Unfamiliar Troubles

Adventures and antics of the Joker's Jokers.
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Roy
Posts: 88
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: 199
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: 3/3
Base Amount
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Freemage
Savage Senior
Posts: 1975
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: 5
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
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Diamond Patron
Posts: 199
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: 3/3
Base Amount
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Elihah
Posts: 23
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: 1975
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....

Ripples: 6
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: 174
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: 1975
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?)
.
User avatar
Freemage
Savage Senior
Posts: 1975
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?)
.
User avatar
Teresa
Posts: 16
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: 11
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: 16
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: 11
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: 174
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
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Elihah
Posts: 23
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: 174
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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Elihah
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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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Growler
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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: 3/3
Base Amount
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Samuel
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Re: Unfamiliar Troubles

Post by Samuel »

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
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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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Freemage
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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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Samuel
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Re: Unfamiliar Troubles

Post by Samuel »

He nods to @teresa "It's nice to meet you to." he says with a polite smile.
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Freemage
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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.

Ripples: 5
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)
Benny/Conviction/Wound/Fatigue/ISP Tracking
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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."
Chok'lat
Chok'lat
Current Status Post
Toughness: 24 (14) MD
Pertinent Edges: Danger Sense, Elan, Nerves of Steel
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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
Posts: 174
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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.
Chok'lat
Chok'lat
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Toughness: 24 (14) MD
Pertinent Edges: Danger Sense, Elan, Nerves of Steel
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Helmi
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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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Elihah
Posts: 23
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Re: Unfamiliar Troubles

Post by Elihah »

One accidental knock by someone, a quick frantic search to catch certain critters and one swift jab resulted in a new addition to Elihah's cybernetics
OOC Comments
Advance spent on implant - Multiple cybernetic arms
As the portal opened and the three came through, Elihah was camped out in his robot, feeling self conscious about the new arms. Instinctively, he went for the gunnery controls and the giant rail gun installed in the head of the Hunter Killer swivelled towards the portal.
OOC Comments
At this point, I will assume somebody will confirm they are friendlies
The rail gun revolves away from them and a moment later, the hatch opens up and a slender enchantingly beautiful humanoid, with long flowing blonde hair and an additional set of cybernetic arms climbs down. He looks over at the new arrivals and offers three different responses. To the human male with a warrior's build, he nods towards him, offering a handshake.

To the blonde human woman, he smiles in a friendly manner, and bows to her. "A pleasure to make your acquaintance, I am Elihah." he says, as if that was all he needed to say.

Then he saw the blue-haired dwarf woman, who if she hasn't already realised Elihah is an elf, lets her know very quickly.

"A Dwarf. How nice of them to only send us half a recruit."
OOC Comments
Racial Animosity: Elves suffer −2 on Persuasion checks when dealing with dwarves just kicked in
And may also be why Elihah got sent off to a group as far away as possible from Castle Refuge
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Teresa
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Re: Unfamiliar Troubles

Post by Teresa »

"A pleasure to meet you......" she trails off in her greeting as he insults the dwarf and frowns a bit "though perhaps we can bit a tad more polite to the people we are going to be working with for who knows how long?" She offers politely. "Please?"
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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Roy
Posts: 88
Joined: Wed May 22, 2019 5:49 am

Re: Unfamiliar Troubles

Post by Roy »

Roy starts to interject o calm things. Affirming that Chok'lat is one of them. But the flow of conversation is fast and within no time weapons are being pointed at people and insults tossed out.

"Wow, let's all calm down. Everyone here is on the same team, no need to start insulting the new team mates. You never know, you may owe her your life someday or vise versa."
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Helmi
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Re: Unfamiliar Troubles

Post by Helmi »

"Hey don't worry about offending me at all." Helmi said with a grin as she plunked her shield back down onto the ground. "You have to deal with the hand you've been given, and make do with what you've got."

With a glance over at Elihah, the dwarf then explains excitedly to Roy. "I'm super excited to be here. You guys are famous you know! At first I was wondering how it was that the Jokers of all people needed backup, but this explains so much! We've got your back out here, you can count on us!"

The excitable vote of confidence came out with such enthusiasm that one might be forgiven if they failed to notice the subtle jab at the elf companion that had been laced in with the words of praise.

"So uh... where are we and what are we doing here anyway? We were kinda rushed out the door like it was an emergency with no Intel at all." said Helmi as her attention immediately drifted towards her immediate surroundings.
Helmi Leadfut Dwarf Gizmoteer
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Samuel
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Re: Unfamiliar Troubles

Post by Samuel »

Throughout the entire exchange Samuel has been stoic. He was carrying two large duffel bags, which he quietly set on the ground when he saw the rail guns aiming at them, and there is a 10 foot long pike slung across his back. After things calm down a bit he nods back to @Elihah, shaking the offered hand. "Hello, I'm Samuel. It's nice to meet you."
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Growler
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Re: Unfamiliar Troubles

Post by Growler »

Notice (Hearing)
  • Notice: 1d8!!+2!!: [2]+2 = 4
    Wild: 1d6!!+2!!: [2]+2 = 4
    Result: 4 - Success.


