Part 3 of SoD: Off at Last (Getting Geared Up)

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Pender Lumkiss
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Part 3 of SoD: Off at Last (Getting Geared Up)

Post by Pender Lumkiss » Mon May 14, 2018 7:54 am

The quarter master sees you approach and he is besides himself with anticipation. He exclaims, ” Oh gosh! You really are larger than life! What... What can I possibly help you with?” His brow is bushy and quivers with excitement. His round belly ripples with joy. His area is a repository for the facinating, the odd, and much needed. Well organized heaps of gear litter the storage shelves behind the man. His area has a side exit that is marked Vehicles and Power armors.
Each character can requisition 1 item for themselves. Add this little conversation and persuation roll down below.
How do I go about doing this Pender?? See the answer down below.
  • Choose your option and make a persuation roll: 1 choice only
    • Persuation +4: Success gains: 1 personal item out of the sci-fi companion items general list, or TLPG personal items, weapons( Pender, does this include battlefury blades? Why yes it does, Mwahahaha), and personal body armor. Failure and you are doing KP that night.
    • Persuation (no modifier) vehicles, PA, and RAs ( different weapon loadout as well), or vehicular weapons. Failure, the motor pool needs ALL the vehicles cleaned.
    • +1 benny if you want Beckwith to hate your guts for some reason (possible explained in a flash back), and he will not give you anything.
Little misc items like food, e-clips and whatnot you can get no problem. Just make a note of what you are asking for. Patron items can be given by QM Zion Beckwith
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Libertas Magicum
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Re: Part 3 of SoD: Off at Last (Getting Geared Up)

Post by Libertas Magicum » Tue May 15, 2018 7:03 pm

OOC Comments
Going for a Vehicle (TK Flyer). Kleptomania is not yet a known thing, so no Charisma Penalty. Using Communications Band (gives a total of +3 to the roll).
Persuasion w/ Communications Band (Unskilled, but with +3 from CB) 1d4+1 = 2: 1
Wild Persuasion 1d6+1 = 5: 4

Bennie to evade that 1 on the Skill die
Persuasion 1d4+1 = 5: 4 ACE Running Total 1d4+5 = 9: 4 ACE Running Total 1d4+9 = 12: 3
Wild Persuasion 1d6+1 = 5: 4
Libertas comes in, greeting Beckwith warmly--it's a sincere warmth, for how dear is someone whose very job it is to give you stuff for free?

"Beckwith, my man. No need for the awe--I'm still just the same guy who bugs you for supplies every chance I get." He winks. "So, for this mission, I'm thinking one of each type of grenade--they can be useful for charges, as well, after all--4 long and short E-clips, a spare set of supplies for the NG-S2's consumables, and... Ooh." He looks through the door. "Oh, man, is that a TK Flyer--I see you put a Particle Cannon on it--good choice! Any chance that's on the table? It'd be just the thing for giving the group some overwatch during the trip." He lets his voice drop a bit. "Oh, almost forgot, I got that Drei Marbles Left bootleg from the last concert I was telling you about.... Remember, you didn't get it from me...." The tail slides the datachip across the counter to the man deftly.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail), Enemy: Major (Geist)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 5/6
  • Active Arc. Mach. Devices (Remaining PPE):
    Succor/Midnight Oil Trapping (13/17 PPE)
PPE: 50/25 + 10 (Staff)
Bennies: 3/2

  • Q4/18 Adventure Cards:
    Parley: Stop fighting, defense only for 30 sec while I talk. Requires understanding.
    Florence Nightingale: +2 Heal, +4 w/ Benny
    Deadly Blow: x2 Damage to melee attack, after damage rolled
    Revelation: Buy a clue, or get all intel from Investigation attempt
    Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.

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Re: Part 3 of SoD: Off at Last (Getting Geared Up)

Post by Flint » Tue May 15, 2018 7:37 pm

Beckwith eyes Flint with a grin. A grin that slips away quickly. The usually jovial Beckwith watches the old man named Flint reach down to pick up a canteen. As he does so Flints sleeve pulls back. The blue T shirt was covering a Deaths Head skull with ISS across it. Usually unseen on his upper arm, Beckwith spies it and immediately grumbles about a sister and her kids, once in the burbs, now locked up by CS dogs in Chi Town.

