Part 3.2 SoD Xenith Base: Trapped in a Room

Adventures of the 13th SET
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Pender Lumkiss
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Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Pender Lumkiss » Sat Jun 30, 2018 10:16 am


Bennies Reset and once per quad things reset too!
Xenith base at last... Wait why am I naked, in some cases naked again??? Expert piloting, suburb driving, and some fancy shooting/dancing see you guys make it the last leg through the chasm in the mountain wall finally seeing the hidey hole black market base called Xenith. The Hyperion Corp families rescued, decidedly disgruntled CS Samas pilot, and a bleeding cyber horse all in hand, vehicle or tow.

On the otherside you see 12 glitter boy 7s, no boom gun on those babies, they have two shoulder mounted weapons. A medium vehicular laser, and a gattling rail gun. They open fire taking out several of the SAMAS flying in close behind you. A small rat face humanoid techno wizard hits a button on a potato bulb and all 12 chromium guardsmen go white hot with a blinding light not seen, well, not seen by anyone and survived.
GB 7
9E2CC47A-AF07-4EAD-9BD3-E4E9D01A64D2.jpeg
Just before you all black out from the intense visual simuli (Yup they over load any protective gear you have) you hear the dulcet tones of monkey man George over the comms, ” That was an awesome chase folks. Sorry to do this to you. Sorry Max, things are a bit different since you left. Precautions and all... Big Boss Mikey will want a meet after he sees what you can do. See you when you get out and sorry about the smell. Max you still like fruity red pies right?” George seems to emphasize the d in red there for a beat too long.

It all fades to black and you wake up in a black room made of black rock. A glowing ball of light illuminates it from the center of the room. The light is warm and soothing like being under the sun. It seems slightly gaseous but for now contained in the floating ball. You are all together stripped down to your skivvies. Cantrell has a silk black robe on as well ( All items unless it is hidden inside your body are gone, if you have some kind of connection with the items you can feel they are near by within half a mile). The cell/room floor, walls, and ceiling is treated with some kind of metal that has interesting arcane sigils on it. These metal plates are placed in a mosaic pentagram on each of the six surfaces of the large room you are in. Anyone with detect magic like a dog boy can smell the magic wafting off it as if you are standing in a leyline. There does not seem to be any video survelience, and if you were injured you are healed, and PPE and ISP are full up.

The door to the cell looks incredibly complex and one would have to be the best lock smith to crack it open. It has 8 seperate shape like combinations that have to be turned delicatly and simultaneously to the right combination of either square, equalateral triangle, rumbus, Parrallelogram, Isosoleces triangle, and diamond. Seems like if you knew the combination you could unlock the door with 8 people working the combinations simultaneously, or 6 assuming 2 have some kind of sweet ass tail. The lock is very incitric, sturdy and very mechanical (old school, and not electronic or magical in anyway). A sharp eyed notice of 8 or more sees a scripted DC at the bottom of the coplex lock. Welcome to the Dark Vault.

A few decayed skeletons in the corners of the vault would indicate that others have been placed in side here and not uncovered the secret to getting out. The smell is absolutely gut wretching.

Player directions:
Please make a vigor roll vs Fear/Nausea: If the scene was grotesque or horrific, such as a grisly discovery or learning a secret “Man Was Not Meant to Know,” the character is Shaken and must make a Vigor roll or suffer severe nausea/mental shock that causes a level of Fatigue for the remainder of the encounter. A natural 1 on the Spirit die (regardless of the Wild Die) causes the victim to roll on the Fright Table as well.

Feel free to RP and take part in the task at hand to open the lock or explore more about the room. It takes a success per player to unlock the door using either smarts or agility at -2 assuming you know the 8 shape pass code( mostly to time it all at the same time). +1 benny for whom ever NPCs Flint and makes his roll. If you do not know the 8 shape passcode the above rolls are made at -8.
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Libertas Magicum
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Re: Part 3.2 SoD Xenith Base: Trapped in a Room

Post by Libertas Magicum » Sat Jun 30, 2018 10:41 am

Lib & Flint both succeed at Vigor, Flint gets a Notice Raise, Lib gets a Lockpicking success to figure out the mechanism
Vigor 1d6 = 6: 6 ACE Running Total 1d6+6 = 7: 1
Wild Vigor 1d6 = 1: 1

Lockpicking 1d4 = 2: 2
Wild Lockpicking 1d6 = 1: 1
Extra Effort Lockpicking 1d6+2 = 4: 2

Flint Vigor 1d6 = 6: 6 ACE Running Total 1d6+6 = 8: 2
Wild Vigor 1d6 = 3: 3

Flint Notice 1d10 = 9: 9
Wild Notice 1d6 = 2: 2


.
Lib gags only briefly when they wake up in the room with the corpses. Discovering himself down to his skivvies, he sighs. "Least we're not naked again--no need for Cantrell to make castration threats this time." He rubs his head a bit, determines he's feeling okay, refreshed, and nods.

Peering around the cell, he sighs. "Can't people leave a man his eyeware?

Flint also sits up. "Quit whining, Pup, at least we aren't tied down. We're just in a cell. Heck, they even put the combination lock on this side of it."


Lib looks vaguely in his direction. "Wait, they what? Hrm... see what we're made of... Great, this is a test--if we can't get out of here, we're not worthy of being here. Fine, Old School--tell me about the locks."

Flint snorts and looks them over. "Eh, 8 locks, you gotta have the symbols in the right order, I think."

"Symbols, not numbers?"

"Yeah. Square, diamond, tipped over diamond, stretched out diamond, two different triangles."

"Wait, wait, three different diamonds and triangles? That doesn't.. describe 'em to me."

"Since when are you in charge, Pup?"

"Since I'm a super genius and Jude ain't woke up yet."

"Ugh. Fine. One of the triangles is the same size on all sides. One triangle's stretched out, looks like an arrowhead. Then there's the diamonds--one is just like the one on a playing card. the other two are tipped over, and one of the two is longer on one pair of sides than the other. Oh, and below it, its says 'Welcome to the Dark Vault.'"

LIb thinks for a minute. "Hey, Max, you got good friends. And wealthy ones, because it sounds like this is another Diamond Clad special." Oddly, he seems sincere, despite the circumstances. "Red pies. I like that. Flint, gimme a hand, here, identify the symbols for me."

He has them go around the six-symbolled dial, then nods, and tries spinning the wheel around: Rhombus, Equilateral Triangle, Diamond, Parallelogram, Isosceles Triangle, Equilateral Triangle, Square. He frowns when he finishes.

"Even if I was only working on one, there should've been a clack there as this one's tumblers fell into place. There's no gap on the dial, like an open space, is there?"

Flint shakes his head. "Nope. Whassamatter, Super Genius, can't get it after all?"

"Oh, I'll crack it, Old School, just lemme--" He turns the wheel again, and blinks when he feels a soft 'thunk' inside. "Okay, yeah, it's definitely 8 characters long. But what the Hell? The code was only 7 long..."

"You mean Red Pies? I dunno if I'd trust my fate to someone with a speech impediment."

"Wait, what do you mean?"

"Well, he nearly stuttered there--practically made it sound like Red-ed pies."

Lib blinks. And blinks again. "Almost like a double-d, you mean?"

"Yeah, didn't you hear him?"

"Eh, not that clearly." Hell, I thought I heard 3 D's.... Stupid monolithic time flow.... The tail twitches. You should try feeling what it's like when you're used to a time sphere, and you get stuck in a single stream, Libertas. Hush, not now. "Okay, I think I got it, now."

He gives another spin of the dial, this time: Rhombus, Equilateral Triangle, Diamond, Diamond, Parallelogram, Isosceles Triangle, Equilateral Triangle, Square. Feeling the click this time, he nods.

"Okay, that's the order. Now we just gotta get everyone coordinated, Boss." He turns to Cantrell. "On your signal. We'll need to time these all like synchronized swimmers."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Toughness: 12 (6) [Adventure Armor]
Weapon in hand: Puzzle-Cube
Weapon in tail: Staff of Libertas' Bad-assness
Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
Charisma: 0
Q2 Adventure Cards (no plays left):
14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
PPE: 20/20
Bennies: 4/2
Wounds: 0
Arcane Machinist Remaining: 6/6

Active Devices/Remaining PPE:

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    Jitters
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    Re: Part 3.2 SoD Xenith Base: Trapped in a Room

    Post by Jitters » Sat Jun 30, 2018 2:01 pm

    Notice 6
    1d6+2 = 4: 2
    Wild Die 1d6+2 = 5: 3
    Wild Die 1d6+2 = 6: 4
    Common Knowledge 4
    1d8-1 = 3: 4
    Wild Die 1d6-1 = 4: 5
    Wild Die 1d6-1 = 2: 3
    Smarts 2
    1d8-1 = 0: 1
    Wild Die 1d6-1 = 2: 3
    Wild Die 1d6-1 = 1: 2
    Vigor 15
    1d10 = 10: 10 Ace!
    Vigor Ace 1d10+10 = 15: 5
    Wild Die 1d6 = 2: 2
    Wild Die 1d6 = 4: 4
    Lockpicking 11
    1d8+2 = 10: 8 Ace!
    Lockpicking Ace 1d8+10 = 11: 1
    Wild Die 1d6+2 = 6: 4
    Wild Die 1d6+2 = 5: 3
    Agility for task 5
    1d12-2 = 5: 7
    Wild Die 1d6-2 = 2: 4
    Wild Die 1d6-2 = 4: 6 Ace!
    Wild Die Ace 1d6+4 = 5: 1
    Ignore further rolls
    Agility 1d12-2 = 2: 4
    Wild Die 1d6-2 = -1: 1
    Wild Die 1d6-2 = 2: 4
    Agility for Tail 8
    1d12-2 = 1: 3
    Wild Die 1d6-2 = -1: 1
    Wild Die 1d6-2 = 3: 5
    -1 Benny for Extra Effort 1d6+3 = 8: 5
    Jitters woke up naked, again. Unlike the rest of the team, he didn't wear underwear, and therefore when he had been stripped down to his skivvies, he was as naked as the day he was born. He came to next to a skeleton that still had some rotted flesh on it, so he took a deep breath of the aroma, let it out and said "Mmmnowthat'sfresh!" Standing up, Jitters took a finger off of one of the skeletons and walked over to the door to examine it. If anyone gives him a funny look, he will tell them with a strait face "Don'tweneedaskeletonkey?" He will then proceed to place one hear to the door while holding the "skeleton key" in his ear to better block out sound as he listens for the lock catching as the dial is turned. When everyone is ready, he turns his two dials to the position that they need to be in at the same time everyone else is, hearing a satisfying clang when it unlocks.
    Last edited by Jitters on Sat Jul 07, 2018 8:18 am, edited 5 times in total.
    Jitters
    Jitters
    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
    Speed x3
    Adventure Card
    6 Rabbit out of My Hat
    Play this card to gain a +2 to any Trick test for the rest of the scene.
    11 Lucky Break
    Play this card to completely negate the damage from one attack.
    32 Extra Effort
    Play to add +1d6 to any trait roll. This roll may Ace.

    User avatar
    Jude Maverick
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    Re: Part 3.2 SoD Xenith Base: Trapped in a Room

    Post by Jude Maverick » Mon Jul 02, 2018 12:49 am

    Notice 12
    Notice 1d8 = 8: 8
    Ace 1d8+8 = 12: 4
    Wild 1d6 = 1: 1
    Common Knowledge 1 Crit Fail
    Notice 1d12 = 1: 1
    Wild 1d6 = 1: 1
    ***
    Fear/Nausea 5
    Vigor 1d12 = 5: 5
    Wild 1d6 = 2: 2
    Jude groaned, his head throbbing. Had that explosion blinded him? No, some kind of light was shining through his eyelids. He rolled over, feeling cold stone against his flesh.

    Wait, what?

    Jude sat up quickly, finding himself stripped down to his black boxer briefs. The rest of the team were similarly stripped, except someone had put a black silk robe on Cantrell. Still, Jude had to take a moment to admire the way the cloth draped over her curves. She truly was a remarkable beauty.

    Jude looked around at the black room. A smell hit him, and he gagged, but kept himself from vomiting. So they’d been put into a death chamber, surrounded by arcane runes.

    “God, I hope we don’t get raised as zombies,”he muttered.

    Then Jude looked around frantically. “Nici!” His sister wasn’t here! He did not just jump out of a speeding vehicle to save her only to have the God damn Black Market execute her!

    Jude walked over to examine the intricate lock on the door. There was some sort of script written beneath it.

    “You got it figured out, Goggles?” Jude asked. “Can you see without those?” he asked the techno-wizard.

    While Libertas worked, Jude walked around the room to examine it closer. He went to the bodies and knelt down to examine them.

    “Poor guys. What did you do to deserve to be thrown in here? Save the Black Market boss too?” he said bitterly. “If this Mikey has hurt Nici, he’ll wish we let the CS stomp him.”

    When Libertas called to him to join them in working the lock mechanism, Jude headed over to help.
    Smarts 7
    Smarts 1d12-2 = 7: 9
    Wild 1d6-2 = 2: 4
    ***
    Conditions
    Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
    Healing Stone: 15/15 PPE
    Armor: 15/15 PPE
    Necklace: 15/15 PPE
    Rifle Ammo: 49 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
    Pistol Ammo: 16 (Spare clips: 2 x 16)
    Bennies: 7/6
    Adventure Cards:
    • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
    • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
    • Ace: Play instead of rolling to make a trait test with a single automatic raise.
    • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


    Mission Objectives
    Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
    Stop by Whykin on the way to make a delivery for Black Market Carol. Our orders were to avoid Whykin.
    Get something that belongs to Lord Dunscon.
    Trade caravan with dog boy crazies to Stormspire.
    Jude Maverick
    Jude Maverick, Seasoned Human MARS Vagabond
    Parry: 6, Toughness: 13 (4)
    Armor PPE: 15/15
    Healing Stone PPE: 15/15
    Rifle Ammo: 49
    Spare clips 2 x 20 shots; 1 x 16 shots; 2 x 30 shots; 2 x 60 shots
    Pistol Ammo: 16
    Spare clips 2 x 16 shots
    Combat Edges:
    • Strong-Willed: +2 vs Tests of Will
    • Danger Sense: Get a Notice roll to avoid surprise
    • Brave: +2 Fear tests
    • Elan: +2 on Benny rolls
    Bennies: 10/6
    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.
    Edit Signature
    All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig

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    Libertas Magicum
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    Re: Part 3.2 SoD Xenith Base: Trapped in a Room

    Post by Libertas Magicum » Mon Jul 02, 2018 9:06 am

    Lib tries to reassure Jude a bit. "Don't worry, man, if Nici ain't in here, it's because she's not being tested. They want us for something, and they aren't stupid. They'd have to know that killing her would kill any deal they might want to make. You don't have to trust their good intentions, just their self-interest." He gets a faintly distracted air for a moment.

    You realize, of course, the girl could be held as a hostage to force compliance? Yeah, but I'm not looking to buy trouble. If that's what they're doing, then we'll do what we gotta to get her out for Jude, and if she's been mistreated in any way, we'll turn the mountain into a crater afterwards. But Pretty Boy doesn't need to worry about that, right now--we need his head in the game.

    Aloud, as Jude steps up to the controls, Libertas lets Cantrell give the signal, then turns both his knob and another using his tail.

    Meanwhile, Flint, still grumbling about how nonsensical all this is, deals with a third dial.
    OOC Comments
    Smarts 1d12-2 = 3: 5
    Wild Smarts 1d6-2 = 1: 3
    EE Benny 1d6+3 = 6: 3

    Tail Smarts 1d12-2 = 1: 3
    Wild Tail 1d6-2 = -1: 1
    Reroll Benny
    1d12-2 = 5: 7
    1d6-2 = -1: 1

    Bennies: Down to 2/2.

    Flint roll:
    Smarts 1d10-2 = 4: 6
    Wild Smarts 1d6-2 = 3: 5
    Libertas Magicorum
    OOC Comments
    Presci Techno-Wizard (Appears Human)
    Active effects: none
    Parry: 6; Toughness: 12 (6) [Adventure Armor]
    Weapon in hand: Puzzle-Cube
    Weapon in tail: Staff of Libertas' Bad-assness
    Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
    Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
    Charisma: 0
    Q2 Adventure Cards (no plays left):
    14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
    Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
    PPE: 20/20
    Bennies: 4/2
    Wounds: 0
    Arcane Machinist Remaining: 6/6

    Active Devices/Remaining PPE:

      User avatar
      Maximilian
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      Re: Part 3.2 SoD Xenith Base: Trapped in a Room

      Post by Maximilian » Mon Jul 02, 2018 3:32 pm

      Rolls - Success on Vigor, success on Agility
      Vigor vs. nausea
      1d10 = 7: 7

      WD Vigor
      1d6 = 2: 2

      Agility - forgot -2, total is 7
      1d12 = 9: 9

      WD Agility
      1d6 = 2: 2
      Max groans as he comes to. The stench tries to overpower his nose and his constitution, but he's no stranger to sifting out unwanted smells. He exhales with a snort and a growl. "I got your red pies right here, Geo...oooooh, I get it!" His temper slightly assuaged, he jumps to aiding Libertas. When the time comes, he twists his dials in conjunction with Lib's instructions. "I did always love 'red pies', but somebody's gonna have to explain to me why a member in good standing gets treated this way, especially after saving the day for some VIPs." He looks around at the previous contestants who failed the game. "Better them than us. Let's get moving."
      Maximilian
      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
      Weapons:
      • 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
      EP Ledger

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      Cantrell
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      Re: Part 3.2 SoD Xenith Base: Trapped in a Room

      Post by Cantrell » Mon Jul 02, 2018 9:10 pm

      Notice 9, CK 7, Vigor 7, Agility 7
      Notice 1d8+2 = 9: 7
      Wild 1d6+2 = 4: 2

      Common Knowledge 1d8 = 7: 7
      Wild 1d6 = 5: 5

      Vigor 1d10 = 7: 7
      Wild 1d6 = 1: 1

      Agility 1d12-2 = 2: 4
      Wild 1d6-2 = 2: 4
      Benny for Extra Effort and Elan 1d6+4 = 7: 3
      Cantrell regains consciousness with a start, her cybernetic systems clearing the remnants of whatever knocked her out and getting her on her feet in less than a second. She looks down, taking in the robe and lack of gear and immediately flushes with white-hot anger.