Watching his new teammates show up, Growler smiles to himself at the mention of Hera. If she vouched for them, they were Pack. After a few minutes of them interacting and jockeying for position in the pack, Growler decides it is time to speak.

"Now that you have all finished greeting each other and metaphorically sniffed each others tails, it is time for us to arrive soon at the ruins of Helena, Arkansas. If we meet anyone, remember we are 'Hera's Heroes'... a mercenary group... NOT the Tomorrow Legion. Any violence MUST appear to be from a group of mercenaries, so Overkill is Encouraged... both as the disguise and to reduce the amount of evidence. The Coalition is a few days behind us... hopefully more due to our travel habits, but we must keep a reasonable hustle up. Questions?"
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: 3/3
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Teresa
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Re: Unfamiliar Troubles

Post by Teresa »

Teresa listens to Growler then frowns a bit looking pensive. "Are you expecting to fight monsters or ah humanoid types? The things is, I'm a healer. Fighting is kind of the opposite of what I do. I can keep you all well and I can help with communication but I don't hurt people. I hope you understand."
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 »

“A few yeah! I’ll ask them in order of increasing importance.” Helmi blurted out wide eyed as she looked over the dog boy, her ears wiggling as she looked Growler over curiously, bending slightly at the waist as if to get a closer look at him.

“Why are we at these ruins and what's our goal here? Are we looking for something in particular? Does the Coalition know we’re a thing and are trying to beat us to the punch? How biga’ force do they got compared to us?” The tirade of questions blurted out of the dwarfs mouth in succession, where her statement about the order of importance being somewhat questionable as she then finally asked.

“And when you say ‘sniffing each others tails’ you… You actually mean butts right? Like metaphorically sniffing each others butts?” The same intense wide eyed expression remained on Helmi’s face as this was asked, as if this were a matter of dire importance before the awkward pause that followed the question was then paired by a slow gradual movement of a thumb jerking backwards over her shoulder and downwards slightly as if that particular gesture were required to help clarify the point.
Helmi Leadfut Dwarf Gizmoteer
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Growler
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Re: Unfamiliar Troubles

Post by Growler »

"We have reports of a Coalition Strike Force being sent to the ruins of old Helena, Arkansas. Like our just finished mission to Newsquareport, we don't have any intelligence on WHY they are going there. I say again... we don't have any intelligence on what they are being sent to deal with. On the plus side, this means we don't have any faulty intelligence. Last mission we had to deal with some strange intelligent snake-like dimensional beings that if they sting you with their tails, somehow the nanites they injected into you gave you some random cyberware. Then we had to deal with some Brodkil that had made use of those creatures for extra cyberware... and their leader had an OBSCENE amount. I do not expect that this new mission will be simular.

We left Newsquareport before the Strike Force arrived, so we don't have any intelligence on them. We do know such Strike Forces are known for being unconcerned with collateral damage so we want to deal with it before they get there... but without anyone knowing we are from the Tomorrow Legion. This is VERY important. They cannot know we are the Tomorrow Legion. We will be using our previous cover as a mercenary band called Hera's Heroes.

'If it's someone or something that needs help, then see if you can do that, maybe evacing them and leaving evidence that their target has flown the coop.'

That is what we were directed. If it is something that needs to be destroyed, we are to leave LOTS of evidence that said threat has been dealt with permanently and with conviction. Teresa, you do not have to directly take part in the violence, but I do expect support before, during, and after any battles... whatever you can do to help us.

As for the Tail Sniffing... we are wasting time. We are on a countdown and we don't even know how much is on the clock. Any further questions can be asked enroute. Load Up and Roll Out!"
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: 3/3
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Freemage
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Re: Unfamiliar Troubles

Post by Freemage »

With the meet-n-greet over, it's time to move on....

Having no real idea what the CS is looking for in this area, you opt to do an initial survey of the landscape, using the Creeper's sensors, and Roy's new flotilla of air elementals. This turns up multiple potential points of interest or investigation:

1: The Dig: There's a good-sized campsite in the ruins of Helena, proper. They seem to be engaged in some sort of project, though whether it's salvage or archeology is hard to tell at this point (and arguably, may just depend on the framing). They've got enough tents that you figure there's around 40-50 people there, all told. (Eclectic group, no D-Bee penalty.) A Ley Line runs through the ruined city, but there does not appear to be a second to produce
a Nexus in the area.
2: The Farm: A small palisade surrounds a handful of homesteads, with what you suspect are sustenance gardens. They don't appear to have made any effort to encroach on the wilderness around them, other than having cleared some trees, probably to build the wall. (Non-supremacist Humans, D-bee penalties apply)
3: The Fight: An area of burned and wrecked trees, likely the site of a combat.
4: The Hunters: A fortified building that apparently serves as a hunting lodge; there are stables and even a couple of vehicles that look capable of traversing the local terrain (mostly motorbikes, and an old-fashioned military Jeep). (Eclectic group, no D-bee penalties apply)
5: The Camp: Another campsite in the wilderness appears to be abandoned, with tents still standing and gear on the ground. It sits on a ledge halfway up a cliff.
6: Everyplace in between--there's a lot of woods and hills and such, here, so there's always the chance that something useful is found there, rather than in the spots I mentioned.