Trying to remain calm Beckwith bits his tongue. Not wanting to cause issues by screaming at the former CS ISS Officer the Supply Officer closes his mouth.

Flint drops the canteen back into the pile of canteens and looks at the hate in Beckwiths eyes. Even silent now Flint can feel the hate.

With a sigh the Zapper turns to leave.

I never worked in the Chi Town burbs. But. I am sure I killed someone like you’s Sister or kids. All in the name of the Empire.

Flint leaves Beckwith alone and heads to the pub.
Stats: Age 62, Pace 6 (8 in Armor, +5 ft leaping, Wall Walker), Parry 7, Toughness (varies)
Attributes: Agility d4, Smarts d10, Spirit d10, Strength d6, Vigor d6
Hindrances: Overconfident, Loyal, Anemic.
Skills: Psionics d12, Stealth d6+2, Fighting d10, Intimidation d6+2, Investigation d6+2, Notice d10, Shooting d4, Streetwise d4, Survival d6.
Edges of Note: Greater Bolt 6d8 MD and AP, Rapid Bolt RoF 3, Read the Current, Investigator, Danger Sense & Sixth Sense, Energy Control Fire, Rapid Recharge.
Psionics (Mega): Darksight, Smite, Telekinesis, Armor, Boost/Lower Trait, Blind.
I.F. Powers: Broadcast, Electric Aura, Electric Mastery, EMP, Stormwalker.

Full Character Sheet: Flint

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Re: Part 3 of SoD: Off at Last (Getting Geared Up)

Post by Pender Lumkiss » Tue May 15, 2018 7:49 pm

Take a quick look at the persuation skill and then decide if you want to stand on rolling a 1 on the persuation die roll
I believe not taking anything gets you a benny
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Re: Part 3 of SoD: Off at Last (Getting Geared Up)

Post by Jitters » Wed May 16, 2018 11:46 am

"You! Get out of here right now! And get that damn tail out of here before I blast it off!" Beckwith yelled the second Jitters entered the Supply Room. Jitters gives the man a curious look as he's totally clueless as to why he's getting grief from the quartermaster, his mind and hands instantly went to his tail to see if it had taken something that it wasn't supposed to, but for a change it was actually empty for a change. Looking back to the quartermaster, he tells Jitters "It's because of your damn tail that me daughter's no longer innocent! It happened Tuesday two weeks ago!"

Jitters, realizing that nothing he can say change the quartermaster's mind right now, opts to leave and go talk to Cantrell, because it just so happened that two weeks ago, Jitters was out of the castle from Monday to Thursday of that week.
Pace: 16; Parry: 11; Toughness: 22 (11); Strain: 1(?)

Weapon in Hand: Chain Longsword (Str+2d8 MD, AP 2, 15 lbs., aka Paul Bunyan), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Vibe), Vibro-Sword (Str+d10 MD, AP 4, 9 lb, aka Rator)
Wilk's 237 Laser Pistol (15/30/60, 2d6+1 dmg, RoF 1, AP 2, 16 shots, 3 lbs, Semi-Auto)
JA-11 Energy Rifle (30/60/120, 3d6, RoF 1, AP 2, Shots 60, 7 lbs, Special)
  • As an action, switch to Ion Beam (12/24/48, 1-3d6+1, RoF 1, 0 AP, 10 Shots), or have laser do Mega-Damage (uses 10x the ammo and applies snap fire penalty). Integrated scope offsets up to either -2 points of penalties due to range or lighting (or the lack there of).
Armor Worn: C&S Crusader Heavy Combat Armor (+11 Armor, + 2 Toughness, +1 Pace, d10 Str min, 24 lbs), Tough Clothes (+1 Toughness), Bandito Arms Branaghan Overcoat (+1 Toughness)
ISP: 30/30
Bennies: 1

Encumberance: 56 lbs/84 lbs

Alts: Pvt. Logan Wright, CS Fightin' Joes
Temp Stats
Adventure Card
Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Play at the beginning of the game session. A villain of the GM's choice becomes your character's sworn enemy and you may not soak wounds caused directly by him. Starting Now, you draw an extra Adventure Card each game session until the enemy is "retired".
Better You Than Me
Play when your hero has been hit by an attack and there is an adjacent character. The other character suffers the attack instead. This may be played on friend or foe.