      "It wasn't fucking funny the first time, and it's even less funny now," she mutters, checking herself for any new tattoos. "Whoever took my clothes is getting their ass kicked, I don't care if it's the King of goddamn Atlantis."

      She glances at the mystical writing on the wall, notices the "DC" imprint, and wrinkles her nose at the smell from the old rotting corpses.

      "Libertas, you got a read on this? Some sort of puzzle like the other vaults Diamond Clad made? Whatever it takes, lets put the hustle on so we can get out of here and start teaching some of these Black Market assholes what happens when you mess with the 13th."

      Tearing off a long strip of cloth from the hem of her robe, Cantrell heads over to the most decomposed of the bodies and wraps the cloth around one of the arm bones. Yanking it free, she then snaps off one end to create a bone shiv, wrapping the silk fabric tight around the other end for a handle.

      When Libertas calls out the sequence of sigils, she pitches in with the rest to touch each one in turn, triggering the lock.
      Nadya Cantrell
      Quick Stats
      Human MARS Mercenary Soldier (Former CS Military Specialist)
      Bennies: 2/4
      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 d8+2, Persuasion d8+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)
      Adventure Cards: 20 Last Stand You and adjacent allies gain +2 Parry and Toughness until a Joker is dealt. 22 Better You Than Me Play when you are hit by an attack to cause an adjacent friend or foe to suffer the attack instead. 43 Arcane Inspiration A character with an Arcane Background can play this card to use one of his powers as a free action or to use a power he doesn't have. 1 Contact You find an old friend or acquaintance who might help you somehow, but may ask for a favor in return.

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      Re: Part 3.2 SoD Xenith Base: Trapped in a Room

      Post by Pender Lumkiss » Sat Jul 07, 2018 2:49 pm


      +1 benny to Jitters for being naked
      Exit to Carol Danvers
      The door rolls back and light comes flooding in glinting off a combat cyborg body that is reminiscent of the Silver Bluff black market operator Carol Danvers. Surprisingly she still has a wide away of facial expressions and if your were into robots she would be rather appealing and decidedly feminine. She smiles at the 13th greeting them like old friends and Jitters like a new one.
      ” I knew you would get ole George's message and set the table right for your meeting with Big Boss Mikey. I know, I know, not the usual way you greet guests but with an entire city disappearing before our midst these are unusual times.”
      She grimaces touching her chrome face, ” Some folks are sore you never came through on your promise and as a result we lost some assets, but I am not too sore.” She jabs Max in the ribs as if hinting at an inside joke. She looks at the crazy appraisingly, ” That sure was pretty impressive driving. Big Boss Mikey swore us all to secrecy saying if that trick got out we would all be finished. Just impressive. My name is Carol by the way.” She bats her cyber eye lashes looking Jitters up and down appreciatively.

      The room she is receiving you in has all your clothes washed, pressed and folded. The room is fairly large, a beige travertine, and bright. Even Libertas goggles are cleaned new with a little extra hardware on it. Perhaps a TW might have put an upgrade onto it. Everyone else’s clothes seem to be a bit sturdier or interlaced with some kind of super strong thread. (Choice of battle hardened or Tough as nails while wearing the new clothes). A few changing rooms are to one side and a long hallway is down the other.

      Pleasant voices echo in as if people are having a lovely time dinning at the end of the long hallway presumably leading to the dinning area. A good ear would in fact pick up monkey man George and if you knew Jude’s sister Nici would be at least another of the voices.
      Cantrell
      If you succeed on your notice you pick up on a voice not heard since a particular sound booth at a certain concert in gloom.
      Combat cyborg Carol gestures to the clothes and rooms ( six to be exact), ” Our Technowizard has upgraded your garments or ocular device please ask any questions quickly, dress, and proceed down the hallway to diner with the big boss. Feel free to talk amongst yourselves as this is a safe area. I think the boss wants to ask you a couple of questions... He has thrown a diner party in your honor, among the noted guests are Nicole Maverick, our own George, and an esteemed cyber knight from the Tomorrow Legion itself. There are a few others of course.” She winks at Cantrell, ”One in particular a raven hair fan seemed very interested in you Cantrell.” The changing rooms are nice, there is a mirror, a pitcher of water with a cold glass on a small table. On one of the walls is your character’s favored personal weapon of choice. Your other gear and armor are sadly missing.

      As you get dressed Carol smiles and directs you down the hallway. She seems unaware or uncarring that someone placed weapons in your rooms. The hallway to the dinning area is long, and slender about 1 person can walk comfortably down it. A bright light, friendly faces, and pleasant music or conversation greet you as you enter.


      RP, choose your weapons, ask your questions, get dressed, RP some more, and head down the hall way if you so dare. Or do something else that you would rather do. Basically you can do whatever you like in this room but the scene ends when you walk into the dinning area.
      Attachments
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      Libertas Magicum
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      Re: Part 3.2 SoD Xenith Base: Trapped in a Room

      Post by Libertas Magicum » Sat Jul 07, 2018 7:04 pm

      Lib blinks as he recognizes Danvers. Good to see she rolled with the issues with delivery.... Interesting cyberwork, there.

      He gives Jude a quick grin Danvers mentions Nici as one of the guests of honor. "See, man? Totally fine." He does shoot Cantrell a quick look at the mention of a cyber-knight guest, though.

      As he feels over the goggles, he blinks in surprise, then gives a smile. "Did your TW say what functions he slapped on here? They your basic Magic Optic system, just a minor upgrade on the goggles themselves, or did he go with a custom build?"

      Even as he's speaking, he's pulling them on and fiddling with them to figure out what the changes are, then examining the other gear as well, doing the same for anyone else whose gear seems tweaked--after she answers, he goes and gets dressed, then steps into the hall.

      I'm not going to lock you down, but PLEASE don't swipe anything from these guys.

      You do realize that little foible is from your subconscious desire for 'phat lewt', not mine, right?

      Well, then, if you can, try to interfere with it a bit more.
      TW 7, K: Arcana 8
      Wasn't sure if you preferred TW or K: A for "determine function", but then realized they used the same dice pool, so just tossed 'em both in.

      Techno-Wizardry 1d12+4 = 7: 3
      Wild TW 1d6+4 = 7: 3

      Knowledge: Arcana 1d12+4 = 8: 4
      Wild K: A 1d6+4 = 5: 1
      Libertas Magicorum
      OOC Comments
      Presci Techno-Wizard (Appears Human)
      Active effects: none
      Parry: 6; Toughness: 12 (6) [Adventure Armor]
      Weapon in hand: Puzzle-Cube
      Weapon in tail: Staff of Libertas' Bad-assness
      Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
      Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
      Charisma: 0
      Q2 Adventure Cards (no plays left):
      14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
      Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
      PPE: 20/20
      Bennies: 4/2
      Wounds: 0
      Arcane Machinist Remaining: 6/6

      Active Devices/Remaining PPE:

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        Re: Part 3.2 SoD Xenith Base: Trapped in a Room

        Post by Jude Maverick » Mon Jul 09, 2018 12:55 am

        Notice 13
        Notice 1d8 = 8: 8
        Ace 1d8+8 = 13: 5
        Wild 1d6 = 1: 1
        Common Knowledge 7
        Notice 1d12 = 7: 7
        Wild 1d6 = 2: 2
        ***

        The door slid open, and a combat cyborg met them, with a familiar face.

        “Oh, Carol…” Jude said sadly. “I am so sorry. Things came up beyond our control. You...look good, though.” He flashed her his handsome smile, though there was sadness and regret in his eyes.

        Jude heard his sister’s voice down the hallway and nearly went out there in just his boxers, but he wisely remembered Nici would likely never let him live it down, so he took his clothes and went to the changing room. His rifle with attached glaive was leaning in the corner, though his armor and the rest of his things were missing. He frowned in consternation.

        If he was going to a dinner party, Jude did wish he had something better to wear than just his sturdy streetwear, but it would have to do. He took a moment to do his disheveled hair as best he could with the water, but alas there was nothing to make him truly presentable. No gel or hair spray, no cologne, not even soap to get the dead body smell out.

        “Alas, it’s a good thing you were born with awesome genes, Jude Maverick,” he told his reflection in the mirror before picking up his rifle and heading down the bright hallway.

        “Nici!” Jude exclaimed, relieved to see his sister was okay. He hurried over to give the gorgeous redhead a hug.

        ***
        Conditions
        Current Toughness: 8 + Battle Hardened clothes
        Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
        Brave: +2 Fear
        Strong Willed: 2 vs. Tests of Will
        Elan: +2 when spending Bennies
        I Know a Guy
        Battle Hardened: +2 Soak
        Healing Stone: 15/15 PPE
        Armor: 15/15 PPE
        Necklace: 15/15 PPE
        Rifle Ammo: 49 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
        Pistol Ammo: 16 (Spare clips: 2 x 16)
        Bennies: 7/6
        Adventure Cards:
        • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
        • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
        • Ace: Play instead of rolling to make a trait test with a single automatic raise.
        • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


        Mission Objectives
        Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
        Get something that belongs to Lord Dunscon.
        Trade caravan with dog boy crazies to Stormspire.
        Jude Maverick
        Jude Maverick, Seasoned Human MARS Vagabond
        Parry: 6, Toughness: 13 (4)
        Armor PPE: 15/15
        Healing Stone PPE: 15/15
        Rifle Ammo: 49
        Spare clips 2 x 20 shots; 1 x 16 shots; 2 x 30 shots; 2 x 60 shots
        Pistol Ammo: 16
        Spare clips 2 x 16 shots
        Combat Edges:
        • Strong-Willed: +2 vs Tests of Will
        • Danger Sense: Get a Notice roll to avoid surprise
        • Brave: +2 Fear tests
        • Elan: +2 on Benny rolls
        Bennies: 10/6
        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.
        Edit Signature
        All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig

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        Re: Part 3.2 SoD Xenith Base: Trapped in a Room

        Post by Maximilian » Mon Jul 09, 2018 1:06 pm

        Max gives Carol a once-over. "If anyone can pull off being a robo-babe, it's you, Carol. Still...I'm sorry. Between getting ambushed by a CS kill squad and ending up saving the world in Gloom, the package delivery just got pushed back." He snorts a little. "Yeah, the welcome reception is a little chillier than last time I was here. The carcasses in that room didn't like red pies? Good old George. I owe him a banana and a drink." He laughs at his own joke, because obviously, it's funny. Then the look on his face drops, and he asks hurriedly. "Where's Nadine?! Is someone touching my baby?!"
        Upon being answered, and assuming it's acceptable, he nods, then moves into the changing room to put on his new duds. Tough stuff, this. They did a number on it. He stops short as he notes his LG6 on the wall. What the hell...strip us naked, but leave me a friggin' grenade launcher on the wall? This feels off. Dressed, and the rifle slung on his back, he makes his way down the hall. He nudges Cantrell. "Top Dog, this feels weird. I've got a full load of grenades going into a dinner party. I mean, don't get me wrong. That's my kind of party. But not everyone likes that kind of dance."
        Maximilian
        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
        Weapons:
        • 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
        EP Ledger

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        Re: Part 3.2 SoD Xenith Base: Trapped in a Room

        Post by Pender Lumkiss » Mon Jul 09, 2018 2:11 pm

        Maximilian wrote:Max gives Carol a once-over. "If anyone can pull off being a robo-babe, it's you, Carol. Still...I'm sorry. Between getting ambushed by a CS kill squad and ending up saving the world in Gloom, the package delivery just got pushed back." He snorts a little. "Yeah, the welcome reception is a little chillier than last time I was here. The carcasses in that room didn't like red pies? Good old George. I owe him a banana and a drink." He laughs at his own joke, because obviously, it's funny. Then the look on his face drops, and he asks hurriedly. "Where's Nadine?! Is someone touching my baby?!"
        Upon being answered, and assuming it's acceptable, he nods, then moves into the changing room to put on his new duds. Tough stuff, this. They did a number on it. He stops short as he notes his LG6 on the wall. What the hell...strip us naked, but leave me a friggin' grenade launcher on the wall? This feels off. Dressed, and the rifle slung on his back, he makes his way down the hall. He nudges Cantrell. "Top Dog, this feels weird. I've got a full load of grenades going into a dinner party. I mean, don't get me wrong. That's my kind of party. But not everyone likes that kind of dance."
        Carol smiles easy laughing with Max at the compliment, ”True! And of course no one is touching Nadine. Although our techno wizard might be oogling that plasma axe you got on her.” She pauses, ” I don’t suppose you guys brought the black box with you?”
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        Re: Part 3.2 SoD Xenith Base: Trapped in a Room

        Post by Cantrell » Mon Jul 09, 2018 2:39 pm

        Notice 6, CK 2, Persuasion 15
        Notice 1d8+2 = 6: 4
        Wild 1d6+2 = 4: 2

        Common Knowledge 1d8 = 2: 2
        Wild 1d6 = 1: 1

        Persuasion 1d8+2 = 10: 8 = Ace! 1d8+10 = 15: 5
        Wild 1d6+2 = 5: 3
        Cantrell isn't any happier about being drugged and stripped, but mention of the "raven-haired fan" from the soundbooth in Gloom distracts her with nervous butterflies and a shiver of anticipation. Never thought I'd see her again ... but I guess demigoddess ley line walkers have a way of turning up in all sorts of places.

        Still, first thing's first, she thinks, as she heads to the room assigned to her and quickly begins dressing. Her clothes have been modified, she notices, but she doesn't see any sign of any bugs or sabotage. Her Japanese AT-130 is hanging on the wall, and she holsters the particle beam pistol at her hip, ready for whatever awaits. But first, she needed to check on Lyssandra.

        "Hey there," she says, stopping one of the Black Market functionaries in the hall outside her dressing room. "The Ixion that was with us, the cyber-centaur, where is she? Is she receiving medical attention?"

        The market operative turns out to be a huge Drei Marbles Left fan, and with a little sweet-talking and promises of an autograph, Cantrell gets her hands on a tablet linked up to the base's medical bay. There, the mutilated body of former Tolkeen captain Lyssandra can be seen, hooked up to all manner of medical equipment as Black Market surgeons work to correct some of the damage done by Butcher.

        Cantrell is even able to talk for a moment with the head surgeon, who promises to put the cyber-horsewoman back together as good as new, if not a little better.

        "Obviously, we don't have a lot of pre-made systems that will fit her physiology, but we have a cyber-artificer on staff who can do impressive custom work on short notice. And we've also been retrofitting parts from several models of robot-horse, to good effect," he says.

        "Well, give her your best. I owe her my life a few times over. When she wakes, tell her I'll be down as soon as I can."

        Disconnecting, Cantrell breathes a sigh of relief, then draws in a deep breath, readying herself for the dinner party down the hall. There is that "raven-haired fan" ... Then again, they also gave her a pistol ...
        Nadya Cantrell
        Quick Stats
        Human MARS Mercenary Soldier (Former CS Military Specialist)
        Bennies: 2/4
        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 d8+2, Persuasion d8+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)
        Adventure Cards: 20 Last Stand You and adjacent allies gain +2 Parry and Toughness until a Joker is dealt. 22 Better You Than Me Play when you are hit by an attack to cause an adjacent friend or foe to suffer the attack instead. 43 Arcane Inspiration A character with an Arcane Background can play this card to use one of his powers as a free action or to use a power he doesn't have. 1 Contact You find an old friend or acquaintance who might help you somehow, but may ask for a favor in return.

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        Re: Part 3.2 SoD Xenith Base: Trapped in a Room

        Post by Maximilian » Mon Jul 09, 2018 5:02 pm

        Max nods at Carol. "Of course! We weren't dumping the job. Just delayed. Heck, we were on our way to make the drop when the town vanished. Timing, right? I hate it when towns vanish when you're trying to deliver stuff there." He chuckles. If he was nervous, you couldn't tell. Did they stuff that in Nadine, or is that riding in the zone ranger?
        Maximilian
        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
        Weapons:
        • 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
        EP Ledger

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        Re: Part 3.2 SoD Xenith Base: Trapped in a Room

        Post by Cantrell » Tue Jul 10, 2018 8:43 am

        "Chromium alloy looks good on you, Carol," Cantrell says as he walks up and claps Max on the back.

        "As for that package, it's stowed under the passenger seat in the Zone Ranger, wherever that's been stashed. You'll need to take a reflex-wrench with you -- it's bolted in, to protect against being 'accidentally dislodged' by wandering tails."
        Nadya Cantrell
        Quick Stats
        Human MARS Mercenary Soldier (Former CS Military Specialist)
        Bennies: 2/4
        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 d8+2, Persuasion d8+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)
        Adventure Cards: 20 Last Stand You and adjacent allies gain +2 Parry and Toughness until a Joker is dealt. 22 Better You Than Me Play when you are hit by an attack to cause an adjacent friend or foe to suffer the attack instead. 43 Arcane Inspiration A character with an Arcane Background can play this card to use one of his powers as a free action or to use a power he doesn't have. 1 Contact You find an old friend or acquaintance who might help you somehow, but may ask for a favor in return.