PLEASE READ

So, this is going to be a Scheme Pyramid, folks! Check out the nifty 'deal' below:
Pyramid Rd 1.jpg
The cards represent your actions as you investigate the area. Each card requires a different sort of Skill to address.

Hearts: Spirit-linked Skills
Diamonds: Smarts-linked Skills
Spades: Agility-linked Skills
Clubs: Complication: -2 to roll, but you describe the complication and what your character does to overcome it (you pick the skill used).
Joker: Player's choice, and you get a +2 to the roll

Each of you will pick a different one of the face-up cards to roll against. (I STRONGLY recommend discussing this in Discord before people start posting.) You pick an appropriate skill to the suit and roll, while posting a brief description of how you're going about it, leading off with where you're doing the thing. For instance, if Chok'lat was assigned the 7 of Hearts, he could declare, "The Hunters: Chok'lat goes to the hunting lodge, and tries to engage the locals in casual conversation." He would then roll Persuasion and try to get a 4.

(I would not recommend Chok'lat try to Persuade anyone, but you guys do you.)

Note that Clubs do not represent part of the investigation as such; rather, you are overcoming some difficulty that arises, and dealing with it so the rest of the group can operate more freely. You give a description of the problem (weather and random encounters are standard, but if you can come up with something interesting, go for it!).

Only permanent or always-on abilities modify rolls. So if you have Charismatic, you can reroll Persuasion or Performance; if you are an obvious D-Bee and approach the family farm, you have the usual penalties to Persuasion, and so on. OTOH, no Boost Trait or the like should be used, here.

NPCs and Support: This round, all the PCs must take lead on one of the cards, and can only act on one card. NPCs (the air elementals and Driverbot) can be assigned as support. (in later rounds, some PCs will also support; later rounds will also have escalating penalties.) Support rolls do have to match the card suit being supported, and are limited to the usual limits (+2 from any single Supporter, and +4 total support). Supporters on a Club suffer the -2 Penalty.

For most of the cards, you're looking for a 4. However, the Ace and the King are going to be opposed rolls (I will make those rolls once I know what you've rolled, and in the case of the Ac e of Clubs, once you've described the setback itself). You can spend Bennies on the roll if you want to try to get the numbers higher, but once I roll for the resistance, no more rolls can be made.

Final comment: No combat skills this round, please, unless you are doing a Club, in which case, feel free to drive off some no-name bandits or a rampaging megafauna. This limit may not apply to later rounds.

Results:
There is going to be a Party Pool of Bennies; right now, that Pool is empty. At the end of the round, we add Bennies to the Pool:

On a Raise, the party Pool gets 2 Bennies.
On a Success, the Pool gets 1 Benny.
On a Failure, I add one Benny to my GM Pool (currently 7).
On a CritFailure, I add two Bennies to my GM Pool.

In addition to the bennies, I'll make a summary post that give narrative results. This will include the reveal of the second line of cards, setting up the next round of the Pyramid.

Any Bennies in the Pool are available for use during the later stages of the Pyramid, by anyone who wants to claim them. After the Pyramid is over, leftover bennies will be distributed according to my whims.

Final note--if you have any questions, please post them in the Discord chat. Thanks!
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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Samuel
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Re: Unfamiliar Troubles

Post by Samuel »

6 of Spades - The Dig
OOC Comments
Stealth 1d6!! WD 1d6!!: [1]+[3] = 4
Benny 1d6!! 1d6!!: [5]+[4] = 9
Samuel takes his Neural Mace with him, turned off and stuffed into the pocket of his hooded sweatshirt. He does his best to fit it amongst the people participating in the dig, but when the opportunity presents itself, he sneaks away to explore and see if anything of interest shows up.
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Growler
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Re: Unfamiliar Troubles

Post by Growler »

Survival (Boosted via Meditation to d12... +2 due Woodsman, +2 due Scent, -2 due Club -> d12+2
  • Survival: d12!!+2!!: [2]+2 = 4
    Wild: d6!!+2!!: [3]+2 = 5
    Result: 5 - Success. 1 Token.


I need to look BETWEEN these sites. Something must be connecting them, and THAT is what I need to investigate.

Just as Growler opens up his suit of armor for a good sniff for the trails in the area it starts to
Sounds like a complication to me...
.