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Re: Part 3 of SoD: Off at Last (Getting Geared Up)

Post by Maximilian » Wed May 16, 2018 12:22 pm

Unskilled Persuasion, easy acquisition (+4), net +2
1d4+2 = 4: 2

WD Persuasion
1d6+2 = 6: 4
Max strolls into the quartermaster's office. "Beckwith, you magnificent son of a gun. How have you been? You're a sight for sore eyes. Scrounging for eclips and scraps of food in the wilderness makes you appreciate some of the comforts of home." He shakes hands with the excited fellow. "Listen, it looks like we've been assigned again. Gonna be a rough one. Might need a little extra...kick over the edge, you know what I mean?" Max scans the walls and datapads.
"Oooh, there she is." He points to an NG-E4A heavy plasma ejector. "I'm not always around Nadine, and sometimes, you know...I guess I just feel like I'm chasing Cantrell in firepower. Now something like that...that'll help me keep up with the Top Dog, you know what I'm sayin'?" Beckwith does his best to lug the monster weapon to the counter, but just can't quite get it there. "Lemme help out. No worries." Max, with the benefit of his enchanted armor, whips the behemoth up and over, setting it gingerly on the counter. "Oh, yeah, baby. She's a beauty. Maybe a few eclips to go with, that sort of thing? OH! Hey, I heard they got some new tactical overcoats shipped in. I know they were spec'ed out for one of the other SETs, but..." Beckwith beats him to the punch. "Got one just for you, Max!"
Max spends a few minutes in smalltalk and jokes with Beckwith, donning the duster and rigging some eclips to the various carry points. Finally, he bids his goodbyes and exits, lugging a shiny new plasma ejector with him. He drops the new acquisition inside Nadine, then makes for the Northern Gun rep. After some cajoling and laughs, Max settles on an NG-IP7 and a whole mess of grenades. "These...well, these are gonna do just fine. Thanks!"
New Toys
Max requisitioned the heavy plasma ejector from Beckwith
Claimed the LG6 from the 13th Loot Stash with the extra 4 AP
Purchased an NG-IP7 Ion Pulse Rifle for 20,000 credits
20 AP grenades - 14,000
20 frag grenades - 11,000
20 HE grenades - 15,000
10 plasma grenades - 18,000
Total spending: 78,000
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
Edit Signature
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Re: Part 3 of SoD: Off at Last (Getting Geared Up)

Post by PandionKnight » Thu May 17, 2018 1:44 pm

WD Persuasion
1d6+2 = 7: 5

Unskilled Persuasion
1d8+2 = 3: 1

Pandion strolls into the quartermaster’s domain and eyes-up all the goodies. Lots of things are tempting,but let’s be practical. What don’t I already have (that’s most things) and what can I carry and utilise in the field? ”Can I get me of those NG57 Heavy Ion Blasters?

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Re: Part 3 of SoD: Off at Last (Getting Geared Up)

Post by Cantrell » Thu May 17, 2018 3:46 pm

Persuasion 6, Repair 15
Persuasion 1d8+3 = 6: 3
Wild 1d6+3 = 6: 3

Repair to install 1d12 = 3: 3
Wild 1d6 = 3: 3
Benny for Extra Effort + Elan 1d6+5 = 11: 6 Ace! 1d6+11 = 15: 4
"Hoy, Beckwith. Command been treating you okay? Not nickle and diming you for tube of plasteel bonding glue?" Cantrell says as she strolls into the armory.

"Can't complain, Sergeant -- oh, someone's got a new promotion, I see," the quartermaster says, grinning and throwing up a playful salute.

Cantrell had shared a couple of pitchers of beer with the quartermaster during her last visit to the Castle, when she'd been healing up after cybersurgery. They'd bonded -- he used to run with a mercenary squad that did some work for (and against) the Coalition, and she'd helped him run a couple of problems up the chain of command, avoiding a nit-picking supervisor.