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        Jitters
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        Re: Part 3.2 SoD Xenith Base: Trapped in a Room

        Post by Jitters » Tue Jul 10, 2018 4:41 pm

        Notice 7
        1d6 = 5: 5
        Wild Die 1d6 = 1: 1
        Wild Die 1d6 = 3: 3
        Bonus from IF: +2
        Common Knowledge 4
        1d8 = 5: 5
        Wild Die 1d6 = 2: 2
        Wild Die 1d6 = 5: 5
        Penalties from Race: -1
        Smarts 5
        1d8 = 6: 6
        Wild Die 1d6 = 4: 4
        Wild Die 1d6 = 1: 1
        Penalties from Race: -1
        Pender Lumkiss wrote:The door rolls back and light comes flooding in glinting off a combat cyborg body that is reminiscent of the Silver Bluff black market operator Carol Danvers. Surprisingly she still has a wide away of facial expressions and if your were into robots she would be rather appealing and decidedly feminine. She smiles at the 13th greeting them like old friends and Jitters like a new one.
        ” I knew you would get ole George's message and set the table right for your meeting with Big Boss Mikey. I know, I know, not the usual way you greet guests but with an entire city disappearing before our midst these are unusual times.”
        She grimaces touching her chrome face, ” Some folks are sore you never came through on your promise and as a result we lost some assets, but I am not too sore.” She jabs Max in the ribs as if hinting at an inside joke. She looks at the crazy appraisingly, ” That sure was pretty impressive driving. Big Boss Mikey swore us all to secrecy saying if that trick got out we would all be finished. Just impressive. My name is Carol by the way.” She bats her cyber eye lashes looking Jitters up and down appreciatively.
        Still naked as a jaybird, Jitters dips into a deep bow while bringing his tail up, and as he returns to a standing position, gives a flourish of a salute with his tail. "Why thank you! I just let my instinct and reflexes take over as needed. Pleasure to meet you, I am Jitters." He follows the group to the room where their gear is displayed on a table and picks up his pants and shirt that look like they have been re-made with denim. He holds it with one hand and his tail while punching it with his free arm. "That's damn tough right there." Jitters says as he dresses right there. Not seeing the rest of his gear out there, he eventually goes to the changing booth they had been stored in and loads up there as well, finding also a an armored duster that redistributes the weight on him, allowing him to carry more. With this in mind, Jitters decides to swap out his Wilk's rifle for his JA-11 Rifle, then thinks to himself Damn, I wish I had a second, or even a third pistol right now so that I could strut into there twirling them all at once! Oh well! He finally leaves the changing area that was set aside for him that he never bothered using, with the exception of retrieving his items from there, and struts into the dinning area (trying to) twirl his Wilk's pistol, then spin tosses it into the air and let's it fall into it's holster.
        Agility
        1d12 = 1: 1
        Wild Die 1d6 = 3: 3
        Wild Die 1d6 = 3: 3

        -1 Benny for Extra Effort 1d6+3 = 4: 1

        Agility to holster the gun 1d12 = 10: 10
        Wild Die 1d6 = 6: 6
        Wild Die 1d6 = 4: 4
        While the gun is weighted well for shooting, it's not as well weighted as Jitters initially thought it would have been for twirling. Nonetheless, he finally figured out exactly where the guns center of mass was as he tossed and and let it fall effortlessly into his holster, cocking his hip to one side and giving a small shrug.
        Jitters
        Jitters
        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
        Speed x3
        Adventure Card
        6 Rabbit out of My Hat
        Play this card to gain a +2 to any Trick test for the rest of the scene.
        11 Lucky Break
        Play this card to completely negate the damage from one attack.
        32 Extra Effort
        Play to add +1d6 to any trait roll. This roll may Ace.

        User avatar
        Pender Lumkiss
        Diamond Patron
        Diamond Patron
        Posts: 2270
        Joined: Thu Mar 09, 2017 9:00 pm

        Re: Part 3.2 SoD Xenith Base: Trapped in a Room

        Post by Pender Lumkiss » Thu Jul 12, 2018 2:02 pm

        Carol smiles and nods at the group as they exit her head cocked to one side, ”I can see how those tails maybe troublesome. Someone with the requisit tool has been dispatched to your Zone Ranger.” She rubs her face slightly tapping on the metalic bits, ” Nadine and the Zone are safe in our motor pool. Our TW has taken upon himself to make sure both vehicles come to no harm.” Her smile lessens as she approaches Cantrell, ” I am sorry for the damage your Ixion friend suffered at the hands of the CS. We will make sure she is put whole.”

        Carol nods watching you all leave, ” Enjoy your diner.” Her eyes drag just a bit too long on jitters for it to be unnoticed.

        Diner with The Big Boss
        The room you enter into is bright filled with a harsh glow from two tracks of ressessed lighting. The ceiling is about 8 feet tall and looks like it is carved from rock. Two large windows look out over a balcony from which far below you can see the Zone Ranger, the TK flyer, and Nadine parked between some blackmarket vehicles. It is readily apparent that you are underground in a large hollowed out cave.

        The smell of fine food the likes you can only imagine hit your nose first. At a large table filled with food you see friendly faces sitting down waiting your arrivial. Monkey man George in some yellow overalls grins at Max. Three Altara triplets wearing form fitting crusader armor stand behind the Big Boss. They cannot help but to fail in suppressing their giggles when Jude enters. A raven haired beauty wearing an attractive black dress sits at the far end of the table dipping a chip into what used to be called guacomole. The chip slips and the bowl splatters on the floor as she sees Cantrell. A slight redness creeps up her neck. But just as quickly a waiter in a black tux scoops up the mess like it never was.

        No reuinion could be happier than that of the Maverick siblings, Nici nearly rips the ornate silver table cloth off the table in her haste to hug her brother. A sweet moment to be sure! ” Jude, I was so worried. Michael was reasuring to say the least but I am so releaved to see you aliave.” She has a design book in her hand, pre-rifts Wedding Digest: How to have the best wedding on the beach. ” I was just telling Michael about my wedding later next month and he gave me this amazing magazine. Tons of ideas Jude that I cannot wait to show you... They even have this fancy thing called a cummerbund for guys.” She pauses and hugs her brother, ” Thanks for saving my life Jude!”

        Meachal to those who know him best, and Big Boss Mikey Danger to the rest. He clinks on a glass letting everyone get settled at the table. He himself is dressed in a nice 3 peice suit and an automag rocket launcher propped up next to him. At his signal, the four doors leading out of the room shut with two men with laser rifles at each door, plus another Three shut the balcony doors. The men all are wearing Triax cyclops body armor. One of them moves over to Big Boss Mikey before he has a chance to say anything. He takes off his helmet revealing a clean shaven Silver haired young man with pericing blue eyes. He whispers lengthy words into the bosses ears. Big Boss Mikey scowls more and more as the young man whispers to him. ( That is 10 guards plus the silver haired young man for those keeping track).
        Whispered Conversation, Notice 8
        ” I must insist sir that we secure their gear while they are in this room. She requires it of you. Your predecessor Kingpin was locked in the vault, if you fail to comply I will not be responsible. You of course are the boss here, and I am merely a mouth peice of the Family... We have no desire to tell you how to run your business and I am here at the behest of your superiors to give advice as if Malek herself were here.”
        Finally the man stops and Big Boss Mikey nods once trying to reassert his pleasent demenor. The interrupter moves to the eastern most door and talks to the two gaurds. They nod and press a biometric button locking the door. Mikey Danger smiles slighty nodding at the individuals gathered, ” Many of you know each other,” He gentlemanly waves to the raven haired beatury that Cantrell knows, ”My eyes and ears at least one of you knows. Akaidia what would I do without her. She recommended Carol for conversion.”. She smiles slightly blushing. He nods to the Silver haired man, ”This man here is Ross Sharp.”

        The Silvered haired man eyes the 13th cooly and calmly and gets straight to business, ” Greeting, I see you have several peices of gear that the people I represent would be very interested in obtaining. A TK flyer with particle cannon, a personal force feild generator, an experimental EMP launcher, and a heavy plasma ejector... If I may be so...”
        Those items sound familiar
        Wait WTF Pender, those are all the things Legion Quarter Master Beckwith got for us... Indeed they are.
        The Big Boss Mikey Danger raises his hand cutting him off, he smiles warmly, ” Now is the time for food and story. I must appologize, especially to you Max, in the manner you were brought in. I had no desire for my predacessor Kingpin to be left in there, nor that you spend any length in such a horrible and fantastic creation of Diamond Clad.” His eyes flick to the man known as Ross Sharp whose mouth is tense with fumed anger at being cut off. The boss continues, ”I have been a fan of Dries Marbles Left for sometime. I wish to hear and know of many things. I wish to know of how you over took the band’s name... I wish to know your story after Carol Danvers gave you the black market box. I wish to know why it was not delivered in a timely manner. I wish to know how you joined the famed 13th.”

        He glances over at Jitters questioningly and then at Libertas laughing slightly, ” I wish to know how you have tails...” He settles down breathing for a moment pulling out a dagger of oridinary craftmenship, ” I have not seen this knife for some time now, how did you come into this?” He places the knife on the table in front of Libertas. Then looks at an unnocupied seat frowning, ” It appears our cyber knight guest has not come back from the restroom... Bah please share your story and tell us why and how the 13th SET of the Tomorrow Legion have indeed become the heroes we know you to be. Answer our greatest questions...” All eyes and ears turn to the heroes of the 13th. Friends and family sit on pins and needles waiting to hear of the exploits of the 13th. One thing is for certain, even while telling this tale you all get the feeling Big Boss Mikey is somehow testing you, and given the group of family and friends assembled he may already know some of your exploits.
        Ross Sharp
        A755BCCE-AFF6-48C8-BF1B-CC17C9916F96.jpeg
        Big Boss Mikey Danger
        5BD70ACC-9088-46D8-87B0-E71D1D8A6368.jpeg

        Step 1: write and interlude explaining the events of the story so far after Carol Danvers gave you the black box. This is a good chance to highlight any threads dropped that you want explored or just in general how the events were seen through your eyes.
        Step 2: roll persuation to see how well your story was received by the group assembled.
        Step 3: Receive 2 bennies and 1xp( if this results in an advance take it now).
        Side note, right now characters have clothes ( slightly enhanced), 1 weapon of choice, and Libertas has his goggles (Enhanced instead of his clothes).

        Feel free to ask any questions during your interlude and I will try to respond in a timely manner. This is a diner conversation to feel free to RP off of each other’s interlude.

        Other option is just get to the shooting, draw and shoot/fight I’ll give you all the first go if that is what you want to happen.
        13th GM bennies GM Bennies
        0/6
        Vampire Kingdoms GM Bennies
        4/8
        -1 to hit Vela with MW
        -3 for benny rolls on challenge
        Legends of the Black Bennies
        2/2

        User avatar
        Libertas Magicum
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        Bronze Patron
        Posts: 555
        Joined: Fri Feb 17, 2017 3:02 pm

        Re: Part 3.2 SoD Xenith Base: Trapped in a Room

        Post by Libertas Magicum » Thu Jul 12, 2018 2:54 pm

        Notice Fail to hear the convo; Persuasion 20
        Just for snits and giggles:
        Notice to Overhear the whispers: 1d4-10 = -9: 1
        Wild Notice 1d6-10 = -7: 3
        Yeah, that ain't happening

        Persuasion (Communications Band active +3; Kleptomaniac Hindrance -1; Unskilled -2--net result flat roll) 1d4 = 4: 4 ACE Running Total 1d4+4 = 8: 4 ACE Running Total 1d4+8 = 12: 4 ACE Running Total 1d4+12 = 16: 4 ACE Running Total 1d4+16 = 18: 2
        Wild Persuasion 1d6 = 4: 4
        ERROR: Total should not include Comm Band, so is only a 15. Spending a Bennie to Extra Effort.
        EE Running Total: 1d6+15 = 20: 5
        So, yeah, that's a 20.

        Net Benny Tally: 2 gained, 1 spent: 3/2
        +1 XP

        Libertas lets Cantrell or Jude explain the business with the CS troops who ambushed them and the delay of the box. During that time, he chats with the other guests, lightly, wishing absently that he had his looted pilfered scavenged Communications Band on him. Still, he focuses on being charming and polite and amenable. Might as well make a nice impression. You're such a social butterfly, Libertas. Hush, and play nice. In particular, he chats with Nicci; he seems fairly bothered by the way she was betrayed by her commander. "You realize that if he lived through that, you're likely to be facing some heavy shit if you go back to the Cee-Ess, right? I'm sure that he'll claim you went rogue and that's how his unit got wiped out." He gives one gentle push. "Maybe you should consider making him a truth-teller. I know you'd be more than welcome in Castle Refuge. Pretty sure they've got some other SAMmie pilots who've had... issues with the High Command. You could probably walk straight into a leadership slot."

        Once that's over, though, he pulls a pouch off his belt and sets it on the table, giving a soft rattle and turns to Big Boss Mikey Danger. "You asked a couple questions that pertain to me, specifically, sir. First, the tail." The appendage waggles around behind him. "I suppose you could say I stole it. I was in Hell, you see, and this came out with me. Don't worry, it's safe--though occasionally a bit... sticky. I apologize now if any silverware or the like goes missing." He gives a chuckle. "It's quite handy, though. Sometimes has a mind of its own, but it'll do what I want it to, when I need it. so there's that."

        He then grows thoughtful, and picks up the carving knife, which had been left where Mikey set it down through the meal and the conversation thus far. "Well, sir, if you know this knife, then you must have known my father, Libertas Dignitate." This might be the first time folks have ever realized that "Libertas" is the family name, and "Magicorum" his personal name. "It was his, and during the mess in Gloom, I had the opportunity to take it off his killer. Nasty shark-man, named Viggo. See, my dad had a little trick he'd use when gambling; Viggo figured it out, decided he didn't like it, and bit his arm off." He opens the top of the pouch, revealing a large number of shark's teeth. "I took these, too, as payment for the trouble of getting the knife back, when I came across Viggo. Someday, I'll probably use them to make a nice chainsword. It's important to collect on a debt, don't you agree, sir?"

        After a pause, he'll also inquire. "Don't suppose you folks have any idea what happened to Whykin, do you? I know that Stormspire has the ability to disappear like that in a bad situation, but I always figured that was the one thing that K'zaa would never sell. And besides, that only affected the main tower, not the whole damn city."
        Libertas Magicorum
        OOC Comments
        Presci Techno-Wizard (Appears Human)
        Active effects: none
        Parry: 6; Toughness: 12 (6) [Adventure Armor]
        Weapon in hand: Puzzle-Cube
        Weapon in tail: Staff of Libertas' Bad-assness
        Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
        Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
        Charisma: 0
        Q2 Adventure Cards (no plays left):
        14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
        Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
        PPE: 20/20
        Bennies: 4/2
        Wounds: 0
        Arcane Machinist Remaining: 6/6

        Active Devices/Remaining PPE:

          User avatar
          Jitters
          Posts: 157
          Joined: Sun Dec 17, 2017 9:52 pm

          Re: Part 3.2 SoD Xenith Base: Trapped in a Room

          Post by Jitters » Thu Jul 12, 2018 8:10 pm

          Notice 7
          1d6 = 5: 5
          Wild Die 1d6 = 1: 1
          Wild Die 1d6 = 1: 1
          Bonuses: +2
          Common Knowledge 7
          1d8 = 8: 8
          Wild Die 1d6 = 6: 6
          Wild Die 1d6 = 2: 2
          Penalties: -1
          Smarts 6
          1d8 = 7: 7
          Wild Die 1d6 = 5: 5
          Wild Die 1d6 = 1: 1
          Penalties: -1
          Psionics Mega Boost Trait Persuasion 20
          1d10 = 10: 10 Ace!
          Phonics Ace 1d10+2 = 10: 8
          Wild Die 1d6 = 3: 3
          Wild Die 1d6 = 5: 5
          Bonuses: +2
          Persuasion 9 or maybe less
          1d10 = 5: 5
          Wild Die 1d6 = 4: 4
          Wild Die 1d6 = 4: 4
          -1 Benny to Re-roll
          Persuasion 1d10+2 = 5: 3
          Wild Die 1d6+2 = 5: 3
          Wild Die 1d6+2 = 6: 4
          -1 Benny Re-roll
          Persuasion 1d10+2 = 7: 5
          Wild Die 1d6+2 = 3: 1
          Wild Die 1d6+2 = 3: 1
          -1 Benny Re-roll
          Persuasion 1d10+2 = 3: 1
          Wild Die 1d6+2 = 8: 6
          Wild Die Ace 1d6+8 = 9: 1
          Wild Die 1d6+2 = 5: 3
          Penalties: -2?
          Jitters walks in and when when he sees that they are only allowing one weapon inside, he takes a quick glance at Vibe, Rator, and Paul Bunyan, contemplating which one to take when an idea strikes him. He slaps the the hilts of Vibe and Rator together where the connector is on the bottom to form a double bladed vibro-sword and when he gets to the door, he lets them take his laser pistol, JA-11 rifle, and Paul Bunyan, taking a claims check ticket so he can retrieve them later. If the person who is taking weapons either realizes that VibeRator is really two weapons attached at the hilt, or otherwise insists on that being the weapon the Jitters gives up, he will separate them and hand them over and hold on to Paul Bunyan instead.

          When he asks for their stories of what happened from the time the team acquired the item until now, Jitters breaks out into song and dance.

          "Way back when I was just a young lad
          I used to ask and ask my mom about my dad
          She used to get aggravated with this deed
          And finally she said he was the God of Speed!

          On eighteenth year of the day of my birth
          I saw concert that was the best on Earth
          Soon after 'twas over that I fell through time
          To go home I'd given my last dime

          After years of desperation to find my town
          I finally found it as the Apocalypse rained down
          We were the rock upon which waves crashed upon
          And shielded maiden, man, daughter, and son

          How we survived the night I'll never know
          But this evil was not about to just go
          So we made the preparations of war
          To shut once more that door

          'Twas the eve of battle when they came
          And they sought neither glory or fame
          Once we awoke we saw the had half and half again
          Of the Thirteenth and Black did scars begin to mend

          For we awoke to find ourselves in hell
          And all hands were needed 'afore the final bell
          And while we made it back a price was paid
          For tattoos and tails had been grown on that day

          We got out of the hellscape not a moment too soon
          Because Geist started anew the Battle for Gloom
          Drei Marbles Left sent out a cry for help, one and all
          And the very gods and goddess did answer that call

          With the battle done and the threat ended
          We let out a sigh of relief in the city we defended
          And back at the Castle we were heralded as Heroes
          And thus did our reputation grow

          But we were attacked again, from within and without
          But we defeated them, like there was ever any doubt
          For evil marched on towards the ramparts
          While it lurked behind supposed allies hearts

          And within the Great Library there was a hurricane
          Made by the man with a big brain
          Who was accused of theft and lost his eyes
          And the one who did the deed sentenced to die!
          "

          "And so that basically catches you guys up to speed on what I know."
          Jitters says at the end.
          Last edited by Jitters on Fri Jul 13, 2018 6:18 pm, edited 1 time in total.
          Jitters
          Jitters
          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
          Speed x3
          Adventure Card
          6 Rabbit out of My Hat
          Play this card to gain a +2 to any Trick test for the rest of the scene.
          11 Lucky Break
          Play this card to completely negate the damage from one attack.
          32 Extra Effort
          Play to add +1d6 to any trait roll. This roll may Ace.

          User avatar
          Jude Maverick
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          Diamond Patron
          Posts: 572
          Joined: Tue Feb 28, 2017 6:17 am
          Location: Chicago suburbs

          Re: Part 3.2 SoD Xenith Base: Trapped in a Room

          Post by Jude Maverick » Thu Jul 12, 2018 11:10 pm

          Notice 4
          Notice 1d8 = 3: 3
          Wild 1d6 = 4: 4
          Common Knowledge 11
          Notice 1d12 = 11: 11
          Wild 1d6 = 1: 1
          ***

          Jude barely even registered the raven-haired beauty or the Altarans. His blue eyes locked on his sister and he swept her up in a big hug. “God, I’m glad you’re safe,” he murmured into her red hair. “You know I’ll always save you. You’re my little Nici.”