Just my luck. I hope I can find something before it all washes away.
Last edited by Growler on Sun Feb 02, 2025 11:10 pm, edited 2 times in total.
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: 3/3
Base Amount
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Helmi
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Re: Unfamiliar Troubles

Post by Helmi »

"You got it Growler!" Helmi gave the dog boy a thumbs up. "Though, just for the record. It woulda been even quicker to just say it was about butts than saying that there wasn't any time to explain if it was butts or not." Regardless, she seemed to be satisfied with the responses to all of her questions as she fell in line, excited for her first real Tomorrow Legion mission, even though they were pretending to not be Tomorrow Legion. There were several options for the group to look at, so after agreeing to check out each one as best suited to each individuals strength, she headed out in search of any info she could find.



+2 for Always on Telemechanics
Success (4)
Repair 1d12!+2: [2]+2 = 4
Wild Die 1d6!+2: [1]+2 = 3


It was obvious to Helmi that whatever they were looking for was going to be something that everyone else was after as well. And given that people didn’t just dig holes in the ground for absolutely no reason, chances were that whatever the people in the campsite were looking for was what her group was looking for!

After parting ways with her group once they had all wisely decided to split up while in the middle of a creepy ruin, the dwarf found her way towards what was probably the most interesting event going on in the general area. The large group of people within the dig site definitely seemed to be busy as Helmi could feel the energy of excitement in the air. Perhaps given this she could have been forgiven for simply walking inside as if she had been part of the crew without any sort of introductions, as she inadvertently infiltrated the area without realizing it. Sometimes all one needed was a figurative hard hat and clipboard to get themselves anywhere without question.

Still, she wasn’t exactly certain what it was this particular group of people was looking for as she had not gone out of her way to ask anyone, while instead just moving about with what appeared to be visible purpose when she was just extremely excited about what it was she was going to find. Unfortunately the distractable creature ended up halting short her progress as she eyed what appeared to be a large broken down hydraulic hammer that stood rusted and unused.

How can anyone expect to perform a proper excavation without a working hydraulic hammer?? Helmi thought to herself, aghast at how everyone else seemed to be focused on other tasks at the time. It was a good thing she had shown up! Whatever they were looking for would take years at this rate!

Climbing aboard the piece of construction equipment, Helmi popped open the engine hatch to take a look inside. Placing a hand upon malfunctioning battery, she closed her eyes as a complete schematic of the system embedded itself into her mind. Comparing what should be with what was before her eyes, the engineer noticed that the problem was actually relatively a simple fix - with some corrosion caking up one of the battery leads in the engine block. After chiselling the crud away, she closed the lid and crawled in to the control compartment, where after some fiddling the thing suddenly roared to life.

This also caught the attention of nearly everyone at the site, who at that point likely were shouting out at the strange person who had simply walked in like she owned the place.

“Hey I fixed the thing that wasn’t working! It’s gonna hammer so hard now that you’re gonna wish it didn’t hammer so hard! So, What are you guys doing here anyway?” Helmi asked, leaning out the window as she observed the gathering crowd of somewhat concerned people.
Last edited by Helmi on Sun Feb 02, 2025 3:56 pm, edited 2 times in total.
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 »

Ace of Clubs - The Farm --- Teresa headed to the Farm, intent on talking to the people there and helping out however she can. When she arrived, however, she found that a tractor had lost control and ran over a bunch of people before getting stuck in a ditch and tossing the driver out of the machine. The incident had just happened so people were a scattered mess as yet. She ran to the group and stood near the center to heal them with her arms away from her sides a bit to channel it out to the injured.
Mass Heal - 11
Mass Healing - Large Blast Template
Faith 1d8!!+3: [10!!]+3 = 13 -- Missed the Minus 2 for club so actually an 11
Wild Die 1d6!!+3: [1]+3 = 4
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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Chok'lat
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Re: Unfamiliar Troubles

Post by Chok'lat »

Chok'lat finds himself drawn to the area of the Fight, violence being in his nature. He spends some time strolling the battlefield trying to sort out who fought here, who won, and maybe even why they fought. Before his investigation could really get under way, though, he realized that a group of scavengers had found the field with an eye for scrapping and salvage. Unwilling to let the scene be disturbed before he could learn what he wanted to know, the demon leaned into his hideous appearance and bad reputation to
Intimidation: 1d6!!: [1] = 1
WD Intimidation: 1d6!!: [2] = 2
Benny with Elan: 1d6!!+2: [3]+2 = 5
WD Benny: 1d6!!+2: [2]+2 = 4
before they could mess anything up. "Chok'lat still remembers how to rip arms off people trying to steal Chok'lat's stuff! And all this stuff is now Chok'lat's! You better run!"
Chok'lat
Chok'lat
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Toughness: 24 (14) MD
Pertinent Edges: Danger Sense, Elan, Nerves of Steel
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Roy
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Re: Unfamiliar Troubles

Post by Roy »

King of Hearts Persuasion 12
Elementals supporting Notice Support 1d6!! and Notice Support 1d6!!: [4]+[2] = 6
+1 from support
Persuasion 1d6!! or Wild 1d6!!: [1]+[3] = 4

Group Benny Persuasion 1d6!! or Wild 1d6!!: [5]+[10!!] = 15
10, +2 from support = 12

