Chapter 2: The Morning After

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Stoic
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Chapter 2: The Morning After

Post by Stoic » Fri Jul 27, 2018 8:50 pm

On the way back to the warehouse, you swing by the apartment building to pick up Danny. You get back and true to her word, Helga has already arranged for someone to drop off a package for you. She is clearly the type of person that gets things done quickly. You head into the warehouse and pull out four different wireless cards which can be attached to any standard computer. In addition to this, there are what appear to be badges with unique I.D. Numbers. Installing the wireless cards are easy. Anyone with even a minimal amount of computer knowledge (d4) will have a Net ID set up. You send Helga a message providing your return address and go to bed.

The Next morning anyone who has installed a net card in their computer finds their device to be blinking when they wake up. A Message. However when you log into the net it isn't quite what you expected. You see the following message in 80 pt font with random capitalization. The work of a true madman or madwoman


PEOPLE OF KINGSDALE!!! THE TIME HAS COME! RID OUR FINE CITIY OF IT'S DEE BEE SCUM AND JOIN UP WITH THE COALITION! THE BOMBS LAST NIGHT WERE A WARNING, THERE ARE PLENTY MOAR TO KOME! HEED OUR WORDS OR PAY THE CONSEQUENCES!!! - The Friends of the Skull

Underneath this is a standard skull done up in the style of the Coalition's familiar motiff


There is also a message from Helga, which was sent before the other message.

"Preliminary results indicate that the device was somewhat sophisticated. It appears to be a fusion block with small ball bearings epoxied to it, and the triggering mechanism was set to a timer that was initiated by a short range radio transmission. I have attached a 3 d image of the device, and we are examining it for any forensic evidence. Our initial probes don't bring up anything of note. I have also attached some security footage which we have not yet had time to analyze. Things are rather busy, but feel free to contact me via my Net ID (She provides a secure public key you can use to encrypt communications, which she insists you use if you want her to open any message) or via the previously discussed method. I suggest you get a public key as soon as possible so that we can communicate via the net. Please feel free to use the enclosed security badges. I insist that you act with the utmost discretion. I would appreciate if you would look into the bombing, another perspective would certainly be welcome.
OOC Comments
Investigating the bombings is a dramatic task. You will need to designate who the lead investigator is, and then each other member can assist them by rolling an appropriate skill. What skill is appropriate? You tell me. Do you use streetwise to chat people up to find out if they heard of anything odd? Go ahead and roll it. Did you use Knowledge: Battle to use your experience with setting ambushes to try to figure out how it might have been set up? Roll it. Please remember that a dramatic task is initially done at a -2. I will need every to roll a d4. A 1 is a Spade, a 2 is a Heart, a 3 is a Diamond and a 4 is a Club. If you roll a Club, you suffer from an additional -2 (total of -4) to your roll as a complication arises. Please describe what you are doing. You have five rounds to accumulate five successes, which shouldn't be a problem. As usual you can spend a benny to reroll or for an extra effort. Any questions or concerns, please ask in here or via Hangouts.
Investigating the bombings if of course, an option. You don't work for Helga it is merely a favor she is asking. Feel free to disregard this entirely if you'd like. If there is anything anyone wants to do in addition to, before, or instead of sleuthing, feel free to do so
GM Bennies 9/9
Wild Card Bennies ?

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Danny
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Joined: Sun Jun 10, 2018 2:51 pm

