her throat. "Okay, so, we've got a team in the field, and we've been informed by... a reliable source that they need help. We're going to be expending some major magical mojo to get you there, so I need you all ready to travel precisely at Oh-Seven-Hundred, clear? You need to be in full kit and ready to go in the ritual chamber. If you're not sure where the chamber is, Montcrief can--" Here, Montcrief steps over the desk, plucking up some sheets that were buried under other sheets, as if he'd deliberately stacked the desk that way, and then hands them out: Maps showing the precise location of the castle's ritual chamber. Without missing a beat, she simply says, "--do that. I'm afraid we don't know much more about the situation on the ground, and the best way for you to get up to speed will be to have Field Commander Growler explain the details. For now, all you need to know is that you're leaving shortly, and that you are not to talk to ANYONE outside this room about where you're going or why, got it?" She eyes you all severely for a moment, then nods.

"Okay, get moving. If you want to chat among yourselves a bit to at least get to know your fellow new recruits, that's fine, but make sure you're in the chamber and ready to roll at 7. Dismissed!"
Instructions
As noted, you are free to RP a bit amongst yourselves before we get you all hooked up to the old-timers. If anyone even THINKS of not being there on time, Montcrief somehow manages to find you in the castle and guide you directly to the ritual chamber five minutes before the deadline.
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Teresa
Posts: 12
Joined: Fri Jan 03, 2025 4:37 pm

Re: Unfamiliar Troubles

Post by Teresa »

She stifles a cough as she enters the smokey room. She follows the instructions as they are given and blinks as she takes the sheet telling her where to find this ritual room. She blinks several times at the instruction to not tell anyone where they are going or why. Well, that's....interesting. She wonders why then tries to remember what, if anything, she's heard about this group but nothing comes to mind. Well, she supposes she'll find out when she gets there. She turns to the others there looking for all the world like she's somehow managed to retain her innocence into adulthood in this world.
Common Knowledge isn't so common
Common Knowledge 1d4!!: [1] = 1
Wild Die 1d6!!: [3] = 3
"Hi, I'm Teresa!"
Cheatsheet
Pace: 6; Parry: 5; Toughness: 5

Attributes: Agility: d6 Smarts: d8 Strength: d6 Spirit: d8 Vigor: d6
Skills: Athletics (AGI): d4 Common Knowledge (SMA): d4 Notice (SMA): d4 +2 (Alertness) (IF) Persuasion (SPI): d6 +1 (Race/Attractive) Stealth(AGI): d4 Faith (SPI): d8 (IF set to d6) Fighting (AGI): d6 Healing (SMA): d8 (1 bump from HJ) Occult (SMA): d6 Performance (SPI): d8 +1 Psionics (SMA): d8 (IF set to d6) Science (SMA): d6 Survival (SMA): d6

Powers: Faith: Dispel, Healing, Slumber
Psionics: Fly, Mind Link, Relief, Stun, Telekinesis,

PPE: 15/15 ISP: 30/30 Bennies: 3/3
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Helmi
Posts: 7
Joined: Thu Jan 02, 2025 10:50 pm

Re: Unfamiliar Troubles

Post by Helmi »


Common Knowledge 1d4!: [1] = 1
Wild Die 1d6!: [6!, 6!, 4] = 16


“That was the Joker queen! I heard she seduced a Brodkil so hard he joined her company!” The smaller figure with the high blue ponytail suddenly blurted out loudly. The dwarf seemed almost impish in appearance as she wiggled her ears excitedly.

“This is almost exciting enough to make me forget that they didn’t tell us where they were, what it was they were doing over there, or how we were going to get back after! This is some real black ops undercover stuff we’re doing. I love it!” Came the figures increasingly excited tone as the situation was worked out in her mind, her thoughts going in several directions before it finally clicked that the woman in front of her had introduced herself.