I guess Mike was razzing me. So...
Other Elementals Supporting Notice 1d6!! or fourth guy Notice 1d6!!: [3]+[5] = 8
+1 from support
.
The fortified hunting lodge bustled with activity—hunters checking their gear, tending to their vehicles, and preparing for their next excursion. They were capable, no doubt, but they had no idea what kind of storm was brewing around them.
Roy spoke with the elementals ahead of time preparing them for what they must show the hunters and instructing them during the conversation to listen to their whispers, reporting back to him all they hear and observe from the men.
Roy reached out to the spirits of air having them share some of what has been observed. "Show them," he murmured. In response, the air around the hunters shifted, a sudden gust carrying the scent of smoke and ozone, a whisper of danger just beyond their understanding. The wind stirred the leaves into spiraling eddies, ghostly figures forming and dissolving within the currents.
Roy stepped forward, his voice calm but urgent. "You’re skilled hunters, and I respect that. But there is something in these woods that make even the most seasoned warriors vanish without a trace. " He let his words settle as another gust of wind howled between the trees.
Directly addressing the most assertive of the lodge’s members and leaders. "I don’t want to see us getting in each others way or stepping over one another’s bodies.” Panning the group. “So to avoid any good people getting caught in friendly fire within these dangerous woods, I suggest we coordinate our searches.”
The negotiations took less than an hour, as each group had their own idea of what areas would be the most dangerous. As they spoke with each other Roy’s mind periodically moved through the perceptions of the elementals, hearing what clues they others have gathered and fears they have built. Allowing him to address the fears, and continue the negotiations.
Last edited by Roy on Tue Feb 11, 2025 6:13 am, edited 1 time in total.
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Elihah
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Re: Unfamiliar Troubles

Post by Elihah »

Joker 7

Whilst Roy was talking to the hunters, Elihah was near the hunting lodge. His sensors picked something up big (or at least big enough) in the region that could be a problem and with his general subtlety in the Hunter Killer, he stomped into the area. A burst of laser fire from the belly gun disturbed something big and sent it on its way.
OOC Comments
Shooting 1d12!+2: [5]+2 = 7
wild dice 1d6!+2: [3]+2 = 5
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Freemage
Savage Senior
Posts: 1975
Joined: Thu May 11, 2017 7:09 am

Re: Unfamiliar Troubles

Post by Freemage »

Outcomes
Growler:
The Space Between (Clubs)
Survival: Success
Motorbike trails crisscrossing territory

Elihah:
Joker
Shooting: Success
Drives off a great beast, impresses the Hunters.

Roy:
The Lodge (Hearts, Opposed King)
Persuasion: 12
Opposition: ppd1d8!! Ldd1d6!!
Success: Band of Juicer bikers in the area.

Teresa:
The Farm (Clubs, Opposed Ace)
Faith: 11
Opposition: ppp1d10+1!! Ldpp1d6!!+1
Success: Farmers are now inclined to help: all rolls at this location are at +1 for group

Chok'lat:
The Fight
Intimidation: Success
Scares off scavengers, finds a bit about the battle.

Samuel:
The Dig
Stealth: Success
Discovers: More tents than needed; some are clearly unoccupied--some of the dig crew are missing

Helmi:
The Dig
Repair: Success
Discovers: Alan Hargrave, Rogue Scholar/diplomat for the Tomorrow Legion
The rain does inhibit Growler's tracking efforts, but not enough that he turns up nothing at all. The sites ARE connected. By tracks. Motorbike tracks, it looks like. Hard to say exactly how many--damn the rain! But at least four bikers have been roaming around out here. They haven't gone near the Lodge, but the group has definitely has gone near every site at least once. From what Growler can tell, they stopped a distance away, then got off the bikes, returning later to take off again.

Speaking of 'near the Lodge', a particularly large and ornery specimen of Rhino-Buffalo started approaching the building just as Elihah was pulling up in his Hunter Killer. A barrage of laser fire was enough to find prey elsewhere, fortunately. The hunters, appreciating both his restraint at not killing "Old Gruff" (OG, he learns, is something of the local white whale for the hunters, who seek to bring it down with handheld weapons, not vehicular models) and at driving the beast away from the Lodge, where it could've done considerable damage to the building.
They invite him in and get to talking, mostly discussing the surrounding area--in particular, he gets some nice tidbits about some of the other sites:
The Camp: "I saw the guys who set it up. Kinda strange-lookin', even for these parts. Almost looked like living statues. Looked tough, too. You say the camp looks abandoned? Weird."
The DIg: "They buy food off of us on the reg'lar. Been here for almost a month, trying to get into some part of the ruins. Not even sure they know what they're looking for."
The Farm: "Those folks mostly keep to themselves, but we do trade meat for some of their crops every now an' then. Of course, gotta be human if you want anything resembling a fair trade. Last time a D-Bee went over there, they turned him away, solid."
The Fight: "I don't know nothing about anything happening over in that area, and neither do you." Further efforts to elicit information finally get him to make a hurried "C S" in the polish on the bar, before wiping it away.