Re: Chapter 2: The Morning After

Post by Danny » Tue Jul 31, 2018 8:35 pm

Its hot down here in the dark Dump Pump of Kingsdale. Located on the corner of Neverwas and Mean Spleen. The smoke is acrid and blinding. The dim lights swaying too and fro gently reminded us of how tenuous our run of luck was. Something was wrong with the whole situation. The man hole cover pried loose most likely and set back down the wrong way... An amateur bomber at best, hot for hell and its pale horse. Too many unanswered questions from that night to let it slide by like a free form pubescent sound wave. Then there was the city wide memo. Get out D-bees... Lucky me, folks down here at the Asses End didn’t care what you looked like as long as you had something they wanted. These shot haired mamals got it wrong tonight, they had something I wanted. I wasn’t going to leave until their sweat stank mouth breathing bodies gave it to me. The chit chatter arround me only served to heighten my focus. Mr. Toke the CEO of the largest fusion block manufacter this side of the ‘sippi was down wind and to the left. He was hemoraging money from the start. The groups warehouse vs a silver tongue favor... Win, get me the name of who bought that fusion block and we are square. Loose you get a non descript warehouse complete with a cursed grackletooth love slave. Sorry Rika...

China Jade, marching chows, nine gates, progressive pongs, self-drawn, thirteen orphans, void suite... Void Suit fucks sake. Mr. Toke is litterally drooling at the possibility to having my enchanter friend on his arm while he sleeps in the posh commander center of our base. Better go for broke and let the beast loose. Flower tile you scrawny poindexter.

”Mahjong!” No way I could loose tonight.
Gambling 6 won 2.5k in creds
1d8 = 4: 4 wild 1d6 = 2: 2 benny ef 1d6+2 = 6: 4
1d4 = 4: 4
Danny Stat Block
Attributes: Agility d10(3), Smarts d8(1 FG,1), Spirit d6(1), Strength d8(2 race), Vigor d12(1 Race, 1FG, 1MARS, 1 advance)
Charisma: 0 (-4 with CS); Pace: 10 d10; Parry:5; Toughness:20(7); Strain: 0
Skills of Note: Notice d8, shooting d10, fighting d6, stealth d8
Edges of note: quick, level headed, improved level headed, deadshot, champion, elan, marksman, tail(extra action)
Hindrences:Curious, Doubting Thomas, Vengful(minor), Heroic, Stuff ain’t made for me, Issues with the cold
Bennies: 3/3
+1 hi post rate
-1 persuation in the GS
Armor Tx-11
  • +2 ranged attacks
  • 1d12+2 str
  • enviormental protection
  • take 2 hours to recharge 96 hours of continuous use
  • +2 pace(factored in)
  • 7 armor 3 toughness(factored in)
  • It also has built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision.
Weapon Gracklepack
KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item)
Image
The brain child of the KLS corporation, this rail gun design is a miniaturized version of the RG-14 Electromagnetic Mass Driver. It's flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
• Range: 125/250/500
• Damage: 3d10+5
• • In addition to other effects, characters wounded by this are at an additional -2 to heal their wounds due to the depleted uranium shell's innovative tearing design.
• AP: 15 (Goes through up to 12" of heavy steel plate)
• Rate of Fire: 1; Shooting is a full round action.
• Payload: Helical magazine containing 12 APDS rounds (Armor-Piercing Discarding Sabots)
Features:
• • Integrated laser targeting and advanced optics scope offsets two points of Range and/or Darkness penalties.
• Modifiers: Double the benefits of the Aim action.
• Weight: 20 lbs.
Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each.
Magic Heavenly Speaking Flute
A flute, often carved out of bamboo, bone or wood, with no obvious marks or signs to show it is special. Some Taoist and Shinto mystics create this item to facilitate communication with entities, ghosts and other spiritual beings. As such this item has many great powers but at its core it allows its user to potentially understand any language, especially those of the spiritual realm.
  • Base Item: Translator: functions as a universal translator allowing those that hold it to understand and speak the most common languages in North America, this magical flute operates with a d12+2 skill for most translation work. It can only operate with audio. Use the same process as for the cybernetic Language Translator to teach the system new languages.
  • Song of Heavenly Senses, Detect Arcana(Major)
    • Trappings: A heavenly song that sharpens the senses and reveals even supernatural evil within line of sight.
  • Song of Banishing, Banish (Major)
    • Trappings: A haunting Song that is highly unpleasant to demons and evil spirits. If successfully banished the creatures will not come back while the flute is played as if under the fear power. Goodly creatures gain a level of arcane resistance against this power.
  • Song of Spiritual Comfort (Minorx2): A Musician finds playing the music peaceful and serene. +2 spirit.
  • PPE: 10, uses agility or notice as the quality of the song played affects the powers.