“Oh I’m Helmi, good to meet you! Sorry if my American is kinda shit, I just picked it up like a month ago. What do you do here? Wait wait… Don’t tell me…” Helmi paused, looking Teresa up and down slowly in assessment. “Heavy weapons right? You pilot a Glitterboy and bring down the hurt so hard that you’re going to make the baddies wish they hadn’t got hurt so hard.” Came the wagered guess.

Turning to then look at the combat capable man next to them, Helmi then added. “Mystic right? Don’t act so surprised. I’ve always had a pretty good knack for figuring people out with just a look.” She said confidently at him.
Helmi Leadfut Dwarf Gizmoteer
Parry: 7, Toughness: 16 (8)
Benny/Conviction/Wound/Fatigue/ISP Tracking
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Teresa
Posts: 12
Joined: Fri Jan 03, 2025 4:37 pm

Re: Unfamiliar Troubles

Post by Teresa »

She blinks at the small woman before her and the excited chattering. Her eyes widen at the mention of the Brodkil but then it turns to puzzled when she takes such a wrong guess as to what her role is. It's enough to make her wonder if the mention of Brodkil is just as far fetched. "Um, I'm the Mystic, um, healer." She sounds very confused.
Cheatsheet
Pace: 6; Parry: 5; Toughness: 5

Attributes: Agility: d6 Smarts: d8 Strength: d6 Spirit: d8 Vigor: d6
Skills: Athletics (AGI): d4 Common Knowledge (SMA): d4 Notice (SMA): d4 +2 (Alertness) (IF) Persuasion (SPI): d6 +1 (Race/Attractive) Stealth(AGI): d4 Faith (SPI): d8 (IF set to d6) Fighting (AGI): d6 Healing (SMA): d8 (1 bump from HJ) Occult (SMA): d6 Performance (SPI): d8 +1 Psionics (SMA): d8 (IF set to d6) Science (SMA): d6 Survival (SMA): d6

Powers: Faith: Dispel, Healing, Slumber
Psionics: Fly, Mind Link, Relief, Stun, Telekinesis,

PPE: 15/15 ISP: 30/30 Bennies: 3/3
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Helmi
Posts: 7
Joined: Thu Jan 02, 2025 10:50 pm

Re: Unfamiliar Troubles

Post by Helmi »

"Two mystics? Yes! That is the best news I have heard! Not a chance any of us is going to go down with you two at the helm. We're in it to win now!" Came the increasingly excited reply, the correction only seeming to make the dwarf even more interested in these developments, even going so far as to give a victorious fist pump at the idea.

"Don't even know why you need me around with how much magic and psi power you two are loaded with collectively. Hopefully I won't hold you guys back all that much." Came a nod and a grin from Helmi, this followed with a small pause as she looked around the area to make sure that it was just the three of them, having been dismissed earlier.

"So what got you into the Tomorrow Legion? Was it because they showed up where you were too with their flashing smiles and heroic gestures that made you wanna sign up?"
Helmi Leadfut Dwarf Gizmoteer
Parry: 7, Toughness: 16 (8)
Benny/Conviction/Wound/Fatigue/ISP Tracking
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Chok'lat
Posts: 172
Joined: Fri May 04, 2018 4:41 pm

Re: Unfamiliar Troubles

Post by Chok'lat »

Chok'lat kicks a rock dejectedly when he reads Jarvis' note. "Chok'lat liked him. Hope he's okay."
Assuming his normal role during the travel, he keeps his head out the window as much as possible, letting his

Notice: 1d6!!+2: [2]+2 = 4
WD Notice: 1d6!!+2: [4]+2 = 6
Edit: added rolls for day 2:
Notice 1d6!!+2: [8!!]+2 = 10
WD Notice: 1d6!!+2: [4]+2 = 6
the territory.
Chok'lat
Chok'lat
Current Status Post
Toughness: 24 (14) MD
Pertinent Edges: Danger Sense, Elan, Nerves of Steel
Elihah
Posts: 20
Joined: Fri Aug 18, 2023 12:36 pm

Re: Unfamiliar Troubles

Post by Elihah »

Chok'lat wrote: Thu Jan 02, 2025 10:41 am "Chok'lat's good with guns. Even big ones like this one!"