          ”I was just telling Michael about my wedding later next month,” Nicole said.

          Jude paled slightly and offered her a faltering smile. “We need to talk. After dinner,” he told her, squeezing his sister’s hands.

          Jude missed the whispering conversation between Big Mikey and the silver-haired young man.

          Jude settles in next to Nici as the Big Boss speaks and introduces Akaidia and Ross Sharp. Jude flashes a handsome smile at Akaidia. “Pleasure,” he said.

          Sharp was a bit less cordial, mentioning certain items, like Jude’s personal force field generator, that they had gotten from Master Beckwith, the Legion quartermaster, before heading out here to Whykin.

          Sharp didn’t seem to like the boss cutting him off. Jude looked between him and Mikey. There seemed to be some tension there. So this Sharp guy was the reason they were stuck in that vault? It also sounded like there had been a recent shift in power in the organization.

          All of that made the situation rather delicate, in Jude’s experience.

          "You realize that if he lived through that, you're likely to be facing some heavy shit if you go back to the Cee-Ess, right? I'm sure that he'll claim you went rogue and that's how his unit got wiped out." Libertas said to Nici. "Maybe you should consider making him a truth-teller. I know you'd be more than welcome in Castle Refuge. Pretty sure they've got some other SAMmie pilots who've had... issues with the High Command. You could probably walk straight into a leadership slot."

          Nici pursed her full lips. “I have a life to go back to,” she said. “A fiance.”

          Jude looked down with shame, toying with his first course of lobster bisque.

          “And a fine career. I’m the leading ace. I actually have fans.” Nici gave a laugh. She was proud of her achievements, even cocky, with that Maverick swagger. “And someone needs to protect people from D-Bees.” She paused and looked around the table. “No offense. I’m grateful, but…”

          “No offense taken, Nic,” Jude said, quickly giving the others a look. “We...I just want you to be safe.”

          “I can take care of myself, Jude,” Nici said. “We don’t even know if Lyboc survived that. And if my squadron followed orders, he’s either dead or in custody for this debacle. My pilots are loyal.”

          Jude frowned. “Just don’t get too overconfident.”

          The talk turned to Libertas’ tale -- and tail. Then Jude looked to Big Mikey.

          “We do apologize for the delay in the delivery. It was rather inevitable and out of our control. We fully intended on making the delivery -- were on our way, in fact -- when we were betrayed and attacked by the Sixth Mobile. We’d come to a bit of terms with them in Silver Bluff to defend the town, but the unit’s second had...issues with the arrangement and attacked us.”

          “Brittany and Celia...” Nici said.

          Jude nodded, though he didn’t say he was the one that had killed his sister’s best friend. “I’m sorry, Nic. We were defending ourselves. I wasn’t sure you got the note I left with the bodies.”

          Nici frowned and shook her head. “No…” she breathed. “I just knew she had been killed by a bunch of D-Bees and magic users her platoon had hunted down.”

          Jude sighed. Coalition propaganda at work. “If they found the note, maybe that’s why Lyboc was so keen against you. I know the Lyboc’s have close ties with Governor-General Beauregard.”

          Maybe…” Nici mused.

          Jude picked up where he’d left off. “We then got urgent instructions from our commanders in the Legion to hunt down a rogue mercenary group that had massacred a Legion team, as well as several innocent children. They had been spotted in Gloom. Turns out they had been set up by this woman named Geist, who had a serious, world-ending mad on. She tried to destroy the town -- and more, maybe all reality. There was a huge battle, and then we had to rebuild the town a bit before heading back to Castle Refuge to report in. Our next assignment has us heading into the Fed, so we detoured slightly out of our way to stop by Whykin to make the delivery. The rest you basically know.”

          Jude sipped his wine. It was a good vintage, and paired well with the bisque. “As for Dries Marbles Left, we sort of...fell into the role. The band had been invited to perform a charity event in Gloom, but had gotten slaughtered on the way. Turns out the lead singer Vick was actually an undercover Fed assassin, and the band was the excuse to move around where he was needed. We had a man from the NGR in our team at the time, and we were mistaken for being the band, little time before we needed to be on stage, and the orphans needed the money. So we stepped up. I didn’t realize how talented we all were.” Jude laughed.

          “I believe we have some boxes of the concert on disk in the Zone Ranger, if you want one,” Jude offered Big Boss Mikey. “As well as t-shirts and other merch.”
          Persuasion 14
          +2 Renown
          Persuasion 1d12+10 = 14: 4
          Wild 1d6+10 = 14: 4
          ***
          Conditions
          Jude Maverick Character Sheet
          Current Toughness: 8 + Battle Hardened clothes
          Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
          Brave: +2 Fear
          Strong Willed: 2 vs. Tests of Will
          Elan: +2 when spending Bennies
          I Know a Guy
          Battle Hardened: +2 Soak
          Healing Stone: 15/15 PPE
          Armor: 15/15 PPE
          Necklace: 15/15 PPE
          Rifle Ammo: 49 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
          Pistol Ammo: 16 (Spare clips: 2 x 16)
          Bennies: 7/6
          Adventure Cards:
          • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
          • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
          • Ace: Play instead of rolling to make a trait test with a single automatic raise.
          • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


          Mission Objectives
          Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
          Get something that belongs to Lord Dunscon.
          Trade caravan with dog boy crazies to Stormspire.
          Jude Maverick
          Jude Maverick, Seasoned Human MARS Vagabond
          Parry: 6, Toughness: 13 (4)
          Armor PPE: 15/15
          Healing Stone PPE: 15/15
          Rifle Ammo: 49
          Spare clips 2 x 20 shots; 1 x 16 shots; 2 x 30 shots; 2 x 60 shots
          Pistol Ammo: 16
          Spare clips 2 x 16 shots
          Combat Edges:
          • Strong-Willed: +2 vs Tests of Will
          • Danger Sense: Get a Notice roll to avoid surprise
          • Brave: +2 Fear tests
          • Elan: +2 on Benny rolls
          Bennies: 10/6
          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.
          Edit Signature
          All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig

          User avatar
          Maximilian
          Silver Patron
          Silver Patron
          Posts: 573
          Joined: Wed Mar 08, 2017 2:37 pm

          Re: Part 3.2 SoD Xenith Base: Trapped in a Room

          Post by Maximilian » Fri Jul 13, 2018 10:16 pm

          Notice 15, Persuasion 9
          Notice (add scent bonus if applicable)
          1d6 = 3: 3

          WD Notice
          1d6 = 6: 6

          Ace WD
          1d6+6 = 12: 6

          2nd ace WD
          1d6+12 = 15: 3

          Persuasion - unskilled
          1d4-2 = 2: 4

          Ace Persuasion
          1d4+2 = 3: 1

          Benny to EE Persuasion with prior and Elan
          1d6+5 = 9: 4

          WD Persuasion
          1d6-2 = 2: 4
          Max nods to George, then Mikey. "Gents. I tell ya, reception's gotten colder since I left. I left in good standing, debts paid, and a ton of money on the books to my credit. Naked in a DC kill box? That's how I'm greeted?" He clenches his jaw, then relaxes, lets out a big sigh, and smiles. "If it wasn't you guys, I'd probably have torn out your throats by now. But we'll chalk it up to having to keep out the riff raff -" He shoots a glare at Sharp. "- and we'll call it good."

          He watches, dumbfounded, as Jitters does a complete song and dance routine regaling the assembly with their exploits. He slowly jars himself into conversation. "Well, I don't know how to top that, so I'll give you the condensed version."

          Max proceeds to recount some of their deeds. "And then I lopped off the heads of three CS enforcers from a mile away, one missile each, before they could even figure out where I was. And, come on. I'm in Nadine. She doesn't exactly blend in." He treads lightly on how many SAMAS pilots he brought down, mostly knowing that Jude's sister might take exception.

          Continuing on to having saved the world, he reminisces. "That first concert in Gloom was...magic, no doubt. But when the thunder of your drums summons Anubis to fight for your cause, you know you've hit a stride in your playing. Honestly, I don't know if I'll ever touch a kit again. How do you follow that? 'Anubis likes your skills, but here, play a small theater, no pyrotechnics.' What's the point, right?"

          He winds down, ending back at the beginning. "So, Mikey, while I'm sure the black box is important, I'm positive it wouldn't have mattered if we hadn't stopped Geist. Fate spoke, and had a different path to walk. But here we are. Having gone through hell and back...no, literally. Hell. And back. Having saved the world. Having saved those people on the mountainside. Having brought the box with us. Only to get stripped naked, then to have our gear pawed at by your funny smellin' buddy here." He glares at Sharp again, his face breaking into a snarl. "I'll go ahead and relinquish that plasma ejector when you pry it outta my cold, dead paws. And Nadine's, too, 'cause she's not going down easy."

          He steps backwards, making way for Cantrell, expecting her to play the good cop, and being rather shocked that she most definitely went bad cop. I'll be damned if I mess with Top Dog ever. I think I might've pissed myself for Sharp!
          Maximilian
          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
          Weapons:
          • 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
          EP Ledger

          User avatar
          Cantrell
          Posts: 332
          Joined: Thu Mar 02, 2017 10:57 pm

          Re: Part 3.2 SoD Xenith Base: Trapped in a Room

          Post by Cantrell » Sat Jul 14, 2018 3:00 pm

          Notice Crit Fail, CK 13, Intimidation 10
          Notice 1d8+2 = 3: 1. Hmmm ... she doesn’t just not hear, she hears something else entirely.
          Wild 1d6+2 = 3: 1

          Common Knowledge 1d8 = 8: 8 = Ace! 1d8+8 = 13: 5
          Wild 1d6 = 1: 1

          Is she known? 1-50 is yes 1d100 = 51: 51
          Intimidation 1d8+2 = 5: 3
          Wild 1d6+2 = 4: 2
          Benny for Extra Effort and Elan 1d6+7 = 10: 3

          Technical Difficulties on her Expanded Detection & Security Array 1d6 = 5: 5: Severe, -2 to Notice checks until fixed (Repair at -2, 6,600 credits)

          Net one Benny and +1 XP
          Cantrell does her best to maintain her composure, but she can't quite manage to keep her eyes from straying repeatedly to the raven-haired beauty she'd last seen in Gloom. That show had been otherworldy, but the scene inside the soundbooth had been on a whole other level ...

          Suddenly short of breath, she grabs a flute of champagne from a passing waiter and quickly downs it. She makes a point of scanning the other faces in the room, zeroing in on Mikey Danger and a helmet-less security guard.

          I wonder what they're whispering about, she thinks, issuing a subliminal command to her cybernetic detection array, trying to tune the pickups in that direction. Something snaps, though, a pop in her ear followed by static, then suddenly she's picking up some sort of radio transmission:

          << ... you hear what they did with that old mare that got so torn up out on the mountain? Put her down, I hear, or will soon. Heard Sharp wanted to put down the rest of them that were with her, but Big Boss Danger thinks they still have some value. Be sad to see her go, she was a good-looking filly ... >>

          Whatever else is said is lost in static, leaving behind a distracting buzz. At that point, Danger starts making introductions.

          Cantrell spares a quick smile when the boss introduces Akaidia. But inside, she's already starting to boil with rage. When Danger gets to Sharp, that rage gains a focus. When Sharp starts demanding their possessions, it threatens to overflow.

          So you knock us out, threaten to put us down like dogs, then try to take our stuff? You don't know the 13th, you little shit, she thinks.

          Still, she listens quietly as the other members of the SET regale the attendees with stories of the group's exploits. She puts a hand over her eyes and shakes her head while Jitters performs his own song and dance, but uses the distraction to count guards, memorizing their positions.

          When it's her turn to speak, she smiles, the expression hard and unforgiving -- an open door, with the promise of great pain for anyone foolish enough to enter.

          "It's a simple story, really, and a bit repetitive. After we left Silver Bluff, some Coalition asshats got in our way, so we killed them and took their stuff. Then we headed to Gloom, where some other asshats got in our way. We killed them and took their stuff. Some of them were slinging timey-wimey bullshit, so we killed several of them two or three or five times. Ended up in hell, naked and unarmed, and still managed to kill the asshats that got in our way. Took their stuff and used it to kill more asshats, including a prince of hell and a couple of demon bitches. Killed the big bitch, Geist. Got back to Castle Refuge and had some trouble with a bunch of other asshats, in a locked room kind of like this one. Killed five without changing my e-clip, in less time than it would take for the boss there to zip his fly. Then we headed here, to Whykin-that-was, where we proceeded to wipe out the greater part of a CS company. And that was without any breakfast."

          As she speaks, she walks slowly across the room, stopping within a hand's breadth of Ross Sharp.

          "After all that, I hope you understand my ... surprise and frustration at being treated so impolitely by your organization. I mean, there are certain rules we all must follow for society to function. You stop respecting the rights of folks to be secure in their persons and property, well ... any number of other rules go out the window at that point."

          Cantrell leans in, nearly nose-to-nose with Sharp.

          "For example, say someone decided to start laying claim to other people's property? What would stop someone else from, say, ignoring personal space? Why, if that were to happen, we'd all just be living on a sliver of borrowed time, no longer than it would take for one person to outdraw another person, and maybe stick an overcharged particle beam pistol right into that second person's pants-pissing little skull. And wouldn't that get fucking messy, real fucking quick?"
          Nadya Cantrell
          Quick Stats
          Human MARS Mercenary Soldier (Former CS Military Specialist)
          Bennies: 2/4
          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 d8+2, Persuasion d8+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)
          Adventure Cards: 20 Last Stand You and adjacent allies gain +2 Parry and Toughness until a Joker is dealt. 22 Better You Than Me Play when you are hit by an attack to cause an adjacent friend or foe to suffer the attack instead. 43 Arcane Inspiration A character with an Arcane Background can play this card to use one of his powers as a free action or to use a power he doesn't have. 1 Contact You find an old friend or acquaintance who might help you somehow, but may ask for a favor in return.

          User avatar
          Libertas Magicum
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          Bronze Patron
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          Re: Part 3.2 SoD Xenith Base: Trapped in a Room

          Post by Libertas Magicum » Sat Jul 14, 2018 10:03 pm

          Libertas nods at Nici's declining of the offer--he'd expected it, but the idea was as much to plant a seed in her head for later, should she find that she's at the wrong end of a CS Agit-prop campaign when she gets back. If not, no harm done.

          He gives a high-tail to Jitters after the song, grinning widely in amusement. "That was scary good, man."

          And speaking of scary.... when Cantrell starts getting into Sharp's face, Lib's face goes carefully neutral... and his tail discretely wraps around the lower portion of the staff, where it rests against the back of the chair. If this goes south, hope he lives long enough for us to get the names of his spies at Refuge from him....
          Libertas Magicorum
          OOC Comments
          Presci Techno-Wizard (Appears Human)
          Active effects: none
          Parry: 6; Toughness: 12 (6) [Adventure Armor]
          Weapon in hand: Puzzle-Cube
          Weapon in tail: Staff of Libertas' Bad-assness
          Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
          Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
          Charisma: 0
          Q2 Adventure Cards (no plays left):
          14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
          Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
          PPE: 20/20
          Bennies: 4/2
          Wounds: 0
          Arcane Machinist Remaining: 6/6

          Active Devices/Remaining PPE:

            User avatar
            Jitters
            Posts: 157
            Joined: Sun Dec 17, 2017 9:52 pm

            Re: Part 3.2 SoD Xenith Base: Trapped in a Room

            Post by Jitters » Sun Jul 15, 2018 7:04 pm

            Libertas Magicum wrote:Libertas nods at Nici's declining of the offer--he'd expected it, but the idea was as much to plant a seed in her head for later, should she find that she's at the wrong end of a CS Agit-prop campaign when she gets back. If not, no harm done.

            He gives a high-tail to Jitters after the song, grinning widely in amusement. "That was scary good, man."

            And speaking of scary.... when Cantrell starts getting into Sharp's face, Lib's face goes carefully neutral... and his tail discretely wraps around the lower portion of the staff, where it rests against the back of the chair. If this goes south, hope he lives long enough for us to get the names of his spies at Refuge from him....
            Jitters reciprocates the high tail and says in response "Yer darn tootin'!" After Cantrell recounts her side, Jitters whispers to Libertas "And that was downright scary!" He starts shifting around taking in his surroundings while mindlessly twirling his VibeRator with his tail while quietly saying "Helicopter, helicopter" in a sing song voice.
            Notice 7 if needed
            1d6 = 3: 3
            Wild Die 1d6 = 3: 3
            Wild Die 1d6 = 5: 5
            Bonuses: +2 from IF
            Jitters
            Jitters
            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
            Speed x3
            Adventure Card
            6 Rabbit out of My Hat
            Play this card to gain a +2 to any Trick test for the rest of the scene.
            11 Lucky Break
            Play this card to completely negate the damage from one attack.
            32 Extra Effort
            Play to add +1d6 to any trait roll. This roll may Ace.

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            Pender Lumkiss
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            Posts: 2270
            Joined: Thu Mar 09, 2017 9:00 pm

            Re: Part 3.2 SoD Xenith Base: Trapped in a Room

            Post by Pender Lumkiss » Sun Jul 15, 2018 9:43 pm

            The below are the responses to your interludes. This is essentially a RP area so have fun. Next major GM post will be towards the end of the week or possibly sooner if folks start rolling dice. Enjoy.
            Libertas Persuation 20!!
            Big Boss Mikey, the three Altaran’s, the Raven haired beuty, and even Ross Sharp lean in to look at the bag of shark teeth. The altarn triplits all reach out inexplicably to rub Libs tail. Like any great orator he has them all right where he wants them.

            Big Boss Mikey looks at the shark teeth, ” Of course Libertas, debts are important to collect on. I knew of your father, never met him personally. Perhaps we will get a chance to talk a bit more about your dagger, in a more private setting. As for Whykin, I am hoping you can help us figure out what happened. Down stairs we have the survivng members of Hyperion corp waiting to be interviewed. Sadly all my investigators were blown away by the CS forces that you escaped from.” He smiles warmly, but a keen eye catches his unmistakenably dark look cast in Ross Sharp’s direction. ” I am hoping you might help yourself and us by talking to them. More champagin or bisque?” Big Boss Mikey downs a champaign flute while passing one to Libertas. The big boss looks at one of the doors presumably the rest room, ” I hope our esteemed cyberknight is ok.”