Roy then skillfully (and dramatically, with the aid of his elemental entourage) turns the conversation to other matters, and one of the hunters warns him to be careful. "There's a buncha them Joosers runnin' around out there in the woods, got their rigs on and everything, see? Saw a group of them through my scope, got out of there before they saw me."

Moving over to the Farm, Theresa is, fortunately, human-appearing, and between her assist in dealing with the injured and her beauty, she's able to get them friendly, following a bit of suspicion over the possibility she caused the accident herself (the matriarch of the group finally puts paid to that idea by cuffing one of the suspicious ones and telling him to be more grateful!). During follow-up conversation, she manages to elicit that they've been having difficulties with getting supplies in--a number of expected traders have just not shown up; fortunately, they've been able to get some stuff from the nearby hunting lodge, though it's "not so nice knowing so many of them are D-bees."

Chok'lat manages to chase off some guys before they can raid the site of the fight. It's a fairly professional bivouac, all the one-man tents clearly CS manufacture. The fight, from what he can tell, was one-sided; the woods around the campsite are heavily damaged by laser fire and grenades, but the camp itself is pretty much untouched. However, the tents are empty, Even more strange, on the ground in the site, he finds a dozen C-14 “Fire Breather” Assault Laser Rifles, with underslung grenade launchers. Clips and grenades have been completely emptied. A similar number of C-18 Laser Pistols are also on the ground, as if tossed there casually after being drained.

Finally, at the Dig site, Samuel manages to slip in unnoticed, poking around the tents. He manages to turn one up one very curious fact--there's far too many tents for the number of people in the camp. Furthermore, many of the tents have at least one bunk that seems like all of the occupant's gear has been bundled up in their packs--there's no sign of the person being there, but also none of them having moved out.

Of course, one reason Samuel was able to poke around so much was because everyone was looking at Helmi's newly repaired digging machine. A few of the engineers come over and take a look at it, commending her work, before one of the other team members comes over and smiles. "Hello, ma'am, we appreciate the work you did on the machine. Tell you what, come on back to my tent, and I'll tell you everything I can about what we're doing here." Assuming she follows, he takes her to a tent, pulls out a canteen and some rations, motioning for her to have a seat as he does the same, after folding the tent flap. Speaking a bit softly, he nods to her. "Okay, so, I'm a bit confused. I wasn't expecting the Legion to send anyone else here." He holds out his hand. "Alan Hagrave, with the diplomatic corps. I've been working with these folks, helping them with analyzing the artifacts they've been digging up. Nothing dramatic, mind you, but to us history buffs it's all quite fascinating. So what brings you out here?" You are able to compare notes, with you only giving up as much information as you want; he explains that the dig crew know his affiliation, but he'll keep mum about Helmi being in the Legion. (As to how he knew of her affiliation, well, there aren't many blue-haired dwarven women running around Refuge. He'd seen her around the castle, but not ever interacted.)

Sitrep/Instructions
Everyone got a success: The PC Bennie pool stands at 7, while I didn't get any added to my set. Good job!

Anyone can post quick follow-up questions or actions. In the meantime, I'll put together Round 2 of the Scheme Pyramid and get that post up.




Ripples: 6
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?)
.
User avatar
Freemage
Savage Senior
Posts: 1975
Joined: Thu May 11, 2017 7:09 am

Re: Unfamiliar Troubles

Post by Freemage »

READING IS MANDATORY!

Okay, new line revealed! As you can see, there are now only four cards. This means that four of you will be leads, and everyone else will be doing Support. Because of this, and since there's so many different locations to choose from, you need to do the following:

1: Select the four leads.
2: Assign everyone else to Support, picking who is Supporting whom BEFORE ROLLS ARE MADE. Essentially, you should end up with 4 teams, consisting of a Lead and Supports. These teams should be listed in Discord once assignments are done.
3: Once everyone is assigned, THEN people can start making posts; in an ideal world, leads would post before their Support--let's see if we can manage that, since it'll make it easier for the Supports to write something suitable.
4: If anyone posts before the teams are settled in the Discord, they end up wasting their roll and will have no effect this round.

IMPORTANT: Stakes are rising. ALL rolls this round, whether Lead or Support, are at -2; this stacks with the Clubs complication (so the KC is at -4, AND Opposed). The good news is that Support characters are able to pick any Skill, regardless of the suit of the Scheme card. Leads still abide by the suit restrictions. Support rolls work as normal: +1 for a Success, +2 for a Raise, Max Support is +4 per card. Everyone is still limited to a single card.

You have two Spades (Agility), one Heart (Spirit) and one Club (Choice, but at -2 for a Complication; again, this stacks with the -2 for the Round). Again, locale is largely up to your preference.