"Let's start you with the belly guns, get you used to the targeting systems first."
Chok'lat wrote: Thu Jan 02, 2025 10:41 am Any joy he might have over being behind the controls of the robot fades when he overhears the information relayed to Growler. His face blanches. "She...Chok'lat is hers?" He looks towards @Elihah. "It's Cray Cray! Only brodkil that could claim Chok'lat! We gotta go! Cray Cray is the worst brodkil Chok'lat ever heard of. Chok'lat don't wanna go back! Chok'lat don't wanna work for Cray Cray no more! Chok'lat is trying to be good!" He is visibly distressed until he stops suddenly. He closes his eyes, takes a deep breath, and clutches the Shield of Faith to his side. "Chok'lat's different than he was. Chok'lat's ready. Cray Cray don't own Chok'lat no more." He sits back in his chair with a look of determination on his face. "Let's go. Chok'lat will take Cray Cray out if she don't see the Light."
Frell Elihah is surprised at the Brodkil sudden breakdown, he's a veteran. This Cray Cray must be bad news

He touches Chok'lat gently on the shoulder

"We'll take her out if she causes any problems for us. Has the team met her before?"

Travel

Elihah stayed in the Robot pilot compartment mostly on the journey, using the sensors to keep track of what was near them.

Electronics 1d8!!: [6] = 6
WD 1d6!!: [5] = 5
removed +2 due to horror factor
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Chok'lat
Posts: 172
Joined: Fri May 04, 2018 4:41 pm

Re: Unfamiliar Troubles

Post by Chok'lat »

Chok'lat nods at @Elihah. "That's where they found Chok'lat. Chok'lat worked for Cray Cray. Chok'lat did a lot of really bad things. Then these guys drove off Cray Cray and questioned Chok'lat. They almost killed Chok'lat, but angel talked them into letting Chok'lat live. Chok'lat was still bad, but if they're tougher than Cray Cray, Chok'lat would serve."
He sighs, lost in thought for a moment.
He continues, and it almost sounds like he's choking back tears. "Then angel died in bug tunnels and Chok'lat picked up the Shield of Faith. Now Chok'lat serves the Light, like Zakkael did."
He turns, blinking his cybernetic eyes, towards the controls. "Chok'lat will figure this out."
Chok'lat
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Toughness: 24 (14) MD
Pertinent Edges: Danger Sense, Elan, Nerves of Steel
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Re: Unfamiliar Troubles

Post by Elihah »

Elihah sat and listened to Chok'lat's story and raised an eyebrow

I really need to read the old mission reports
Chok'lat wrote: Wed Jan 08, 2025 9:45 pm He turns, blinking his cybernetic eyes, towards the controls. "Chok'lat will figure this out."
Elihah shook his head at that statement, disagreeing with the sentiment.

"We're supposed to be a team. That means we figure it out, not just you. Frell, it's not like they aren't going to be shooting at the rest of us when they come after you."

Switching to private comms, he messages @Growler.

"What's the deal with this Cray Cray? Any plan for dealing with her?
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Re: Unfamiliar Troubles

Post by Growler »

Elihah wrote: Fri Jan 10, 2025 3:21 pm

Switching to private comms, he messages @Growler.

"What's the deal with this Cray Cray? Any plan for dealing with her?
"The Brodkil who led Chok'lat way back when he wasn't yet on our side... a Crazy. I will keep my nose ready to tell us when they are near. A shot from my Spirit Bow will work just as well on them as it did against that Uber-Cybered Brodkil back there."


**Growler IS Overconfident.**



Taking a good deep breath, Growler tries to remember Cray Cray's scent and sees if he can catch a hint of it.