            Ross Sharp’s eyes seem to narrow even more if it were possible at the mention of the name Viggo.
            Knock knock, its your tail... Libertas, did he say Ross Sharp... A dragon of that name tried to draw Viggo Prime into some kind of Cabal.
            Jitters a song and 9 persuation
            Big Boss Mikey laughs harder than anyone would expect with glee and surprise. ” Jitters, outstanding! Haha, you are a credit to any crazy and quick-flex.” He pauses taking a sip of his drink and a spoon of lobster bisque. He hums, ” Once we awoke we saw the had half and half again. Of the Thirteenth and Black did scars begin to mend... “ Then looks up questioningly, ” I heared a bit about that mess. Did you ever find out who framed the black company. I did some looking myself and I heard it was the same CS captain you just killed... ain’t that right Ross.”

            Ross cooly smiles, ” Yes, our research and the rumors we chased down did seem to indicate Llyboc had a hand in that frame job. Although the exact nature of his involvement may actually never be uncovered. Rest assured I personally found his body in that wreckage of the spider skull walker and took care of it.”
            Jude a persuation, 16 total!
            Those gathered seemed enthralled by his tale. Big Boss Mikey especially is hooked on his every word about how the group “fell” into Dreis Marbles Left. ” Wait Vick is really dead? I saw him in 2 months ago at Magestar playing their magic zone gig.” Its not so much a question as a truly sad remark. ” Well, I got to say as a fan you guys did an amazing job in Gloom, probably even better than the band could have normally done. You would be surprised who is a Dries Marbles Fan.”. He chuckles and stuffs the meat from a shelled lobster claw into his mouth, ”Mmm, say I was wondering are you guys going to keep playing, any plans to play in Stormspire or Dweomer? I would love to catch another show, and of course if you got a T in my size I’ll take one. Thanks Jude.”

            Nici even pipes up about the concert in Gloom fairly surprised that her brother is an international rockstar, ” Wait!! You guys played that concert?? My soon to be husband Jack broke protocol and sent me my own T-shirt from it. We are such huge fans, my friend turned us on to their music last year and I was even thinking of asking them to play our wedding...” Her face lights up now that she knows she has an in to that very possibility.
            Max Persuation 9
            Big Boss mikey smiles wide at Max toating him with his champaign glass, ” Black Box, smish shmosh. From what I hear you guys needed to be in Gloom and the fall out, well with Whykin joining the CS and all, maybe those dragon eggs would have never been recovered. Carol got wind from some CS community out reach team that a Mountainer was heading past Whykin loaded with Dragon eggs. She would have delivered the info to us except she ended up getting a bit too much heat in... Yeah that little town of Silver Bluff.” He takes another sip. ” Well you saw the wreckage when you first came accross the city right? Enforcer skulls, skelebot parts just everywhere. I had never seen a battle like it. One mountainer against an armored division of the CS. Details of how it went down are a bit scarce but from what we were able to peice together. Just a couple of cyberknights and one dragon against that much firepower... Ended up a massacre. Boddies, bots, broken RAs all over.” He chuckles, ” Member the good ole days Max, it was a perfect salvage site for us... Millions upon millions of creds just there for the taking. But then Whykin doubled down and joined the CS, probably saw just how powerful a couple of specials were and found themselves frightened... I suppose that cut short much of our salavage operation. But we never did find any sign of those two knights. The dragon eggs were probably slagged in the opening salvo, never did see a mountaineer so thoroughly slagged.”
            Cantrell
            Big Boss Mikey swears under his breath, ” Goddamn Sharp.” He slides his Lobster Casarole away from him with an appologetic look to his stomach. He slams his meaty fists onto the table shaking it like an earth quake. He lets out a breath, ” Cantrell, Its my fault for the way you were treated. I am the boss here, plain and simple you don’t like how you were treated thats fair. I realize now, I should have done better by you guys. You are all real heroes. For that I am sorry and I will find away to pay you back.” He gesture’s to his nearby rocket launcher, ” If eating a rocket will set it right, go ahead no one will stop you from shoving one into my face...” He glances at the few members of the black market present and they all nod under the duress of their boss’ steely gaze. ” But if we can see past that mistake, your gear is locked right over there, and your vehicles are tended and cared for. Sharp is a business man, and perhaps guilty of a lack of timing in trying to negotiate a transaction. Please Sharp, Nadya lets eat.” He points to one of the rooms off the dinning room with a locked door when referencing the groups gear.

            Spirit 1d10 = 1: 1 wild 1d6 = 6: 6 ace 1d6 = 4: 4

            Sharp for his part seemed in lock step with Cantrell gaze for gaze. His calm blue eyes looked right back at her. However, when the Big Boss mentioned Cantrell by first name Sharp drew an instinctive breath in wards. His eyes grew a bit more white, and he looked right at Cantrells raven haired friend who just slighly nodded yes. Visibly sweating a bit Ross Sharp took a step back relenting and dabbed his face with a hankercheif, ” Ah well, sorry about my gaff before... It.. I appologize and understand if the gear is not for sale.” He sits down spinning his weels about these developments. He reaches for a glass of champaign but accidently knocks it over spilling it. ” Damn, so sorry everyone.”. He wipes the mess up with a napkin.
            13th GM bennies GM Bennies
            0/6
            Vampire Kingdoms GM Bennies
            4/8
            -1 to hit Vela with MW
            -3 for benny rolls on challenge
            Legends of the Black Bennies
            2/2

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            Jude Maverick
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            Re: Part 3.2 SoD Xenith Base: Trapped in a Room

            Post by Jude Maverick » Mon Jul 16, 2018 1:13 am

            Notice 3
            Notice 1d8 = 1: 1
            Wild 1d6 = 3: 3
            Common Knowledge 7
            Notice 1d12 = 7: 7
            Wild 1d6 = 2: 2
            ***

            Both Jude and Nici sat up a bit straighter when Sharp mentioned he had personally dispatched Lyboc when he found him in the wrecked spider-walker.

            “Good riddance,” Jude said.

            Nici, wisely, held her tongue.

            ”Mmm, say, I was wondering are you guys going to keep playing. Any plans to play in Stormspire or Dweomer? I would love to catch another show, and of course if you got a tee in my size I’ll take one. Thanks, Jude,”Big Mikey said.

            “I will definitely leave you one before we leave,” Jude promised. “We haven’t discussed if we’ll do a show yet. It depends on if it fits in with the schedule of our current mission. Nothing is planned, but if we do a quick pop-up concert, I will definitely get word to you. At the very least, we can record it and send you a vid,” Jude said with a smile.

            ”Wait! You guys played that concert? My soon to be husband Jack broke protocol and sent me my own T-shirt from it. We are such huge fans, my friend turned us onto their music last year, and I was even thinking of asking them to play our wedding,” Nici said.

            Jude hid a cringe at another mention of Jack. He really needed to find time to talk to his sister. “You know dad would kill you if you had that kind of music at your wedding,” he pointed out to Nici with a grin. “Right after he killed me for playing ‘that headbanging German garbage’!” Jude laughed.

            Jude sat up as Mikey explained the confrontation with Lucretia, Vash, and Sir Merrick. “Those were dragon eggs?” he asked. “One of those knights was in our team.” Jude looked around at the others. “She was the leader, until she got reassigned to deliver those eggs. We’ve been meaning to track down what happened to them. What did you find in the wreckage?” he asked with intense interest.

            As Cantrell got in Sharp’s face, Jude’s hand went under the table to his rifle-glaive. He gave his sister a side eye and leaned over.

            “You armed, in case this goes sideways? Get under the table if--”

            “Like hell!” Nici whispered back. She brushed her hand over the C-18 laser pistol at her hip. “I’m a soldier, Jude, not a little girl.”

            “You’ll always be my little sister,” Jude said. “Though maybe I should get behind you.” He gave her an apologetic smile.

            Nici grinned back, then her face went cool and ready as her eyes locked on Sharp, anticipating things going bad.

            But things settled. Big Boss Mikey seemed appropriately contrite, and Sharp seemed a little...scared of Cantrell now.

            “There is no need for anyone to eat a rocket when there is this delicious meal,” Jude said as he refilled Sharp’s champagne.

            The main course was brought in, a delicious, steamy grilled salmon dish on a bed of rice pilaf and with steamed broccoli on the side. Big Boss Mikey was trying to impress, it seemed. Lobster and salmon, and they weren’t anywhere near the ocean.

            “We would be happy to help you with questioning...Hyperion corps, you said? That was the Coalition unit? I’m not sure how helpful they would be. They seemed just as surprised when Whykin disappeared as we were.”

            Jude turned his attention to Sharp. “So, Mr. Sharp, just who do you represent that is interested in our gear?” he asked casually. “And just how did you know we had it? What are you doing here at Xenith Base.” He looked at Mikey. “Cool name, by the way. Very dramatic.” He grinned.

            ***
            Conditions
            Jude Maverick Character Sheet
            Current Toughness: 8 + Battle Hardened clothes
            Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
            Battle Hardened: +2 Soak
            Brave: +2 Fear
            Command: +1 to troops recovering from being Shaken.
            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: 49 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
            Pistol Ammo: 16 (Spare clips: 2 x 16)
            Bennies: 9/6
            Adventure Cards:
            • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
            • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
            • Ace: Play instead of rolling to make a trait test with a single automatic raise.
            • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


            Mission Objectives
            Investigate disappearance of Whykin. Question Hyperion corps about disappearance of Whykin.
            Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
            Get something that belongs to Lord Dunscon.
            Trade caravan with dog boy crazies to Stormspire.
            Jude Maverick
            Jude Maverick, Seasoned Human MARS Vagabond
            Parry: 6, Toughness: 13 (4)
            Armor PPE: 15/15
            Healing Stone PPE: 15/15
            Rifle Ammo: 49
            Spare clips 2 x 20 shots; 1 x 16 shots; 2 x 30 shots; 2 x 60 shots
            Pistol Ammo: 16
            Spare clips 2 x 16 shots
            Combat Edges:
            • Strong-Willed: +2 vs Tests of Will
            • Danger Sense: Get a Notice roll to avoid surprise
            • Brave: +2 Fear tests
            • Elan: +2 on Benny rolls
            Bennies: 10/6
            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.
            Edit Signature
            All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig

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            Libertas Magicum
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            Re: Part 3.2 SoD Xenith Base: Trapped in a Room

            Post by Libertas Magicum » Mon Jul 16, 2018 8:16 am

            Lib nods to the Big Boss. "I would be honored to talk with you later, assuming we have time before we have to solve this Whykin mess." The confidence with which he assumes that the 13th will be the ones to do so is clear. "As you've already heard, sometimes matters take on a life of their own, and then we get harried off to another location."

            He tucks the knife away in his belt, and returns the pouch to it's place as well, then coughs and grabs his champagne, sipping. "Sorry, got a bit of bisque down the wrong pipe." Dragon? Bloody hell, Cantrell... Thanks for the tip, Lady V. At least I'll know what we're going to have to deal with if this all goes south. By the by, I do hope you aren't... well, discomfited too much being stuck in my tail. It may be a little while before we can get you out--I don't think I can safely talk about your situation here.
            Libertas Magicorum
            OOC Comments
            Presci Techno-Wizard (Appears Human)
            Active effects: none
            Parry: 6; Toughness: 12 (6) [Adventure Armor]
            Weapon in hand: Puzzle-Cube
            Weapon in tail: Staff of Libertas' Bad-assness
            Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
            Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
            Charisma: 0
            Q2 Adventure Cards (no plays left):
            14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
            Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
            PPE: 20/20
            Bennies: 4/2
            Wounds: 0
            Arcane Machinist Remaining: 6/6

            Active Devices/Remaining PPE:

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              Cantrell
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              Re: Part 3.2 SoD Xenith Base: Trapped in a Room

              Post by Cantrell » Mon Jul 16, 2018 9:23 am

              Cantrell makes the smile motion with her face, but it's clear she's far from mollified.

              "I appreciate the words, Danger, but it's actions I'm interested in," she says, gesturing toward the security guards in the Triax armor. "Your guys were allowed to wear their comfy clothes to dinner, so how about you open up that door and let me and mine change into our preferred dinner attire? Then I think we can have a more honest and respectful conversation."

              At the same time, she's gauging the reactions from Sharp and the others at the table, and trying not to let her surprise and interest show when Lucretia is mentioned.
              Nadya Cantrell
              Quick Stats
              Human MARS Mercenary Soldier (Former CS Military Specialist)
              Bennies: 2/4
              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 d8+2, Persuasion d8+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)
              Adventure Cards: 20 Last Stand You and adjacent allies gain +2 Parry and Toughness until a Joker is dealt. 22 Better You Than Me Play when you are hit by an attack to cause an adjacent friend or foe to suffer the attack instead. 43 Arcane Inspiration A character with an Arcane Background can play this card to use one of his powers as a free action or to use a power he doesn't have. 1 Contact You find an old friend or acquaintance who might help you somehow, but may ask for a favor in return.

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              Pender Lumkiss
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              Re: Part 3.2 SoD Xenith Base: Trapped in a Room

              Post by Pender Lumkiss » Mon Jul 16, 2018 10:21 am

              Mikey nods dabbing his mouth, ” Sharp we are just about done here yes, stop being an asshat as the lady says and get them their gear back.”

              Ross Sharp frowns but goes and unlocks the sealed room. One of the guards in triax armor steps forward but Sharp slyly waves him off.

              Mikey opens his arms wide, ” There all happy now right? We got bigger problems here, like what happened to the city. Everyone go get your gear get your weapons we will have dessert brought up while we wait.” Sharp half smiles sitting back down keeping an eye on Cantrell.

              The gear room is a big long room the players find all there stuff at the far end and it takes 1d6 = 4: 4x6 seconds to get it all on, and secured.

              Feel free to post getting your gear on but end it with you coming back to the room.
              Sorry for taking away your agency and knocking you out with no rolls. +1 roll on The education HJ table as this was a learning experience.

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              Libertas Magicum
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              Re: Part 3.2 SoD Xenith Base: Trapped in a Room

              Post by Libertas Magicum » Mon Jul 16, 2018 11:15 am

              OOC Comments
              Notice 1d4 = 3: 3
              Wild Notice 1d6 = 5: 5
              -2 for hearing-based purposes.

              Education 1d20 = 5: 5: Your character has a passion for languages, and a real gift for them as well. She has the Linguist Edge. She also has a strong likelihood of getting paid work as a translator in most civilized areas (what there are of them).
              Lib smiles at Mikey. "That's most kind of you, Big Boss Danger. I'll take you up on that--I get tetchy if I'm separated from my gear for too long." As he and Cantrell are both in the other room, he murmurs to her, quickly. "Heads up. Sharp's a Dragon."
              Libertas Magicorum
              OOC Comments
              Presci Techno-Wizard (Appears Human)
              Active effects: none
              Parry: 6; Toughness: 12 (6) [Adventure Armor]
              Weapon in hand: Puzzle-Cube
              Weapon in tail: Staff of Libertas' Bad-assness
              Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
              Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
              Charisma: 0
              Q2 Adventure Cards (no plays left):
              14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
              Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
              PPE: 20/20
              Bennies: 4/2
              Wounds: 0
              Arcane Machinist Remaining: 6/6

              Active Devices/Remaining PPE:

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                Cantrell
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                Re: Part 3.2 SoD Xenith Base: Trapped in a Room

                Post by Cantrell » Mon Jul 16, 2018 12:15 pm

                Education 1d20 = 10: 10 = Traveled far and wide, +2 to CK for geography/people of North America, +2 Streetwise and Survival in NA.
                Cantrell wastes no time -- or words -- before heading to get her gear. Her armor, like a second skin, is on in half a minute and she finally allows herself a genuine smile. When she picks up her bag, she finds beneath it a long leather coat, carefully tailored to fit over her armor while maintaining a flattering cut. Wrapped inside is an ornate golden dagger and a note:

                One for when you need to look sharp. The other for when you need to be sharper than Sharp. - A

                Cantrell raises an eyebrow. Is the 'A' supposed to stand for 'anonymous,' or something else? She has an idea ...

                Just then, Libertas pops his head in and whispers: "Heads up. Sharp's a Dragon."

                "No kidding? That would explain the attitude, and the acquisitiveness ... How do you think a dragon head hood ornament would look on the Zone Ranger? Maybe it won't come to that. Danger, at least, seems to be dealing straight ... -ish."
                Nadya Cantrell
                Quick Stats
                Human MARS Mercenary Soldier (Former CS Military Specialist)
                Bennies: 2/4
                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 d8+2, Persuasion d8+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)
                Adventure Cards: 20 Last Stand You and adjacent allies gain +2 Parry and Toughness until a Joker is dealt. 22 Better You Than Me Play when you are hit by an attack to cause an adjacent friend or foe to suffer the attack instead. 43 Arcane Inspiration A character with an Arcane Background can play this card to use one of his powers as a free action or to use a power he doesn't have. 1 Contact You find an old friend or acquaintance who might help you somehow, but may ask for a favor in return.

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                Re: Part 3.2 SoD Xenith Base: Trapped in a Room

                Post by Libertas Magicum » Mon Jul 16, 2018 12:44 pm

                OOC Comments
                Spirit 1d8-1 = 1: 2
                Wild Spirit 1d6-1 = 3: 4

                Victim (in order: Flint, Jitters, Jude, Max): 1d4 = 1: 1
                Item: Vibro-knife, Something from the Pack, Vanguard Medallion, Something from the Pack, Spare Eclip, Something from the Pack: 1d6 = 6: 6
                Libertas chuckles at her, still softly. "Hey, never know what I might be able to build out of a--" He cuts off, looking at the box that was NOT originally part of his gear. He opens it, blinks, and passes a note that was in there: Apply now. By way of a signature, it has a lipstick kiss, in the shade of Cantrell's raven-haired friend. He mouths one word to Cantrell. Anti-toxin. And he immediately uses the enclosed injector on himself; if he doesn't immediately double over in pain, he also shoots one in Cantrell, then motions her back out--he indicates he'll hang back, 'getting dressed' while the others come in. Anyone who comes in gets shushed, and given a shot. If there's anyone who does NOT come in, he makes sure to keep the injector handy and loaded, behind his back and under the cloak.