Combat Skills: If you're using a combat Skill, your post should mention going up against a Juicer Biker, shortly after dusk. Outcome will be determined by Success Level, as usual, but I'll describe the details.
Pyramid Rd 2.jpg
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?)
.
User avatar
Growler
Diamond Patron
Diamond Patron
Posts: 199
Joined: Fri Aug 18, 2017 7:42 am

Re: Unfamiliar Troubles

Post by Growler »

Agility Based so Stealth (d12+2 after Enchanted Cloak of Stealth; +2 due Woodsman, -2 due Difficulty... so d12+2)
  • Stealth: d12!!+2!!: [9]+2 = 11
    Wild: d6!!+2!!: [4]+2 = 6
    Result: 11 - Success with Raise. 2 Group Bennies.


I wonder why they got off their bikes... well, it is more important to know where they are and where they base.

After radioing in an update and his intentions, Growler lopes along the trail of the Biker Juicers, his knowledge of the woods and his magical cloak assisting him in blending into his surroundings.
Last edited by Growler on Tue Feb 18, 2025 11:30 am, edited 1 time in total.
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: 3/3
Base Amount
User avatar
Chok'lat
Posts: 174
Joined: Fri May 04, 2018 4:41 pm

Re: Unfamiliar Troubles

Post by Chok'lat »

Satisfied with his defense of the area, Chok'lat begins taking stock of the situation. The amount of empty CS weapons is impressive and baffling. Saying aloud, to himself, he remarks "Why they leave the guns? At least somebody sell 'em and make some money if they don't use 'em. Can't carry, maybe? Yeah, but they can carry clips and 'nades..." He puzzles some more, still out loud.
In an instant, he becomes aware of another person lurking out of normal range. Thanks to his cybered up senses, he hears the click and subtle flush of a juicer's bio-comp system being turned on. A moment later, a blast from a JA sniper rifle whizzes past Chok'lat's head. The

5S
Shooting: 1d10!!+2: [7]+2 = 9
WD Shooting: 1d6!!+2: [2]+2 = 4
, sending a volley into the scorched foliage on the outskirts of the camp. While he's sure he hit his foe, it's obvious from the hidden enemy's retreat that it wasn't a mortal wound. Chok'lat gives chase, but less than 10 seconds later, he hears the bark of an engine starting. He manages to spot the juicer speeding into the distance on a bike. Chok'lat futilely shouts "You shoot at Chok'lat again, Chok'lat'll hurt you worse!"
Chok'lat
Chok'lat
Current Status Post
Toughness: 24 (14) MD
Pertinent Edges: Danger Sense, Elan, Nerves of Steel
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Teresa
Posts: 16
Joined: Fri Jan 03, 2025 4:37 pm

Re: Unfamiliar Troubles

Post by Teresa »

9 H
Faith Healer 4
Faith Healer 1d8!!+1: [1]+1 = 2
Wild Healer 1d6!!+1: [3]+1 = 4
Teresa decided to go toward the Dig after talking to the people in the Farm and part-way there ran into Helmi. Teresa was just expressing how impressed she was with Helmi's skill in repairing the machine when both heard a large commotion and yells of pain. Running over to the sound they found that the Rhino Buffalo had decided this was the new place to find prey. They had already managed to drive it off again but there were several injured. Teresa directed Helmi to help her gather the injured in a single location and then set to work to heal the worst of the injuries once again.
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: 11
Joined: Thu Jan 02, 2025 10:50 pm

Re: Unfamiliar Troubles

Post by Helmi »

Of course, fixing the broken piece of construction equipment was the initial idea, where impressing the site engineers and ending up with some key information was more of a lucky happinstance. That said the next person in the control area of the hydrolic hammer might notice the addition of a large red button added to main panel placed right next to the ignition labeled as "Self Destruct" in American.

Helmi had naturally noticed that this particular piece of machinery seemed to be absent of this critical function and had taken the liberty of adding it as well while she had worked on it. It was strange to her that devices from this far back in time didn't seem to possess them, but that was chalked up to perhaps a lack of technological progress for this time period. Thankfully, she was here to make the necessary corrections as needed.

The absurdity of such a notion that the necessity of such a feature was needed in everyday life did not really register with the excitable dwarf, just as it did not register with her that the majority of the populace on this side of the world were not fully literate and be able to understand what the label even said. Still, this was a problem for another time and another person to deal with as Helmi now found herself face to face with a social situation to which she was unprepared.

"The Legion, huh?" The dwarf asked with a look of keen yet poor disguised interest. "No idea who those guys are, but they sure sound pretty cool to me!". She wasn't exactly the greatest of liars either, even though she was convinced that her acting was rock solid and that she had successfully evaded the potential spies interest in her. Growler had been very clear that she was not to blow her cover as a Legionairre and someone telling her that they too were a Legionairre is exactly the sort of thing a spy pretending to be one would say!

"I'm Helmi Leadfut!" Helmi replied to the offered introduction from Alan. "I'm a mercenary here with my company and I'm here to... to uh... Mercenary things. I mean, find out whats going on and see if things need mercenarying." A deep breath was suddenly taken as she blurted out more. "We're from Heras Heroes! Have you heard of us? There's all sorts of eyes on this area and I think this spot in particular has drawn a lot of attention and will become.... Wait, is mercenarying a verb? How do you conjugate that one again, dammit! Wait, no I'm getting off track. Okay let me try again."