Meditation Rolls for Boost Trait: Survival
  • Meditation Challenging Dramatic Task (4 Tokens over 3 Rounds) at -2 (Just improving Duration 3 Levels from Rounds -> Minutes -> Hours -> Days), countered by the Limitations bringing the net cost to -1... so a Cost of 1 at +2... TOTAL ROLL AT NO ADJUSTMENT
    • Psionics at d12+2 due Enchanted Amulet of Clarity
      • Round 1
        • Psionics : d12+2: [1]+2 = 3
          Wild: d6!!+2!!: [4]+2 = 6
          Result: 6 - Success. 1 Token.
        Round 2
        • Psionics: d12!!+2!!: [6]+2 = 8
          Wild: d6!!+2!!: [5]+2 = 7
          Result: 10 - Success with Raise.
        Round 3
        • Psionics: d12!!=2!!: [10] = 10
          Wild: d6!!+2!!: [2]+2 = 4
          Result: 10 - Success with Raise. Increase Survival by 2 Die Types. 1 PPE Invested into Meditation for 5 Days.
Day 1 Navigation Roll
  • Survival (D8 -> d12 due Meditation... +2 due Scent, +2 due Woodsman, +1 due Compass/Inertial Mapper, -2 due Horror Factor... so d12+3
    • Survival: d12!!+3!!: [34!!]+3 = 37
      Wild: d6!!+3!!: [7!!]+3 = 10
      Result: 37 - Success with MANY Raises. All Pilot, Scout and Lookout rolls get a +1 bonus
Day 2 Navigation Roll (As Above)
  • Survival: d12!!+3!!: [6]+3 = 9
    Wild: d6!!+3!!: [3]+3 = 6
    Result: 9 - Success with Raise. All Pilot, Scout and Lookout rolls get a +1 bonus
NOTE: Growler is a Pathfinder and "While traveling alone or with a group, the Pathfinder may redraw one Action Card used to determine encounters per day of travel"


Pulling out his Compass and drawing a DEEP breath in through his open helmet, Growler points more or less Southeast.

"Our destination is in that direction. Driverbot, lets get on the road and I will help with further directions as we go."
Growler
Main Character: Tiny Tim
Alternate Characters: Growler, Hans (Wayfinders)
Pace: 8 [12] (d8); Parry: 6 (8); Toughness: 16 (6) MDC
ISP: 39+1 / 40
PP: 15 / 15

Active Powers:
Boost Trait - Psionics (Raise)
Boost Trait - Shooting (Raise)
Smite on Spirit Bow (Raise)
Arcane Resistance (Raise)
Boost Trait on Fighting (Raise)


Bennies: 1/3
Base Amount
-1 due Reroll on Navigation Roll
-2 due Reroll on Psionics against Snakes.
+1 due Growler's Joker
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Re: Unfamiliar Troubles

Post by Stoic »

Common Knowledge 4

Common Knowledge 1d6!! 1d6!!: [4]+[2] = 6
Samuel is a tall fit man who tends to listen rather speak. He isn't rude, he just appears to be a man of few words

@Helmi "I'm sorry, you must be misinformed. I'm not a Mystic, I am what is commonly referred to as a Psi-Warrior." He smiles politely and returns to his mute state
GM Bennies 9/9
Wild Card Bennies ?
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Roy
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Re: Unfamiliar Troubles

Post by Roy »

The healing from Growler was appreciated. Roy was not sure how long it would have taken for him to heal. But he knew it would be weeks, or months.

As the team begins traveling Roy knew thought the best he could do was to help with being a look out. Summoning some flying sentinals designed for flight he had them help him keep an eye out for trouble. Then taking advantage of his ability to teleport to where things could be Roy get a personal look using his arcane optics system.

Looks like no one rolled Lookout, 4-3+2+2 = 5

I am not sure how HF affects this roll. Pretty sure the Shifter ability to resist HF does not apply as this is more representative of dangerous area than actual fear. So...