                Unfortunately, this does distract him from his tail-watch. When Flint checks his gear, he's going to discover eventually that his NG-S2 is missing one of the signal flares.
                Libertas Magicorum
                OOC Comments
                Presci Techno-Wizard (Appears Human)
                Active effects: none
                Parry: 6; Toughness: 12 (6) [Adventure Armor]
                Weapon in hand: Puzzle-Cube
                Weapon in tail: Staff of Libertas' Bad-assness
                Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
                Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
                Charisma: 0
                Q2 Adventure Cards (no plays left):
                14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
                Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
                PPE: 20/20
                Bennies: 4/2
                Wounds: 0
                Arcane Machinist Remaining: 6/6

                Active Devices/Remaining PPE:

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                  Jitters
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                  Re: Part 3.2 SoD Xenith Base: Trapped in a Room

                  Post by Jitters » Mon Jul 16, 2018 2:49 pm

                  HJ Education
                  1d20 = 10: 10 Traveled far and wide, +2 to CK for geography/people of North America, +2 Streetwise and Survival in NA.
                  "Hey Big Boss Mikey, I got a proposition for you. How about after dinner and dessert is done, I fight your best fighter, traditional Greco-Roman style, with both of my arms tied behind my back! Jitters says as he sits down and eats the food that was presented to him. The sudden jolt in tension got Jitters adrenaline pumping, and now he can't calm down until he fights something to get it out of his system, and he is visibly bouncing in his seat at the mere thought of fighting.
                  Jitters
                  Jitters
                  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
                  Speed x3
                  Adventure Card
                  6 Rabbit out of My Hat
                  Play this card to gain a +2 to any Trick test for the rest of the scene.
                  11 Lucky Break
                  Play this card to completely negate the damage from one attack.
                  32 Extra Effort
                  Play to add +1d6 to any trait roll. This roll may Ace.

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                  Maximilian
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                  Re: Part 3.2 SoD Xenith Base: Trapped in a Room

                  Post by Maximilian » Mon Jul 16, 2018 4:17 pm

                  Edjukayshun
                  1d20 = 18: 18
                  Max smiles. "Like I said, Mikey. Water under the bridge. But maybe some warning next time, you know?" He sniffs at the champagne, but chooses not to drink just yet. "Whykin joined the CS? Seems...off. Don't see why they would. Particularly if they've got city cloaking tech or magic."
                  He grits his teeth at the news about the mountaineer, but doesn't betray emotion. "Dragon eggs, eh? That would've fetched some crazy creds. If the mountaineer got beat up that bad, was there any trace of the eggs?"
                  He watches Libertas and Cantrell exit to go get their stuff. I'll take the next round, although...Sharp doesn't sit well with me. Wonder who this is that's got it out for us...
                  Maximilian
                  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
                  Weapons:
                  • 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
                  EP Ledger

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                  Pender Lumkiss
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                  Re: Part 3.2 SoD Xenith Base: Trapped in a Room

                  Post by Pender Lumkiss » Thu Jul 19, 2018 7:09 pm


                  Joker! +1 benny to all players
                  Mikey’s Last Meal It is pretty clear that the 13th have made quiet an impression on those gathered. Big Boss Mikey Danger is obviously enthralled by the many tales of the adventures of the 13th. The idea of wrestling a crazy crazy seemed to even appeal to him. Even the palpable tension between Ross Sharp and Cantrell cannot put a damper on the mood. Perhaps it is his uncertain connection to Libertas and his dagger but he seems especially taken by the young TW’s words.

                  Towards the end of the meal of lobster in all three of its forms Mikey leans over the table a bit inebriated clearly unaware that Libertas is no longer at the table, ” Dictate Libertas, heh that is not a name I heard for sometime.”. He frowns slightly his eyes rolling arround from person to person perhaps searching for the technowizard, ” I heard about what Viggo did, and I am glad you collected.” He leans back in his chair chugging down a tall pitcher of water, ”Ugghh, The Dictates and the Hubs always had, umm an important relationship. Each family made a promise, one to gaurd the location and the other...” He gesture’s towards where Libertas has been sitting with a shaky sweaty finger, ” Did you know, it has the capacity to turn the ordinary into the extraordinary?”

                  Just about everyone stopped talking to look at and hear the words of Big Boss Mikey Danger. Several even voiced a strained concern over his behavior. Ross Sharp tapped his communicator calling for some assistance with “the Boss”.

                  George who looked a bit off himself stumbled over, ” B..B.. Boss you ok... Ughh my stomach.” George falls to the ground knocking Big Boss Mikey’s special auto rocket launcher over.

                  Nici too seemed uncharactly pale and sweaty. Her brow seemed dretched, ” Micheal? Ohhh the room... Spinning... I am getting married to the love of my life!” She wildly exlaims her proclamation and falls down breathing rapidly.

                  The big boss Mikey Danger gasped falling face first into the half eaten bowl of Lobster Bisque! ” The key to the V—-“.

                  Ross and Llyboc Revealed! Ross Sharp stands up laughing as the three Altra triplets stumble to the ground. ” Oh it must have been something he ate, don’t you think so Llyboc?”

                  One of the gaurds near the biometricly sealed door leading to the gear room pulls off his helmet and slaps the control panel that begins to seal the heavy door. Llyboc gives a mocking salute to Cantrell, ” Quiet Ross, I owe the Family once again it seems.” His face is scarred horribly across the eye where he now has a patch. His voice is filled with contempt and hatred. ” I think I will be taking the Mavericks and back to the coalition. Maybe I’ll even cut out Jude’s silver toungue... I never understood Butcher’s blood lust... Until now. Unfortunately Cantrell will just have to wait.”
                  Captain Llyboc Pic
                  4C95478E-24F4-40AE-8930-AE7C28A94D7C.jpeg
                  Captian Llyboc
                  Ross nods at him smiling, even more so now that it appears Cantrell might be sealed away from him, ” Yes, being horribly injured will do that. If you head down to your vehicle I will have the two delivered as promised. The Family always comes through. And you captain have proven yourself a tenacious and reliable ally. Worthy of being family. Maelik herself wished to give you this...” He hands the captian a match book with a scripted F. ”Welcome to the Family.”

                  Llyboc snears taking the matchbook and heading for the door. It opens up and two combat cyborgs enter talking carrying a tray of Limburg Cheesecake Brownies topped with a redwine plumb sauce.

                  One is Carol, ” I was just saying Becky you should have seen it. Just out there in the open it looked so beautiful.”
                  The other a shapely cyborg apparently named Becky with a 6 painted on her backside half jokingly exclaims, ” Really Carol? Those crazies are enhanced in every way possible.”
                  The two stop talking and start gawking at the scene unfolded.

                  Before either of them can say anything Ross Sharp, cooly remarks slightly sighing, ” Really, you two? No weapons of course... Execute program 007A The Family. Take Jude, and Nici down to Captain Llyboc’s vehicle.” The two combat borg’s faces go expressionless as they in unison clomp there way to the 13th. Llyboc exists towards the elevator with a smile that says I just won a promotion in more than one way.
                  Ross’ Villian Monologue
                  Ross Sharp pauses like every good villian and looks down at the remaining heroes who seem to have been poisoned as well. His pompous voice carries enough to make it through the rapidly closing heavy door that will soon trap Cantrell and Libertas.” If you are wondering if you will die by some horribly concocted ill conceived plan of shark lasers, you are sadly mistaken. All of you have been introduced to a simple but extremely lethal odorless and tasteless poison. Ahh well I suppose there is no harm in telling you now...” He pulls out a device that is black with a blue button in it. ” Since you asked, and as I will be taking some choice pieces of your gear sadly not including that knife Libertas had. I suppose that will have to wait... This pad controls what has happened to Whykin. Born out of a little espionage from StormSpire, a little ingenuity from my friends at Hyperion Corp, a recipe from one of the Family’s head bakers Angriman. Oh and lets not forget the ingenous little TW blueprint from my dear Llyboc containing the perfect dispersal system. Its really beautiful... Imagine a poison released into the populace of a city while at the same time making the city phase out from existance so that they cannot escape its boarders.” Ross Laughs and then frowns slightly, ” Of course it needs a tremendous amount of water, so Whykin was an excellent test. Once activated it can only be shut off at the source along the river. They only have hours left to live.” Ross’ face distorts briefly to that of a dragon snout and then snaps back to his normal sharp eyed face. ” With this move my place at the Family’s table beside Malek is all but secured...”
                  His voice trails off as he sees Cantrell’s raven haired friend fingers extended unnaturally long pricking each member of the 13th still at the table with an ampule of anti-toxin. Crouched on the ground she seethes, ” I don’t know what or who you are Ross, but you cannot get away with this!”

                  Ross smiles calmly pulling, ” My dear Akaidia I always forget you are a shifter immune to poison... Who am I? I am the fucking dragon and I already did get away with this. With Cantrell locked away, men, lets kill the rest.” The armed soldiers with black T-10 cyclops armors raise their rifles at the 13th. Two of them look into the room where Libertas and Cantrell are. Ross Sharp draws a silvered very sharp katana blade from seemingly nowhere ( thanks Highlander). The scene ends with the ding of the elevetor highlighting Llyboc’s hasty and perhaps smart retreat.
                  Jitters, Max, Jude
                  Akaidia is near you. She whispers, ” I got to your team in time, I think. I even managed to stuff a box of anit-toxin into Libertas’ rucksack. The poison should not effect you too badly. I always got my med kit with me, and in this dress you do not want to know where it was hidden. I got enough for everyone else here, you take care of Ross and his men. I suggested to Big Boss that everyone be allowed a weapon just in case there was a down turn of events. Ross would not let armor be present, now we know why.”
                  The Poison
                  About the time folks realized something was amiss with Big Boss Mikey the characters all were locked feeling its dizzying effects really unable to do anything of note other than watch it all unfold, but fortunately a dose of anti-toxin was delivered instantly allowing characters to act with the poison fatiguing you at the worst. All Players make a vigor roll at the beggining of their turn ( Max this does not include the Joker). If Cantrell did not take the anti-toxin roll the percentile to be affected by poison, and if it does affect Cantrell make a Vigor roll at -2. Failure results in death in 2d6 rounds. Success results in 1 wound and Exhaustion.
                  The Locked Door room, Libertas and Cantrell
                  While the happenings are happening you hear everything and are hurrying as fast as you possible can to get your armor, and gear all ready. Fortunately the heavy door closes oh so slowly letting you finish getting ready giving you a chance to get out you get out. While the door is closing it is an action to make a STR or Agility check at -2. Success you are out, Failure you are trapped inside. For Mappers remember it takes an action... The room is also deeper than drawn.

                  Player Directions: This is going to be regular tactical combat. Movement is pretty abstract here. Jitters can move anywhere. Other players can move freely within the room. Players go first then the villians.
                  Step 1: Initiative notes:
                  • players go first
                  • Max got a joker: +2 to damage and trait rolls.
                  • Jitters got a 10 of clubs.
                  Step 2: Make a vigor roll vs the poison and on a failure take a level of fatigue. Next round make another vigor roll.
                  Step 3: Post your actions and narrative. The action happens as it is posted.

                  Notes on Badguys:
                  [*]Carol and Becky six are approaching you from the exit door (which leads to the elevator and Llyboc). No weapons of note. Pace: 8; Parry: 7; Toughness: 24 (12)
                  [*]Ross Sharp (WC): Parry: 7, Toughness 12(4) ( he does have first strike)
                  [*]Black Market Elite Guards with laser rifles: Parry: 6; Toughness: 12 (5)
                  Attachments
                  814C3E99-3A19-4A22-81F5-063134921F52.png
                  G=Black Market Gaurds, CD=Cyborg Carol, B6= Becky 6, Aikaria is near George.
                  13th GM bennies GM Bennies
                  0/6
                  Vampire Kingdoms GM Bennies
                  4/8
                  -1 to hit Vela with MW
                  -3 for benny rolls on challenge
                  Legends of the Black Bennies
                  2/2

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                  Jitters
                  Posts: 157
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                  Re: Part 3.2 SoD Xenith Base: Trapped in a Room

                  Post by Jitters » Thu Jul 19, 2018 7:57 pm

                  Notice 16
                  1d6 = 3: 3
                  Wild Die 1d6 = 6: 6 Ace!
                  Wild Die Ace 1d6+8 = 14: 6 Double Ace!
                  Wild Die Ace 1d6+14 = 16: 2
                  Wild Die 1d6 = 2: 2
                  +2 from IF
                  Vigor 5
                  1d10 = 5: 5
                  Wild Die 1d6 = 2: 2
                  Wild Die 1d6 = 5: 5
                  Common Knowledge 7 or 9 for NA Geography
                  1d8 = 6: 6
                  Wild Die 1d6 = 6: 6 Ace!
                  Wild Die Ace 1d6+5 = 10: 5
                  Wild Die 1d6 = 6: 6 Ace!
                  Wild Die 1d6+5 = 8: 3
                  +2 for NA Geography
                  -1 from Wound
                  -2 from Exhaustion
                  -1
                  Speaking Smarts 1
                  1d8 = 3: 3
                  Wild Die 1d6 = 5: 5
                  Wild Die 1d6 = 5: 5
                  -1 from Race
                  -1 from Wound
                  -2 from Exhaustion
                  Combat Smarts 9
                  1d8 = 4: 4
                  Wild Die 1d6 = 2: 2
                  Wild Die 1d6 = 2: 2
                  -1 for Race
                  -1 Benny Extra Effort 1d6+5 = 11: 6 Ace!
                  Extra Effort Ace 1d6+11 = 12: 1
                  -1 from Wound
                  -2 from Exhaustion
                  Psionics TK Super Force Field 7
                  1d10 = 5: 5
                  Wild Die 1d6 = 4: 4
                  Wild Die 1d6 = 3: 3
                  -1 from Wound
                  -2 from Exhaustion
                  +2 Major Psi Boost
                  -1 Benny Extra Effort 1d6+6 = 7: 1
                  Split the Seconds
                  Fighting Ross Sharp 8, 11, 8 Damage 9, 26, 17 AP 4
                  Vibe: 1d12 = 7: 7
                  Wild Die 1d6 = 5: 5
                  Wild Die 1d6 = 4: 4
                  -1 Benny Extra Effort 1d6+8 = 10: 2
                  Tail Rator: 1d12 = 10: 10
                  Wild Die 1d6 = 4: 4
                  Wild Die 1d6 = 3: 3
                  -1 Benny Extra Effort 1d6+11 = 13: 2
                  Frenzy Rator 1d12 = 11: 11
                  Wild Die 1d6 = 2: 2
                  Wild Die 1d6 = 6: 6 Ace!
                  Wild Die Ace 1d6+3 = 6: 3
                  +2
                  -1 from Wound
                  -2 from Exhaustion
                  -2 Frenzy

                  Damage Vibe: STR 1d12 = 2: 2
                  Sword 1d10 = 6: 6
                  +1 Electricity Damage

                  Damage Rator: STR 1d12 = 9: 9
                  Sword 1d10 = 10: 10
                  Raise Damage 1d6 = 2: 2
                  +1 Electricity
                  +4 From Sword

                  Damage Rator: STR 1d12 = 5: 5
                  Sword 1d10 = 7: 7
                  +1 Electricity
                  +4 From Sword
                  The world seem to come to a stand still as Chaos reigned supreme. Big Boss Mikey was face down in his bowl of soup, Lyboc appears and gloats over everyone, the door to the vault starts to close, then Ross starts rambling on and on about this, that, and the other thing. Jitters brain is so overloaded by all of this that it takes him that long before he is able be consciously aware of anything, and the first thing that he's aware of are the guards raising their rifles. The rods starts pistoning in and out of his head in a sequence too random to be random as his mind is already forming the protective barrier through Telekinetic energy to shield him from harm. As his mind does this, the sub-conscious part of Jitters mind as his tail brings his double ended VibeRator to one of his hands and with the flick of his wrist and his legs drive him toward Sharp, his hand holding Vibe slashes at Sharp's face, causing him to flinch away, allowing him to use his tail and drive Rator deep with in Sharp, the sword causing blood to splatter everywhere from the high energy vibrations of the sword, causing Jitters to laugh maniacally.
                  Last edited by Jitters on Fri Jul 20, 2018 7:21 pm, edited 13 times in total.
                  Jitters
                  Jitters
                  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
                  Speed x3
                  Adventure Card
                  6 Rabbit out of My Hat
                  Play this card to gain a +2 to any Trick test for the rest of the scene.
                  11 Lucky Break
                  Play this card to completely negate the damage from one attack.
                  32 Extra Effort
                  Play to add +1d6 to any trait roll. This roll may Ace.

                  User avatar
                  Libertas Magicum
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                  Re: Part 3.2 SoD Xenith Base: Trapped in a Room

                  Post by Libertas Magicum » Thu Jul 19, 2018 7:58 pm

                  Vigor 5, Agility 13, Techno-Wizardry Mind Control Sharp 16
                  Vigor Antidote Resist 1d6 = 5: 5
                  Wild Vigor 1d6 = 2: 2
                  Success: No Fatigue

                  Spend 1 PPE to power Armor
                  Action 1: Agility -2 to escape the room.
                  Action 2: Puppet (well, Mind Control) the Dragon.

                  Agility 1d6-2 = -1: 1
                  Wild Agility 1d6-2 = 4: 6
                  Ace Running Total 1d6+6 = 12: 6
                  Ace Running Total 1d6+12 = 13: 1

                  Mind Control Ross Sharp 1d12+5 = 16: 11
                  Wild TW 1d6+5 = 9: 4
                  Sharp needs to make a Spirit roll:
                  17+: Resist the Power.
                  16: He resists the Power, but still must make a Fear Check for the Necromantic Trapping (This seems to be about the only way to do a 'half effect' for an Opposed Roll Tie, here. Alternately, Jon, you can just rule that a tie means he wins.)
                  13-15 (success): Lib controls him for 1 minute, with 1/1 Minute to extend
                  9-12 (raise): Lib controls him for 5 minutes (1/5 mins)
                  8 or Less (double raise): Lib controls him for 10 minutes (1/10 minutes)
                  If he's controlled at all, when he finally does get free (whether it's from a later resistance roll, or just because the spell ends), he has to roll Spirit to resist Fear; if Lib got a Raise or better, that roll is at -2.

                  PPE: 18/25
                  The system. Lyboc. He must've been there.... Libertas, I do not know what your problem is, but if we don't move, NOW, you are going to be stuck on the wrong side of the door. No time to waste--JUMP!