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Lance
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Re: Chapter 2: The Morning After

Post by Lance » Tue Jul 31, 2018 9:27 pm

Hearts, Streetwise 12
Card Flip 1d4 = 2: 2 Hearts
Rolling Streetwise, specifically talking to other DogBoys and similar folk. +2 Charisma, +2 HJ bonus, no Outsider since he's sticking with his own kind.

Streetwise 1d6+2 = 7: 5
Wild Streetwise 1d6+2 = 7: 5
Extra Effort Benny Running Total 1d6+7 = 12: 5
.
Lance goes out after they receive the intel from Helga, and taps, not into the Net (though he already has an active chip for that), Huh, wonder when that happened? Perhaps the Lord of the Lake and Merlin forsaw my need. but rather, into a much older and more primal network--markings, here and there, discernable only to those with a heightened sense of smell. While some do still use the, ah, traditional method, it's not uncommon for the elevated canines to use artificial means, such as discretely smearing surfaces with pungent fruit or some rotten meat, instead, in deference to human sensibilities.

There's no straightforward intel from these scent-marks--they're really just signposts, to the best neighborhood for a newly arrived DogBoy or Wolfen to chat with his own kind. Muttville, they call it in Kingsdale--though never loud enough for a DogBoy to hear it. (The DogBoys know about the name, of course, but it's considered a challenge to actually say it to their face. Some DogBoys attempt every few years to 'reclaim' the M-word, but more stoic and conservative Canids always push back against the idea--and Lance is nothing if not old-fashioned.)

Technically, Muttville is outside the city limits, but only just barely--a large number of DogBoys, Wolfen and so forth have settled near the river-docks outside of town, along the Missouri river, the better for natural swimmers and heavy lifters to get work. As he rides into the area, Lance draws no small amount of attention--between his tabard and other archaic-styled gear, his cybernetic horse and his general air of knightly composure, he'd stand out almost anyplace.

Still, DogBoys know DogBoys. He buys a couple rounds of drinks at a local dive, and waits. Sure enough, someone eventually brings up the message on the Net. Everyone's on edge about the bombing, especially with the apparent involvement of human extremists.

Turning this to his advantage, he begins chatting. "You know, lads... This whole business isn't good for us, at all. After all, if the Coalition gains ascendancy here in Kingsdale, we won't be sent away like the D-Bees. We'll get the collars put back on us. Seems to me, it's in our best interest to sniff out the vile scoundrels responsible for this mess, let the local authorities put 'em down. Keep your nose out for demolitions material, and if you catch the scent, pass the word along." The conversation is repeated, several times, over the course of the day, variations on a theme--it's in the best interests of the DogBoys for this to be put to a stop; we have abilities the humans don't; we can tip the human authorities so they can deal with it, that way we don't get caught in a blast. Naturally, he has every intention of actually hunting down the miscreants himself, but best not to incite mob action just because someone caught whiff of a fireworks factory.
Lance
OOC Comments
Dog-Boy Techno-Warrior
Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d8
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 14 (6) [Juicer Plate]
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter, Trademark Weapon (Drill)
Hindrances: Code of Honor, Minor Delusion (Knighthood), Quirk (Faux-Courtly Speech), Outsider
Preferred Attacks:
  • Primary Attack: Drill, Fighting d12+6, Strength (d12) + 2d6 MD, AP 10, Reach 1 (if needed)
    Mounted Attack: Drill, Mounted Lance Mode, Fighting d12+6, Strength (d12) +2d6, AP 12, Reach 2
    Hard Target: Drill, Fighting d12+6, Strength (d12) +2d6 MD, Ignores Armor (Full Round Action, only vs. Vehicles/RA/Inanimate objects)
    Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
Cybernetics:
  • EDS, Optics Package, Core Electronics Package, Wilderness Scout Package, x2 Wired Skill Ports (4-step Fighting, Riding), HtH Reaction Wiring, Reinforced Frame, Cy-Wi Reflexes
Bennies: 3/3
  • Q4/18 Adventure Cards:
    Last Stand "Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt."
    Lucky Break "Play this card to completely negate the damage from one attack."
“Steed” (Heavy Warhorse with Cybernetics)
  • Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
  • Fighting d8; Notice d6
  • Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
  • Size +3
  • Kick: Strength +2d6 MD