Horror Factor -3
Growler +2
Night Optics +2
Total +1
Lookout 1d6!! or Wild 1d6!!: [4]+[1] = 5
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Teresa
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Re: Unfamiliar Troubles

Post by Teresa »

She nods at Samuel. "Good to meet you. " Then she looks back at Helmi, smiling indulgently. "It seemed like the place I could do the most good."
Cheatsheet
Pace: 6; Parry: 5; Toughness: 5

Attributes: Agility: d6 Smarts: d8 Strength: d6 Spirit: d8 Vigor: d6
Skills: Athletics (AGI): d4 Common Knowledge (SMA): d4 Notice (SMA): d4 +2 (Alertness) (IF) Persuasion (SPI): d6 +1 (Race/Attractive) Stealth(AGI): d4 Faith (SPI): d8 (IF set to d6) Fighting (AGI): d6 Healing (SMA): d8 (1 bump from HJ) Occult (SMA): d6 Performance (SPI): d8 +1 Psionics (SMA): d8 (IF set to d6) Science (SMA): d6 Survival (SMA): d6

Powers: Faith: Dispel, Healing, Slumber
Psionics: Fly, Mind Link, Relief, Stun, Telekinesis,

PPE: 15/15 ISP: 30/30 Bennies: 3/3
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Re: Unfamiliar Troubles

Post by Freemage »

Driverbot
Includes Horror Factor and Navigator bonus:
Day 1 Driving 1d12+2: [8]+2 = 10
Day 1A Wild Die 1d6+2: [1]+2 = 3
Day 1B Driving 1d12+1: [3]+1 = 4
Day 1B Wild Die 1d6+1: [5]+1 = 6
Day 2A Driving 1d12+2: [10]+2 = 12
Day 2A Wild Die 1d6+2: [2]+2 = 4
Day 2B Driving 1d12+1: [3]+1 = 4
Day 2B Wild Die 1d6+1: [3]+1 = 4

Man, the dice roller really wanted that last one to fail. Good job, Growler!
GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Re: Unfamiliar Troubles

Post by Stoic »

He nods to @teresa "It's nice to meet you to." he says with a polite smile.
GM Bennies 9/9
Wild Card Bennies ?
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Re: Unfamiliar Troubles

Post by Freemage »

Refuge:

7 AM arrives, and by hook or by crook, all three of the newest Jokers have been assembled in the ritual chamber. There is already a pulsing circle of light in the center of the vast room, with four spellcasters tweaking it in various ways. Montcrief is there, and he holds out a data-chip to whomever arrived first.

"Give that to the dogboy, Growler; he's the field commander, remember. It contains your personnel files and the security codes so he knows you're legit. Also, tell him that I said you were all vetted by Herra; that will likely help him accept you more readily."

The glow from the circle is starting to stablize, though the effort of keeping it that way is clearly beginning to strain the team creating the portal. "Alright, off you go. Don't worry about the weight of your packs--they've got a vehicle, so you can just leave anything you can't carry in that."

He motions for you all to step forward into the circle. "Do NOT step out with weapons drawn. Hands up might even be a good idea until introductions are made--I believe they are likely to be a bit on edge right now."

As you step forward into the circle, he calls out. "Oh, and don't shoot the Brodkil; he's--"

KRA-KOOM!

***************************************

The Road to Helena:

As dusk approaches, you see remnants of buildings starting to peer out through the vegetation--you must be getting close to the ruins of Helena. You make camp for the night, so that you can begin your investigation with the sunlight. As you are breaking camp the next morning, there's a crackle of magical energy, and you see three people step into the road through a momentary portal. A voice carries through the portal from the room beyond: "--on your side."
Notice roll, hearing applies
Success
Hey, that voice sounded familiar, even with all the sound effects from the portal opening and closing again.
Raise
That was Montcrief's voice!
The three new arrivals are a blue-haired dwarf woman, a human male with a warrior's build, and a blonde human woman. The portal closes behind them. Growler immediately catches their scent--psychics, all, and the human female is also a PPE user.
Instructions
Okay, everyone introduce yourselves, I've almost got the next post ready, so I'll get it up in a bit.