                  Cantrell isn't party to the internal discussion inside Libertas, Party of Two. But she does see Lib's reaction to Sharp's gloating. He literally staggers to one knee for a moment, face going ash-white, almost green--shrugging off the toxin (thanks to the antidote), but momentarily frozen in horror at something the transformed dragon said. Then his own tail SMACKS him, loud enough to make his helmet clang, and he MOVES, leaping up high enough for the tail to grab a ceiling fixture, and swing out like the world's most demented Capuchin monkey.

                  Even as he lands outside the room, he bellows. "Alright, you salamanderspawn. I'm going to teach you to beg. HEED ME. Rip the guards' heads off." As he speaks, the now-familiar-yet-always-disturbing purple-green light begins to pulse from the crystal atop his Staff, sending a wave of psychic power at Ross Sharp, attempting to bend the wyrm to his will. As he does so, he also shouts back to Cantrell, gesturing to the window. "Boss! Make a hole!"
                  Libertas Magicorum
                  OOC Comments
                  Presci Techno-Wizard (Appears Human)
                  Active effects: none
                  Parry: 6; Toughness: 12 (6) [Adventure Armor]
                  Weapon in hand: Puzzle-Cube
                  Weapon in tail: Staff of Libertas' Bad-assness
                  Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
                  Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
                  Charisma: 0
                  Q2 Adventure Cards (no plays left):
                  14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
                  Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
                  PPE: 20/20
                  Bennies: 4/2
                  Wounds: 0
                  Arcane Machinist Remaining: 6/6

                  Active Devices/Remaining PPE:

                    User avatar
                    Pender Lumkiss
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                    Diamond Patron
                    Posts: 2270
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                    Re: Part 3.2 SoD Xenith Base: Trapped in a Room

                    Post by Pender Lumkiss » Thu Jul 19, 2018 8:37 pm

                    Libertas mind controlled Ross Sharp in human form, because his dragon form would smush everyone.
                    Spirit d10 +2 from protective amulet from where the +4 armor is coming from. Has killer instinct.
                    Dimension the dice 1d10+2 = 7: 5 wild 1d6+2 = 6: 4 benny for reroll with elan 1d10+4 = 11: 7 wild 1d6+4 = 7: 3 2nd benny 1d10+4 = 13: 9 wild 1d6+4 = 10: 6 ace 1d6 = 4: 4 3rd benny for reroll 1d10+4 = 6: 2 wild 1d6+4 = 9: 5 4th and last benny 1d10+4 = 7: 3 wild 1d6+4 = 9: 5
                    When that happens the restroom door opens up and a familiar voice muffled exclaims, ” I knew it!”

                    Then Sharp dies under Jitters assault.
                    13th GM bennies GM Bennies
                    0/6
                    Vampire Kingdoms GM Bennies
                    4/8
                    -1 to hit Vela with MW
                    -3 for benny rolls on challenge
                    Legends of the Black Bennies
                    2/2

                    User avatar
                    Cantrell
                    Posts: 332
                    Joined: Thu Mar 02, 2017 10:57 pm

                    Re: Part 3.2 SoD Xenith Base: Trapped in a Room

                    Post by Cantrell » Sun Jul 22, 2018 12:45 pm

                    Notice 4, CK 6, Vigor 4, Strength 4, Shoots Stuff
                    Notice (w/ TD) 1d8 = 1: 1
                    Wild 1d6 = 4: 4

                    CK 1d8+2 = 3: 1 in NA
                    Wild 1d6+2 = 6: 4

                    Ignore poison altogether if 1-50 1d100 = 95: 95 = Nope
                    Definitely accepted the antitoxin
                    Vigor 1d10 = 2: 2
                    Wild 1d6 = 4: 4

                    Hold the Door
                    Strength 1d12+2 = 6: 4 Forgot the -2, so that's a 4
                    Wild 1d6 = 5: 5

                    Intent: Will fire the EMP launcher to catch Becky and Carol, then fire an AP grenade from her rifle (-2 MAP, has Quick Draw to draw) to blast the guards and the elevator door, then move into the elevator shaft.

                    EMP Launcher: 1d12+6 Shooting normally, -2 MAP = 1d12+4
                    Shooting 1d12+4 = 10: 6 = Hit with a raise
                    Wild 1d6+4 = 7: 3
                    Damage vs Borgs' Toughness 15 3d6 = 11: 2, 3, 6 + 1d6 = 3: 3 = Ace! 1d6+14 = 18: 4 = Shaken
                    Benny to Reroll Damage 3d6 = 12: 3, 5, 4 + 1d6 = 4: 4 = 16
                    Benny to Reroll Damage 3d6 = 13: 4, 4, 5 + 1d6 = 6: 6 = Ace! 1d6+19 = 21: 2 = Shaken + wound, so shut down

                    Grenade Launcher: 1d12+6 Shooting normally, -2 MAP = 1d12+4
                    Shooting 1d12+4 = 15: 11 = Hit with a raise
                    Wild 1d6+4 = 8: 4
                    Damage vs. guards and door 3d8 = 12: 4, 5, 3 + 1d6 = 5: 5 = 17 damage, AP 8, kills guards and hopefully blasts the door.
                    Cantrell twitches as Libertas sticks her with the anti-toxin. Whatever it is, between that and her nanite cyberware, she feels nothing but a little passing vertigo from the poison. She sees Libertas go to one knee, then bound out of the room, and follows after, shoving an elbow out as the door starts to close and forcing it far enough apart to let her step through.

                    The room is in chaos. Libertas hits Sharp with some sort of bad juju from that creepy-looking staff of his, commanding the chief asshole to go after his own men. Before Sharp can so much as blink, Jitters has stuck him with a vibro-sword in a fatal sort of way.

                    So much for playing the hero with a dragon-killing knife, she thinks. But truth be told, I'll take competent comrades over personal glory. Any day of the week.

                    Then she catches sight of the elevator door closing on Llyboc's shit-eating grin, and the need for some vengeance-dealing rears its head again.

                    "Sorry ladies," she says as she fires a round from her EMP launcher, scrambling the circuits of the scantily-clad Becky and Carol. Stepping over the bodies (Becky-6 is still chattering endlessly about lip gloss and some "ratchet bitch" in housecleaning), Cantrell brings up her rifle and fires an armor-piercing grenade at the elevator door. The blast conveniently takes out the guards to either side of the door, leaving no one in her way as Cantrell strides forward and leaps into the smoking elevator shaft.
                    Nadya Cantrell
                    Quick Stats
                    Human MARS Mercenary Soldier (Former CS Military Specialist)
                    Bennies: 2/4
                    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 d8+2, Persuasion d8+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)
                    Adventure Cards: 20 Last Stand You and adjacent allies gain +2 Parry and Toughness until a Joker is dealt. 22 Better You Than Me Play when you are hit by an attack to cause an adjacent friend or foe to suffer the attack instead. 43 Arcane Inspiration A character with an Arcane Background can play this card to use one of his powers as a free action or to use a power he doesn't have. 1 Contact You find an old friend or acquaintance who might help you somehow, but may ask for a favor in return.

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                    Maximilian
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                    Re: Part 3.2 SoD Xenith Base: Trapped in a Room

                    Post by Maximilian » Sun Jul 22, 2018 3:55 pm

                    Max commits acts of violence
                    Joker! Shooting laser rifle at left guard on left side of room, -2 MAP
                    1d12 = 12: 12

                    Damage with raise
                    4d6+2 = 22: 5, 6, 3, 6

                    2 Ace damage
                    2d6+22 = 30: 6, 2

                    1 more ace damage - add 2 for joker
                    1d6+30 = 33: 3

                    WD Shooting
                    1d6 = 5: 5

                    Shooting HE grenade at 2 guards in front of balcony
                    1d12 = 2: 2

                    WD Shooting
                    1d6 = 3: 3

                    Benny EE grenade shot with Elan & prior
                    1d6+5 = 8: 3

                    Damage from HE grenade with raise
                    3d8 = 7: 2, 2, 3
                    1d6 = 2: 2

                    Benny reroll damage from HE grenade with Elan and raise - add Joker, =16 damage (shaken with raise = dead guards)
                    3d8+2 = 10: 2, 1, 5
                    1d6 = 4: 4
                    You could almost feel things about to go sideways. The antitoxin is proof against whatever mickey they tried to slip him. Max is quick on the trigger, but not quick enough to get Lyboc. He clicks off a grenade, blowing through the balcony doors and sending shrapnel and shock into the two guards next to it, then a speedy reacquistion to the guards on the opposite side of the room from Lyboc's door. The laser bolt blasts right through the guard's neck at a weak spot in the armor, ventilating him permanently. A strange smell assaults his nose. "I think these guys are all dragons! Kill 'em quick before they morph! Mikey, who the hell are you inviting to dinner?!"
                    Maximilian
                    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
                    Weapons:
                    • 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
                    EP Ledger

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                    Jude Maverick
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                    Re: Part 3.2 SoD Xenith Base: Trapped in a Room

                    Post by Jude Maverick » Tue Jul 24, 2018 3:26 am

                    Notice 2
                    Notice 1d8 = 2: 2
                    Wild 1d6 = 2: 2
                    Common Knowledge 10
                    Notice 1d12 = 10: 10
                    Wild 1d6 = 4: 4
                    ***
                    HJ Education roll 5 - Linguist edge!
                    1d20 = 5: 5
                    Vigor 9 Raise
                    Vigor 1d12 = 2: 2
                    Wild 1d6 = 3: 3
                    Extra Effort/Elan 1d6+5 = 9: 4
                    Streetwise to recall The Family 5
                    No Charisma/Renown
                    Streetwise 1d10 = 5: 5
                    Wild 1d6 = 5: 5
                    “Thank you, Big Boss,” Jude told Mikey when he had the room storing their gear unlocked for them. “We appreciate your show of trust.” He looked between Cantrell and Mikey, but made no move to get up from the table to get his gear.

                    Nici rose out of her seat slightly, glancing at the room, but finishing the meal would be awkward in SAMAS power armor, so she sat back down again.

                    "Hey, Big Boss Mikey, I got a proposition for you. How about after dinner and dessert is done, I fight your best fighter, traditional Greco-Roman style, with both of my arms tied behind my back!” Jitters said.

                    Jude frowned. “I’m not sure that’s how Greco-Romans wrestled…” he said. Though what did he know about whoever the Greco-Romans were. “Nevermind. That could be interesting.”

                    Jude reached for his glass of champagne when Mikey Danger started jabbering drunkenly. And then people started falling over.

                    Nici too seemed uncharacteristically pale and sweaty. Her brow seemed drenched. ” Michael? Oh, the room... Spinning... I am getting married to the love of my life!” She wildly exclaimed her proclamation and fell down, breathing rapidly.

                    “Nici!” Jude exclaimed, catching his sister, cradling her in his arms. “What did you do to them?” He looked accusingly at Ross Sharp.

                    Ross just laughed, and the guard by the door sealed the gear room and removed his helmet.

                    “Lyboc!” Jude exclaimed in surprise. “You sons of bitches! If you’ve killed her, so help me…”

                    Jude’s vision swam as the poison took effect. But suddenly Akadia was whispering something, and he felt the prick of a needle in his thigh. His head cleared almost instantly even as Carol and her friend Becky arrived and seemed to fall under some kind of programming from Sharp.

                    Jude struggles through the haze of the poison, even as it is clearing his system. Jitters is already moving, hacking into Ross Sharp as Jude’s hand manages to find his rifle.

                    Jitters hacked Sharp to pieces as the missing cyber-knight emerged from the restroom. “Oh, for fuck’s sake!” Jude muttered, easing Nici to the floor and out of any line of fire. “Stay down!” he told his sister. Then he grabbed Mikey’s and George’s ankles under the table and pulled. They crashed to the floor as well. They would probably be bruised, and maybe concussed, but they would be alive. He hoped.

                    Cantrell blasted Carol and Becky, and then the two guards at the elevator before going after Lyboc.

                    “Leave some of him for me!” Jude shouted after her, ducking as Max managed to down the two guards at the balcony.

                    Jude spun around and leveled his rifle at the closest guards behind him, by the gear room door, the J-11 set on ion.
                    Shooting 11 Raise
                    +2 Ion, +2 Marksman
                    Shooting 1d8+4 = 11: 7
                    Wild 1d6+4 = 5: 1
                    Damage 25
                    Raise
                    4d6+1 = 19: 6, 1, 5, 6
                    Aces 2d6+19 = 25: 4, 2
                    Jude’s blast took off the top half of the guard’s body, and just the guard’s legs slumped to the floor.

                    ***
                    Conditions
                    Jude Maverick Character Sheet
                    Current Toughness: 8 + Battle Hardened clothes
                    Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
                    Battle Hardened: +2 Soak
                    Brave: +2 Fear
                    Command: +1 to troops recovering from being Shaken.
                    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: 48 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
                    Pistol Ammo: 16 (Spare clips: 2 x 16)
                    Bennies: 9/6
                    Adventure Cards:
                    • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
                    • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
                    • Ace: Play instead of rolling to make a trait test with a single automatic raise.
                    • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


                    Mission Objectives
                    Investigate disappearance of Whykin. Question Hyperion corps about disappearance of Whykin. Save Whykin from poison.
                    Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
                    Get something that belongs to Lord Dunscon.
                    Trade caravan with dog boy crazies to Stormspire.
                    Jude Maverick
                    Jude Maverick, Seasoned Human MARS Vagabond
                    Parry: 6, Toughness: 13 (4)
                    Armor PPE: 15/15
                    Healing Stone PPE: 15/15
                    Rifle Ammo: 49
                    Spare clips 2 x 20 shots; 1 x 16 shots; 2 x 30 shots; 2 x 60 shots
                    Pistol Ammo: 16
                    Spare clips 2 x 16 shots
                    Combat Edges:
                    • Strong-Willed: +2 vs Tests of Will
                    • Danger Sense: Get a Notice roll to avoid surprise
                    • Brave: +2 Fear tests
                    • Elan: +2 on Benny rolls
                    Bennies: 10/6
                    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.
                    Edit Signature
                    All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig

                    User avatar
                    Pender Lumkiss
                    Diamond Patron
                    Diamond Patron
                    Posts: 2270
                    Joined: Thu Mar 09, 2017 9:00 pm

                    Re: Part 3.2 SoD Xenith Base: Trapped in a Room

                    Post by Pender Lumkiss » Wed Jul 25, 2018 7:55 pm

                    They Were All Dragons!
                    Pender Lumkiss wrote:
                    Inside Craig Sharp’s Head
                    Damn, all of us are almost dead. Grenades and lasers flying everywhere. Good thing this room doubles as a bunker. That crazy just killed my older brother too! Ross was a real wild card and had a bit of a monologeur streak in him. Fortunately my brother and I, the only two Sharp’s left from our dragon brood, are more pragmatic... Fuck the bodies are morphing back we need to get out of here, best to stick close to the dog on our way out. The crazy and maverick might muder us! Although that staff the TW has... Focus Craig focus.
                    The two gaurds look at each other and run for the blasted and charred balcony, pass close to Max but heed him no mind as 6 flame wind dragons all over 25 feet tall weighing in at 2500 pounds fill out the room. Their leader, the Sharp Jitter’s diced, morphs into a far greater sized dragon split into peices of course. Over 35 feet in length and 3000 pounds. What does this mean for the overly large dinning room? It is filled to more than capacity and with dragon flesh, armored hide, muscle, blood, faces and bones!!! All of it cut, chared, exploded, and laser holed.

                    The two remaining gaurds yell to each other as they try to dodge dragon peices that threaten to squish them and hold them into place, ” Craig, Teleport to the far end of the cave!” They both manage to get out onto the balcony and one vanishes in a crackling of energy teleporting to the far end of the cave(Craig) . It retakes its baby great flame wind form and makes for the exit out, a large half circle opening in the cave.
                    Craig Sharp
                    928DAB71-4AF5-4E4A-9928-E2BB0826BB03.jpeg
                    The other however is not so fortunate. As this masquarading guard finds himself impaled with a psi-sword sticking out of his chest. The guard falls off the balcony dead. Sir Seth Merihk the oath breaker returned grunts calling out to the members of the 13th! ” Get out of the way cause your about to get crushed!!” His psi sword is gleaming and his body looks supercharged with motion. He looks out and down into the large underground cave the dinning room gives way to tracking the large dragon near the exit.
                    Sir Merihk
                    A1C11D7F-E282-4BCE-B243-1EC2340ACCD8.png
                    A1C11D7F-E282-4BCE-B243-1EC2340ACCD8.png (65.99 KiB) Viewed 473 times
                    Inside the dining room the beautiful Akaidia deftly scrambles to the top of the dragon mass of blood, bone, and scale that suddenly forms. She is breathing hard but has the ampules of anti-toxin in hand. She is looking into the mess trying to to find the poisoned allies of the 13th. Frantically she calls out, ” I can’t see anyone. Where are they under this mess??” She tosses an ampule of anti-toxin to each hero unaffected by the dragon’s ill timed emergence. ” Find them and apply the anti-toxin to the skin. The injector will do the rest.” The muffled electronic voice of Becky 6 cries out for help making mention of how her current situation ( covered in dragon flesh) bares some kind of reselmblence to a party she once attended. How will the heroes fair against the onslaught of the dead dragons revenge? The next 6 seconds will bare testament to their fates.
                    Inside the Elevator:
                    Llyboc closes the elevator door with he and Cantrell inside.
                    Cantrell
                    He does not hit the button down. He is sweating profusly and clearly caught a glimpse of what transpired in the actual dinning room, ”Frack Nayda, a fucking dragon. I am sorry for all the pretense but I needed to get close to you. I’ll admit I did not see your end game until the last moment. Ingenious. I have an update to your mission. Straight from the director.” Llyboc pulls out a recording device. He holds it up and says, ” The password is always Swordfish.”

                    The device starts playing, ”Greetings Agent Cantrell, this is the Director...”

                    Llyboc looks at you for a moment worried and then sets his jaw. He fires his pump pistol twice into the elevator wall behind Cantrell. ”Nadya, remember this is an omega level assignment. My family, my two boys... Your family left behind, Jude’s family. All of the families in the CS are counting on you. You must find the Valant Blade and you must stop the Family. Remember what the “Director said, they are in Dweomer...” He hits the button to open the Elevator door dropping the smoking recording device. It dings and the doors open having never moved from the top dining room floor. He smiles sadly and speaks softly, ” If you ever find yourself back in Iron Heart please tell my children I died a hero.”
                    The doors open again after a few seconds. Ding. Llyboc must be pretty incompetent as he must have hit the wrong button and did not move the elevator at all. Llyboc raises his voice taking a swing at Cantrell, His voice is full of vigor and hatred, ” I’ll see you hang Cantrell! I’ll see all of you hang!” He trips with his gun clattering to the floor he falls to one knee. The perfect place for Cantrell to end him.