"Eh, I think they just felt guilty for sticking me with a bunch of pickpockets and teenage boys," she says. "You think you can get me a box of AP grenades for my rifle and some new e-clips? The ones I've been using are six months old and don't hold a charge like they used to."

Beckwith grabs the requested ammo, then gestures around at the walls festooned with implements of death. "Can I interest you in some new firepower? Explosives? I've got some refurbished power armor in the back."

Cantrell shakes her head. "Nah ... I'm carrying a platoon's worth of gear as it is, plus a couple of magic doodads I picked up along the way ... wait. What's that on the shelf there, next to the Triax pulse rifles. Is that Naruni or something?"

Beckwith grins as he brings over the tubular weapon, which features a gracefully curved drum magazine and trigger mechanism clearly designed for non-human hands.

"No, picked this up from a trader who said he got it on Central. It's an EMP launcher, meant for disabling electronic devices - computers, lasers, powered armor, you name it, this thing fries it, as long as it penetrates the shielding. I've got a couple of loads of ammunition, if you're interested."

Cantrell nods absently, examining the firing mechanism, which incorporates some wiring that looks compatible enough, if oddly configured.

I bet I could take this three-fingered grip-thing off and mount it on a shoulder-gimbal ... patch it into my armor's targeting system, maybe with a voice prompt ...

"Yeah, load it up and I'll do some field-testing for you, let you know how it performs," she says, before heading back to her room to break out her tools.

Alien EMP launcher: Range 24/48/96; 3d6*; ROF 1; AP *; Shots 20; Weight 8 lbs + .25 lbs per grenade; Knocks out electronic devices in MBT; Does nonlethal damage vs. constructs, power armor or shielded devices against base Toughness, no armor. Military and combat grade hardware and electronic devices have a toughness of 8 and sometimes higher if so designed to be resistant against EMP. They become disabled after taking a wound; Has 2 spare loads.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 5/4 (One is a Red Benny that adds +1d4)
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Level Headed (Draw two cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll and extra Wild Die, don't roll triple 1s)
Adventure Cards: 24 Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round; 11 Lucky Break - Play this card to completely negate the damage from one attack. 5 Out of the Frying Pan - Play to avoid death, capture, or some other bad situation for your hero or any ally. The situation leads to some new trouble, however, as determined by the GM. 15 Sudden Death -Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.

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Re: Part 3 of SoD: Off at Last (Getting Geared Up)

Post by Jude Maverick » Fri May 18, 2018 5:40 am

Notice 3
Notice 1d8 = 1: 1
Wild 1d6 = 3: 3

“Beckwith! How you doing?” Jude asked. He seemed to know everyone that could get him something. “Got anything new?”

“Well, we got these new stylish armored trenches in,” Beckwith said, holding out the black, padded cloth.

Jude shook it out and held it up. “Oh, very nice!” he said, putting it on. “Good fit. Stylish. I’ll definitely take one.”

Jude’s eye fell on something. “Wait, don’t tell me. Is that an actual personal force field! Like in Dune?”

Beckwith chuckled. “Somewhat. Not effective against magic, but otherwise, yeah.” He pulled down the belt with the black emitter box at the back.

“I’ll definitely take that,” Jude said.

“Anything else?”

“Should be good. Next time, come on up and visit. I’ve gotten this great bottle of single malt I need to share.”

“You got it, Maverick!”
Persuasion 34
Persuasion 1d12+14 = 26: 12
Ace 1d12+26 = 34: 8
Wild 1d6+14 = 18: 4
Bandito Arms Armored Duster (Patron item)
Personal Force Field (from Sci Fi Companion)

Parry: 6; Toughness: 13 (4)
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Bennies: 12/6
Adventure Cards:
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • Once More with Feeling: Play to take any one Adventure Card from the discard pile.
  • Power Surge: Immediately recover all spent Power Points.
Mission Objectives
Go to Dweomer for...something.
Stop by Whykin on the way to make a delivery for Black Market Carol.
Get something that belongs to Lord Dunscon.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 15/15 PPE
Rifle Ammo: 60 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 6/6
Adventure Cards (play 2 in Q4 2018)
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
  • Teamwork: Your hero and any adjacent allies add +4 to their next trait rolls. The allies must be adjacent when the card is played to receive the bonus.

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