GM Bennies (7th SET, Joker's Jokers): 8/8
OOC Comments
GMC Bennies:
  • EJ 2/2
    Thoomba 0/2
    Khem 2/2
PCs, 8 Active Slots, 3 Signature Items
*Gaspard Gillead, 12th AAT/Dirty Dozen
Serival Drumm, 24th COT
*Ophelia Monk, Mercy Team 6
Jaenelle, Beyond the Wall
Mille Visage, Northern Gun Mercs
*Charon, Black Company
*Hero, Lost Jungle/TL

Inactive/Retired/Deceased
Gorgeous George, 4th COT/Murder Hobos(Frozen)
Nomel Sagia, Nameless (Frozen)
Libertas Magicorum, 13th SET/Silent Ones(Retired)
Savant, 3rd SET/Losers(Frozen)
Other Mother, Ravenloft (Frozen)
Lance, 24th COT/Kingsdale (Retired)
Ramson Gourdaine, Phase World (Blazed)
Hexx, Rising Stars SPC (Frozen)
Sir Blurre, 18th COT/New West (Retired)
Yeitso & Alicia Forsythe, Prestige Unlimited (Frozen)
Malaetheryan, Phase World/Relentless (Frozen?)
.
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Roy
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Re: Unfamiliar Troubles

Post by Roy »

As the energy builds Roy looks over to where the portal will soon be opening. "Guys, take cover. We are about to have guests."
Dimensional Senses: Rifts take 30 minutes to open, and Roy get all kinds of bonuses +2 from race and +2 from one with magic. So little RP advantage.
As the portal begins opening and Roy can sense the other side he relaxes a bit. When the strangers step through, Roy signals @Growler they are safe. Though he would likely know that already with his senses being so sharp.

Stepping into the open withing being threatening, Roy nods and nods to the new comers. As they deliver the security documents to Growler Roy moves on to introductions. "Names Roy, I help with the magic. Been working with Refuge for a few years now." Sliding into small talk Roy makes sure they feel welcomed as he offers up some coffee for those who drink it.


OOC Comments
Dimensional Sense 1d12!! or 1d6!! with a +4: [2]+[3] = 5 = 7 Success
Notice 1d6!! or 1d6!!: [2]+[2] = 4 = 2 Fail

The dice have punished me for those Bind The Summons rolls.
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Teresa
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Re: Unfamiliar Troubles

Post by Teresa »

Teresa took the data chip. Rather than hands up she comes through the portal holding it out. However, her attention is back toward the portal looking incredulous as he confirms that the brodkil is on their side. It takes her a moment to get her bearongs after stepping through because of it. "Oh! Ah, I'm Teresa. I'm a Healer, ah Mystic. Sorry. But Montcrief just said there's a Brodkil on our side?" Did he really get seduced by the woman they had met? She doesn't ask it but she is definitely a bit flustered. She accepts the coffee with lots of cream and sugar if it is available though she will drink it black if she must.
Cheatsheet
Pace: 6; Parry: 5; Toughness: 5

Attributes: Agility: d6 Smarts: d8 Strength: d6 Spirit: d8 Vigor: d6
Skills: Athletics (AGI): d4 Common Knowledge (SMA): d4 Notice (SMA): d4 +2 (Alertness) (IF) Persuasion (SPI): d6 +1 (Race/Attractive) Stealth(AGI): d4 Faith (SPI): d8 (IF set to d6) Fighting (AGI): d6 Healing (SMA): d8 (1 bump from HJ) Occult (SMA): d6 Performance (SPI): d8 +1 Psionics (SMA): d8 (IF set to d6) Science (SMA): d6 Survival (SMA): d6

Powers: Faith: Dispel, Healing, Slumber
Psionics: Fly, Mind Link, Relief, Stun, Telekinesis,

PPE: 15/15 ISP: 30/30 Bennies: 3/3
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Helmi
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Re: Unfamiliar Troubles

Post by Helmi »

Helmi was generally a very unimposing figure all things considered. However, given the order to kit up before departure, it was possible that both her current group and those that would see her on arrival through the magical gate would form a somewhat different impression while the smaller figure clunked around in her Arzno branded EBA.