                    In Dinning Hall:
                    Step 1: Agility Roll at -4 or you are smooshed by dragon mass. 1 level of fatigue from bumps and brusies. Strength or agility at -4 to get free ( takes an action) if you get stuck.
                    Step 2: Fear check Nausa: Vigor roll at -2 or you take a level of fatigue because dragon guts are pretty disgusting
                    Step 3: Still in “Tactical combat mode”, but its more of a hybrid with a dramatic task. Each character in the dinning room can make a notice or agility check at -2, each success saves 1 NPC from the poison. There are 6 (3 Altara triplets, Mikey Danger, Monkey man Geroge, and Nici Maverick).
                    • Note: Players can do other things like go after the last Dragon 50” away. It is 20” off the ground (Which is the drop from the balcony to the cave floor). Toughness 35(16), Parry 6, +2 to hit
                    —-Woa, what about Max’s detect arcana? From what I understand it is interpreted as a scent, until the armor of those that died were unsealed it was contained. I’ll toss ole Max a benny as I could be wrong. I did pm him about the smell he picked up as he was killing guards.

                    In the Elevator:
                    Cantrell’s turn. Finishing move on Llyboc is possible. Still in tactical mode. The way back into the dinning room is completely blocked by a large dragon scale.
                    Cantrell if the conversation with Llyboc seems disjointed that is true. Its like the messege played was never heard.

                    GM Dice Rolls
                    Agility Invalid dice code!
                    Agility Invalid dice code!
                    Agility Invalid dice code! wild Invalid dice code! benny for EF Invalid dice code!
                    Agility Invalid dice code! ace Invalid dice code!
                    Fighting Invalid dice code! Wild Invalid dice code!
                    Damage Invalid dice code! Invalid dice code!+8
                    Attachments
                    88C3C05A-2222-46A4-9F86-BBDBE65A0A1C.jpeg
                    Largw Cave with exit. Imagine a red dragon near the exit.
                    13th GM bennies GM Bennies
                    0/6
                    Vampire Kingdoms GM Bennies
                    4/8
                    -1 to hit Vela with MW
                    -3 for benny rolls on challenge
                    Legends of the Black Bennies
                    2/2

                    User avatar
                    Jitters
                    Posts: 157
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                    Re: Part 3.2 SoD Xenith Base: Trapped in a Room

                    Post by Jitters » Thu Jul 26, 2018 6:06 am

                    Notice 4
                    1d6 = 5: 5
                    Wild Die 1d6 = 4: 4
                    Wild Die 1d6 = 3: 3
                    +2 from IF
                    -1 from Wounds
                    -2 from Exhausted
                    Common Knowledge 0
                    1d8 = 1: 1
                    Wild Die 1d6 = 4: 4
                    Wild Die 1d6 = 1: 1
                    -1 from Race
                    -1 from Wounds
                    -2 from Exhausted
                    Smarts -1
                    1d8 = 3: 3
                    Wild Die 1d6 = 3: 3
                    Wild Die 1d6 = 2: 2
                    -1 from Race
                    -1 from Wounds
                    -2 from Exhausted
                    Agility 12
                    1d12 = 12: 12 Ace!
                    Agility Ace 1d12+5 = 12: 7
                    Wild Die 1d6 = 3: 3
                    Wild Die 1d6 = 5: 5
                    -4 from Scene
                    -1 from Wounds
                    -2 from Exhausted
                    Vigor for Nausea 8
                    1d10 = 2: 2
                    Wild Die 1d6 = 4: 4
                    Wild Die 1d6 = 1: 1
                    -1 from Wounds
                    -2 from Exhausted
                    -1 Benny Extra Effort 1d6+3 = 8: 5
                    Agility for Saving Civillians 6
                    1d12 = 10: 10
                    Wild Die 1d6 = 2: 2
                    Wild Die 1d6 = 2: 2
                    -2 for Scene
                    -2 MAP
                    Possible Split the Seconds action to save a second person Agility 6
                    1d12 = 10: 10
                    Wild Die 1d6 = 5: 5
                    Wild Die 1d6 = 2: 2
                    -2 for Scene
                    -2 MAP
                    Notice 7
                    Ignore this 1d12 = 8: 8
                    Wild Die 1d6 = 4: 4
                    Wild Die 1d6 = 1: 1
                    -2 for Scene
                    -2 for MAP

                    -1 Benny Extra Effort 1d6+5 = 7: 2
                    This Benny will still be used to bump up the Notice roll by the same amount.
                    Notice 5 + 2 From IF - 2 from Scene - 2 from MAP + 2 from Elan + 2 from EE = 7

                    Jitters Spidey senses started tingling (previous post Notice check of 16), allowing him to deftly move out of the way of the exploding dragons, jumping from limb to severed limb as the space is suddenly filled with mass that wasn't there moments prior. Guts and viscera are flying all over the place, threatening to cause Jitters to lose the meal he just had, but he was able to force it back down. Jitters sharp eyes spy three vials of Anti-toxin flying through the air, he grabs them with his free hand and spots three separate hands sticking up from the dead dragon flesh of the three Altarans, leaping to their rescue as he shouts "HereIcometosavetheday!MightyMouseisontheway!" He drives his vibro-swords into nearby dead dragon bits (but not deep enough to go all the way through), and using both hands and his tail, administers the Anti-Toxin to all three of the Altarans.
                    Last edited by Jitters on Wed Aug 01, 2018 4:44 pm, edited 6 times in total.
                    Jitters
                    Jitters
                    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
                    Speed x3
                    Adventure Card
                    6 Rabbit out of My Hat
                    Play this card to gain a +2 to any Trick test for the rest of the scene.
                    11 Lucky Break
                    Play this card to completely negate the damage from one attack.
                    32 Extra Effort
                    Play to add +1d6 to any trait roll. This roll may Ace.

                    User avatar
                    Libertas Magicum
                    Bronze Patron
                    Bronze Patron
                    Posts: 555
                    Joined: Fri Feb 17, 2017 3:02 pm

                    Re: Part 3.2 SoD Xenith Base: Trapped in a Room

                    Post by Libertas Magicum » Thu Jul 26, 2018 7:25 am

                    Evade Dragon 7, Big Mickey Agility 9, Monkey Man George Agility 7
                    Reflexive "Avoid the Dragonflesh" Agility roll at -4:
                    Agility 1d6-4 = 2: 6 Ace running total 1d6+2 = 7: 5
                    Wild Agility 1d6-4 = 0: 4


                    First Action: Dose Mickey Danger
                    Second Action: Dose George

                    Mickey Agility 1d6-2 = 0: 2
                    Wild Agility 1d6-2 = 4: 6
                    ACE Running Total 1d6+4 = 9: 5

                    George Notice 1d6-2 = 2: 4
                    Wild Notice 1d6-2 = 2: 4
                    Extra Effort Benny 1d6+2 = 7: 5

                    Bennies now at 2/2
                    .
                    Lib scowls as he realizes Lyboc got away (apparently--he can't see down the hallway due to all the dragonflesh). He jumps to the head of the table, where he sees George barely holding up enough dragonflesh to be able to keep a breathing-hole open for himself and Big Mickey--but they're both looking bad under the effects of the poison. Eyes meet with George, and he nods, injecting Big Mickey first, but his tail also snaps around to apply an injector to George's hand, too.

                    Nicely done, Lady V's voice intones in his head. Jude was next to his sister, and the psycho has been looking for an opportunity to get touchy with the Altarans all through dinner, I think. Of course, I'm sure your own choice of rescuees was motivated purely by practical considerations, and has nothing to do with the fact that Mickey Danger is now in your debt.

                    Libertas manages to be honest, in his reply. Eh, six of one, half dozen of the other. If I thought there was a snowball's chance in Hell that Jude wouldn't be able to help Nici, I would've picked her over them. But I honestly think that, if he had to, he'd become psychically active to save her.
                    Libertas Magicorum
                    OOC Comments
                    Presci Techno-Wizard (Appears Human)
                    Active effects: none
                    Parry: 6; Toughness: 12 (6) [Adventure Armor]
                    Weapon in hand: Puzzle-Cube
                    Weapon in tail: Staff of Libertas' Bad-assness
                    Edges: Danger Sense, Quick, Level-Headed, Dodge, Rapid Recharge, Arcane Marksman
                    Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel
                    Charisma: 0
                    Q2 Adventure Cards (no plays left):
                    14: In the Zone Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene
                    Enemy (PLAYED Q2-18): Get a Personal Nemesis. Until resolved, draw one extra Adventure Card each Session.
                    PPE: 20/20
                    Bennies: 4/2
                    Wounds: 0
                    Arcane Machinist Remaining: 6/6

                    Active Devices/Remaining PPE:

                      User avatar
                      Cantrell
                      Posts: 332
                      Joined: Thu Mar 02, 2017 10:57 pm

                      Re: Part 3.2 SoD Xenith Base: Trapped in a Room

                      Post by Cantrell » Thu Jul 26, 2018 12:13 pm

                      " ... Swordfish."

                      Something pops in Cantrell's head again, more fried cyberware, maybe, or a damaged intraneural connector sparking and making the rest of her gray matter quiver. Daggers of ice twist through her brain and her vision swims.

                      Suddenly she's back in the void, talking to the vestige of Bane trapped there. The words are the same but it's not Bane she's hearing, but someone else. A woman's voice, clipped and authoritative, used to being in control. Cantrell knows it, but a name escapes her.

                      "You must go to Dweomer and make contact with our agent, there ... disguised, but you will know him by the ... we have recovered a temporal lodestone, which will be delivered to you by another agent, a psi-ghost, before you leave Castle Refuge ... use the stone and retrieve the Valent Blade. It can cut ... You'll also need the ... Dunscon may have it, or one of his lieutenants. The dragon ... is a likely possibility. Her brood, often referred to as the Family, has ties to ... power not been seen since the insurrection. It must not be revived.

                      Another pop, and Cantrell feels wetness dripping from her nose into her helmet, tastes coppery blood on her lip. Llyboc's in front of her, in the elevator, saying something she didn't catch. Something about dying, and children. He lunges at her, trips and falls to his knees.

                      "Just go ahead and stay down there. I think it's just about time for you to hit rock bottom," she says, slapping one hand on the button that closes the elevator door before she pumps a fresh grenade into her rifle's underbarrel launcher.

                      The doors ding as they shut, then bow out a split second later as an explosion rattles the hallway. Metallic screeching follows as the crippled elevator plummets down the shaft before crashing to the bottom, twisted steel and rubble exploding outward onto the cave floor. Nothing recognizable remains in the mangled ruins as Cantrell glides down, her jet pack firing in hover mode, then steps out, covered in soot and vaporized concrete.
                      For the GM
                      Did she blast Llyboc into chunky salsa inside the elevator? Did she create cover for him to escape? I'm not sure Cantrell knows ...
                      Nadya Cantrell
                      Quick Stats
                      Human MARS Mercenary Soldier (Former CS Military Specialist)
                      Bennies: 2/4
                      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 d8+2, Persuasion d8+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)
                      Adventure Cards: 20 Last Stand You and adjacent allies gain +2 Parry and Toughness until a Joker is dealt. 22 Better You Than Me Play when you are hit by an attack to cause an adjacent friend or foe to suffer the attack instead. 43 Arcane Inspiration A character with an Arcane Background can play this card to use one of his powers as a free action or to use a power he doesn't have. 1 Contact You find an old friend or acquaintance who might help you somehow, but may ask for a favor in return.

                      User avatar
                      Maximilian
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                      Posts: 573
                      Joined: Wed Mar 08, 2017 2:37 pm

                      Re: Part 3.2 SoD Xenith Base: Trapped in a Room

                      Post by Maximilian » Thu Jul 26, 2018 6:59 pm

                      Amazing Feats of Derring Do
                      Agility -4 to dodge dragon meat
                      1d12-4 = 4: 8

                      WD Agility
                      1d6-4 = -3: 1

                      Vigor -2 to resist stank
                      1d10-2 = 0: 2

                      WD Vigor
                      1d6-2 = 2: 4

                      Benny EE Vigor with Elan and prior
                      1d6+4 = 9: 5

                      Agility -2 to save some suckers
                      1d12-2 = 3: 5

                      Benny EE Agility with Elan and prior
                      1d6+5 = 10: 5

                      WD Agility
                      1d6-2 = 2: 4
                      Having just helped turn the guards into dead dragon meat, Max does a parkour tap dance on top of the now expanding bodies, bouncing back and forth between scaled legs and a hulking torso. The smell is unpleasant, but he's smelled Jude after a long, late night with that one girl of questionable morals / cleanliness. This barely gives him pause.
                      He scans the room one more time, hoping to get a bead on either Lyboc or the last guard. Instead, he spots Nicole Maverick, and she is most definitely not feeling well. Nearly crushed under the weight of lifeless dragon meat, the girl is struggling for intermittent gasps of putrid air. He dives towards her, catching an anti-toxin hypo on the way down. Deftly, he jams the lifesaving amp of antidote into the girl's arm. Satisfied the juice is doing what it's supposed to do, he reaches into the dead dragon muck and does his best to pull the lovely Maverick from her predicament. "See, Jude? One minute, you think I'm just a rabid dog who wants to blow your sister out of the sky. Now, here I am, saving her life. Guess I'm not such a bad dog after all, am I?" He winks, and continues working to pull Nicole free.
                      Maximilian
                      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
                      Weapons:
                      • 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
                      EP Ledger

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                      Jude Maverick
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                      Posts: 572
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                      Location: Chicago suburbs

                      Re: Part 3.2 SoD Xenith Base: Trapped in a Room

                      Post by Jude Maverick » Tue Jul 31, 2018 11:52 pm

                      Notice 6
                      Notice 1d8 = 6: 6
                      Wild 1d6 = 1: 1
                      Common Knowledge 3
                      Notice 1d12 = 2: 2
                      Wild 1d6 = 3: 3
                      ***
                      Agility 5
                      -4 difficulty
                      Agility 1d10-4 = 5: 9
                      Wild 1d6-4 = -2: 2
                      Nausea 9
                      -2 difficulty, +2 Brave
                      Vigor 1d12 = 9: 9
                      Wild 1d6 = 4: 4
                      Oh, this is disgusting! Jude thought as he dodged and leapt to avoid getting pinned by the expanding bodies of dead, diced dragons. “Nici!” Jude yelled as he lost sight of his sister. Where was she? He needed to get her the antitoxin!

                      Jude caught the applicator that Akaidia tossed to him, even as he saw the old cyber-knight. “Sir Merihk?” Jude gasped with surprise. Did that mean Lucretia…?

                      Jude vaulted over a piece of dragon flesh, sliding down the side, to see Max had already saved his sister.

                      “I am so setting you up with that dog girl you’re always drooling over,” Jude promised Max. “With me as your wingman, you’ll have puppies by next month. You got her?” Jude gave Nici a worried look.

                      Nici gave Jude a thumbs up. “Get that bastard Lyboc.”

                      “Not sure I can, sis. I think Cantrel salsaed him. But there is one getting away.”

                      Jude flipped the selector switch on his rifle as he ran to the balcony. He dropped to a knee and rested the rifle on the rail, aiming at the dragon that was trying to escape out of the cave entrance at the far end. It was a fairly difficult shot, and Jude wasn’t the best shooter. He also wasn’t sure he’d even be able to hurt the thing, but maybe he could piss it off enough that it would come back and one of the more combat capable members of the team could take him down.

                      Jude steadied his breathing, cleared his mind, and pulled the trigger.
                      Shooting 9; Raise
                      -2 range, offset by scope; -2 Snapfire, +2 size
                      Shooting 1d8 = 2: 2
                      Wild 1d6 = 6: 6
                      Ace 1d6+6 = 7: 1
                      Extra Effort 1d6+7 = 9: 2
                      Damage 16 AP 2 MD
                      Raise, AP2, MD
                      4d6 = 15: 1, 3, 6, 5
                      Ace 1d6+15 = 16: 1
                      Jude watched his shot catch the dragon just under the wing. The great beast’s flight wobbled slightly, but he continued on toward the mouth of the cave with not a scratch.

                      “Damn it!” Jude cursed.

                      ***
                      Conditions
                      Jude Maverick Character Sheet
                      Current Toughness: 8 + Battle Hardened clothes
                      Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
                      Battle Hardened: +2 Soak
                      Brave: +2 Fear
                      Command: +1 to troops recovering from being Shaken.
                      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: 38 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
                      Pistol Ammo: 16 (Spare clips: 2 x 16)
                      Bennies: 8/6
                      Adventure Cards:
                      • Joker's Gone Wild: Play this card to swap your initiative card with any Joker drawn for initiative.
                      • Get a Clue: Play this card for a clue from the Game Master for some advice or a hint on how to resolve a current predicament or problem.
                      • Ace: Play instead of rolling to make a trait test with a single automatic raise.
                      • Dressed to Kill: Your hero dresses up, is “on” for the night, or otherwise far more attractive or charismatic than usual. Add +4 to your Charisma for the duration of the current “scene.”


                      Mission Objectives
                      Investigate disappearance of Whykin. Question Hyperion corps about disappearance of Whykin. Save Whykin from poison.
                      Sent by temporal ghost Bane to Dweomer to retrieve the Valent Blade to cut Earth off from bad timey-wimey stuff caused by all the temporal mucking..
                      Get something that belongs to Lord Dunscon.
                      Trade caravan with dog boy crazies to Stormspire.
                      Jude Maverick
                      Jude Maverick, Seasoned Human MARS Vagabond
                      Parry: 6, Toughness: 13 (4)
                      Armor PPE: 15/15
                      Healing Stone PPE: 15/15
                      Rifle Ammo: 49
                      Spare clips 2 x 20 shots; 1 x 16 shots; 2 x 30 shots; 2 x 60 shots
                      Pistol Ammo: 16
                      Spare clips 2 x 16 shots
                      Combat Edges:
                      • Strong-Willed: +2 vs Tests of Will
                      • Danger Sense: Get a Notice roll to avoid surprise
                      • Brave: +2 Fear tests
                      • Elan: +2 on Benny rolls
                      Bennies: 10/6
                      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.
                      Edit Signature
                      All Characters: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig

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