"If I were in this really awesome Legion you're describing - which I am not - would you say that you've found anything of note or historical value that would be best burried or hidden away if you were gonna hide it from people who would be interested in keeping it below ground? Like if you were an approaching force of heavily armed fascists who hated books or something? Just as a random example I mean! Cause we're for hire if you need something like that protected! Bet I could even get the boss to give you a discount on it even, like a really really big discount! Like, such a big discount you'd be wondering what the catch is and get instantly suspicious!"

After hearing the likely flaberghasted reply from Alan, Helmi's ears would wiggle on the side of her head as she heard Teresa chatting with the site engineers outside. "Oh, that's one of my crew right now. We call her Bloody Teresa on account of how violent she is doing her mercenary stuff." Helmi explained with a jerk of her thumb behind her towards the tent entrance. "I'd better go see what she wants, nice chat though!"



Psionics 1d12!-2: [11]-2 = 9
Wild die 1d6!-2: [5]-2 = 3


"Oh wow! A Rhino Beatle ran through here and I missed it?? Dammit!" Came a sudden excited and dejected shout from Helmi as she received an update and instructions from Teresa. "Right, no time for whining about missing out now. We've got people to save!" She shouted back as she ran off to gather up the wounded.

Helmi probably could have just dragged them back herself, but such methods would have been too slow, instead opting to quickly assemble a Gravity Negation Field Generator (telekineses) to hover the incapacaited figures closer towards Teresa as the Mystic hurriedly worked at fixing them up as fast as she could.

The device proved to be effective as surprised figures found themselves floating mid air for several moments as others in the camp would push the drifting figures towards the triage pile. The whole process would probably have been more comfortable for all involved if the thing didn't blow up in a spectacular fashion several times during the process, prompting a "One sec! I just gotta calibrate it again!" shout from the spastic dwarf. Miraculously, seeming to not break down at moments that would have otherwise caused unexpected additional head injuries from the rescued subjects.

"Holy shit Teresa!" Helmi shouted over at her. "You're healing them so good they're gonna de-age and turn back into spry youth again at this rate!"
Helmi Leadfut Dwarf Gizmoteer
Parry: 7, Toughness: 16 (8)
Benny/Conviction/Wound/Fatigue/ISP Tracking
User avatar
Elihah
Posts: 23
Joined: Fri Aug 18, 2023 12:36 pm

Re: Unfamiliar Troubles

Post by Elihah »

Elihah joined Chok'lat in his investigations and also shooting at the Juicer.

Shooting 1d12!: [12!, 11] = 23
wild dice 1d6!: [3] = 3
User avatar
Roy
Posts: 88
Joined: Wed May 22, 2019 5:49 am

Re: Unfamiliar Troubles

Post by Roy »

Spellcasting Combat Total 9
Air Elementals Arcane Support in Battle Focus 4d10: [1, 7, 8, 5] = 21
Elemental 1 Confirm Critical Failure 1d6: [6] = 6
Not a Crit Failure
Spell Casting 1d12!! or 1d6!! with a +2 From Support and a -2 From Card: [11]+[3] = 14
Spend Team Benny
Benny Reroll Spell Casting 1d12!! or 1d6!! with a +2 From Support and a -2 From Card, -2 from Level: [5]+[4] = 9

As the team began investigating the camp, and the juicers Roy thought it would be a good time to poke around unnoticed. Communicating to the elementals he asks them to assume their natural state and turn invisible and begin looking around, as he divides his attention flowing from elemental to elemental, watching as they scouted.

As they move and sweep about, Roy stays close to Samuel hoping the man could protect his body while his mind drifts. Neither of them seeing the Rhino-buffalo, Toy was more concerned with whatever the Juicers where up to. Their behavior did not make sense to him, and he always had trust issues when it came to drug users.

As it was, Roy’s mind was away when he heard Samuel call out the warning. Immediately half a dozen strange feathered dinosaurs came bursting from the woods surprising Roy and catching him off guard. The fight was lop sided as Roy was forced to go on the defensive until the Elementals could return. However once they did their ability to shrug off the attacks of the dinosaurs while retaliating with powerful blows from their own ‘fists?’ was impressive. Roy pitied any mortal creature forced to fight the things.
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Samuel
Posts: 11
Joined: Tue Apr 12, 2022 6:53 pm

Re: Unfamiliar Troubles

Post by Samuel »

Support 3


Athletics 1d10!!-4 1d6!!-4: [5]-4+[3]-4 = 0
Benny 1d10!!-4 1d6!!-4: [7]-4+[3]-4 = 2

Samuel stands vigilant, waiting for any impending threats as Roy expands his consciousness. Finally when the strange beasts arrive he summons his Psi-Shield, doing his best to batter them away from Roy as they await his elementals
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