Image


The massive thing clunked with heavy steps, making the dwarf look reminiscent of a chibbi chaos space marine. While such branding was likely unknown and forgotten to the mists of time suffering through an apocalypse several hundred years earlier, the effect was still both imposing and slightly absurd looking at the same time.

“Dog boy, got it!” Came a metallic thumbs up to Montcrief as he handed the data chip over to Teresa. The butler-like figure might notice Helmi eyeing the chip with clear interest after the dwarf had been seconds late from snatching it away herself. A situation that was likely for the best all things considered.





On stepping through the portal, Helmi took stock of the situation as she tried to get over the immediate distortion one generally felt when travelling in this matter. It wasn’t nearly as impressive as her time traveling device of course, but it wasn’t a bad way to move about either.

On spotting the other group currently at work dismantling their camp, and that Roy was already offering coffee it seemed as though they had little to worry about as a far as mistaken identities were concerned

The metallic suited small figure pointed a finger towards the dog boy of the group and shouted out loudly via the modulated megaphone, which might have made the female voice sound unexpectedly robotic and overly loud. “*Crackle* GROWLER!!! WE’RE HERE FOR YOU! AND TO MAKE SURE THAT WE D-*crackle*-’T KILL THE BRODKIL!!” With Helmi quickly pointing towards the datachip that Teresa was holding outwards. “NOW TAKE THIS!!! *crackle*”

There was no time for messing around, the straight forward approach was often the best. No muss, no fuss or confusion. Of course dwarven culture was often straight forward and to the point, and engineers were not exactly known for their social skills either…

“Oh you’re right there. Sorry I’ll turn the megaphone off.” Came a much more high pitched and quieter voice all of a sudden. “Jeeves said to let you know that Herra said we were legit. Wait, is that coffee??” Came a sudden shift and increase in the excitable tone, the mini tank armor bouncing up and down excitedly now. “I’m Helmi! Good to meet you!” Came the offered introduction even as an outstretched hand reached for the cup while the other was desperately pulling away at her EBA helmet so she could ingest the liquid. A long blue ponytail cascading out behind her the moment she did so.
Helmi Leadfut Dwarf Gizmoteer
Parry: 7, Toughness: 16 (8)
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Chok'lat
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Re: Unfamiliar Troubles

Post by Chok'lat »

Chok'lat doesn't appear to acknowledge @Roy, but doesn't seem surprised at all when the portal opens and dumps newcomers into the camp. The

Notice: 1d6!!+4: [2]+4 = 6
WD Notice: 1d6!!+4: [4]+4 = 8
turns his sense of danger almost completely off. Still, muscle memory being what it is, the newcomers find a three-armed Brodkil smiling a hideous demonic smile (it's his "welcome!" smile) and pointing a railgun at them. At his side, he carries a shining shield with a cross emblazoned in jewels on it. "Hi. Chok'lat. Joker sent you to us?" He waves at @Teresa. "Yup. Chok'lat is good now! Mostly."
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Teresa
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Re: Unfamiliar Troubles

Post by Teresa »

She stares at Chok'lat. After a moment she gives a hesitant wave back then looks at the railgun and back up to his eyes. "Mostly?" Then she gives a side-eye to Roy as if to say 'help?'
Cheatsheet
Pace: 6; Parry: 5; Toughness: 5

Attributes: Agility: d6 Smarts: d8 Strength: d6 Spirit: d8 Vigor: d6
Skills: Athletics (AGI): d4 Common Knowledge (SMA): d4 Notice (SMA): d4 +2 (Alertness) (IF) Persuasion (SPI): d6 +1 (Race/Attractive) Stealth(AGI): d4 Faith (SPI): d8 (IF set to d6) Fighting (AGI): d6 Healing (SMA): d8 (1 bump from HJ) Occult (SMA): d6 Performance (SPI): d8 +1 Psionics (SMA): d8 (IF set to d6) Science (SMA): d6 Survival (SMA): d6

Powers: Faith: Dispel, Healing, Slumber
Psionics: Fly, Mind Link, Relief, Stun, Telekinesis,

PPE: 15/15 ISP: 30/30 Bennies: 3/3
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Helmi
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Re: Unfamiliar Troubles

Post by Helmi »

Within mere seconds Helmi had chugged the entire offered cup (likely metal travel canteen) of coffee without putting anything at all in it. She pulled the receptacle away from her face with a toothy grin, a loud satisfied sounding “aah!”, and evidence of said beverage trickling down the sides of her lips as she looked back towards the discussion. Pausing as she saw the Brodkil pointing the railgun in their general direction as the dwarf saw fit at that moment to inch her way behind Teresa.

The Mystic would feel a sharp nudge with an elbow towards her legs as Helmi looked up at her with the coffee covered knowing grin still on her face, before turning to look towards the three armed creature. “Oh wow what model rail gun is that? I bet you could blow a hole in our heads the size of a watermellon with that thing! We’d be nothing but paste if it went off just now I bet!” Came a sudden excitable interest as the pony tailed figures head could suddenly be seen poking out from behind Teresa to look excitedly at the dangerous looking thing.
Helmi Leadfut Dwarf Gizmoteer
Parry: 7, Toughness: 16 (8)
Benny/Conviction/Wound/Fatigue/ISP Tracking
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Chok'lat
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Re: Unfamiliar Troubles

Post by Chok'lat »

The demon shrugs. "Chok'lat don't know what it is. Chok'lat took it off a deadboy, maybe. Or a...well, Chok'lat don't remember what. But yeah." Now at ease, he lets the railgun hang off an oversized strap. "It would chop you guys up real good. Chok'lat's turned some big bad guys into piles of sausage with that." He smiles earnestly, still a frightening sight. "But Chok'lat don't do that for fun no more. And Chok'lat don't eat people no more either. Chok'lat follows the Light!" He hoists his shield higher to prove his point.
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Re: Unfamiliar Troubles

Post by Helmi »

Helmi’s eyes widen at this as she steps out from behind Teresa, acting as if she hadn’t just treated her as a human shield just then, seeming to be much more confident now that the railgun had been casually hung off of its strap.

“We… Have… So MUCH in common!” Helmi blurted out with ever increasing giddiness. “I don’t kill for fun either, and I’ve never eaten a single person before. Not even once!” Came the exclamation, which followed a small pause and a thoughtful expression as she pursed her lips and looked upwards as if reconsidering something.

“Mmm...Nope, definitely haven’t eaten any people.” Came a confirmation of the dwarfs earlier statement after some careful consideration. “And check this out!” arose an equally excited follow up as she raised her thick looking riot shield off of the ground, the thing while typically sized looked utterly massive on her small frame. “Shield buddies!! Guess that means I follow the Light too!”
Helmi Leadfut Dwarf Gizmoteer
Parry: 7, Toughness: 16 (8)
Benny/Conviction/Wound/Fatigue/ISP Tracking
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Teresa
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Re: Unfamiliar Troubles

Post by Teresa »

Teresa looks a little green at the idea of turning people or monsters into sausage but she's relieved that there's no longer a railgun pointed at her. Now that it is safe she quietly sips her coffee, letting the dwarf chatter on while looking about the camp.
Cheatsheet
Pace: 6; Parry: 5; Toughness: 5

Attributes: Agility: d6 Smarts: d8 Strength: d6 Spirit: d8 Vigor: d6
Skills: Athletics (AGI): d4 Common Knowledge (SMA): d4 Notice (SMA): d4 +2 (Alertness) (IF) Persuasion (SPI): d6 +1 (Race/Attractive) Stealth(AGI): d4 Faith (SPI): d8 (IF set to d6) Fighting (AGI): d6 Healing (SMA): d8 (1 bump from HJ) Occult (SMA): d6 Performance (SPI): d8 +1 Psionics (SMA): d8 (IF set to d6) Science (SMA): d6 Survival (SMA): d6

Powers: Faith: Dispel, Healing, Slumber
Psionics: Fly, Mind Link, Relief, Stun, Telekinesis,

PPE: 15/15 ISP: 30/30 Bennies: 3/3
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