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Tim Gates
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Re: Chapter 2: The Morning After

Post by Tim Gates » Fri Aug 03, 2018 12:41 pm

Investigation
Suit: 1d4 = 4: 4
Investigation: 1d6-4 = -3: 1
Wild Die: 1d6-4 = -3: 1
Tim tries to glean some insight by perusing through the tomes and textbooks that are available at the warehouse but is unable to find anything useful at all.

He then switches over to digging through the internet looking for any old news articles that might match the M.O. of the bomber but quickly gets waylaid by uploaded videos of boading ball tricks, and then ends up at some website titled Pornhub 2099.
Tim Gates, Ley Line Walker
Tim Gates, Human, Ley Line Walker
Pace: 6; Parry: 5; Toughness: 13 (7)
Combat-Relevant Edges & Abilities:
  • HJ Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • HJ Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • DS-2 TW Exploratory Armor (Patron Item)
    OOC Comments
    This suit of light armor is based off of a rare pre-rifts design of space exploration armor. A reclusive Techno-Wizard found a small cache of the suits on a trip to Dinosaur Swamp and modified them to make a hardy, land-based survival suit for exploration. Only a few dozen of these suits are known to exist, and somehow have come into the hands of adventurers.
    • +7 Armor
    • Strength increase of one die type.
    • Full Environment Protection
    • Integrated Multi-Optics suite with night and thermal vision mode for vision. It also can act as a pair of binoculars with a two-mile range. This digitally enhanced optic system provides infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. It also provides +2 on all ranged attacks.
    • HUD with all around cameras. Allows wearer to view 6 info or camera screens while still being able to see what is going on in front of them. This grants the Danger Sense Edge. If the character already has the Danger sense Edge, then it removes the -2 penalty to the Notice roll when using Danger Sense.
    • Built-In Radio Transceiver (20 mile range)
    • Multi-purpose Flight/Swim Mobility Pack: The flight pack has a two mobility modes. Each must be activated separately. In essence, they both use the Flight Power, but one is only usable underwater.
    • Outside of a ley line, DS-2 TW Exploratory Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (15 lb)
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20
Bennies: 4/3
Adventure Cards
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
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Johnny Jones
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Re: Chapter 2: The Morning After

Post by Johnny Jones » Sat Aug 04, 2018 3:58 am

Investigate (dramatic task) 18, Hearts
Suit 1d4 = 2: 2
Investigate 1d8+4 = 12: 8 Ace 1d8 = 6: 6
Wild Investigate 1d6-2 = -1: 1
After getting his cup of Earl Grey tea, Johnny boots up his field computer. “Lets see what we can find on the good old interwebs.” Johnny says to himself, cracking his knuckles. Leaning back in his chair and putting his feet up on his desk, Johnny activates his Telemechanics. Using the net chip he installed last night, he effortlessly traces the cryptic message he got from the Friends of the Skulls and finds any info he can about them.

Sipping his tea Johnny notices Tim intently staring at his own computer and asks “Looks like you found something interesting, whatcha got?”
Last edited by Johnny Jones on Sat Aug 04, 2018 4:34 am, edited 1 time in total.
Johnny Jones, Psi-Operator
Johnny Jones, Human, Psi-Operator
Charisma: 2; Pace: 6; Parry: 2; Toughness: 5
Combat-Relevant Edges & Abilities:
  • Nerves of Steel: Ignore 1 point of wound penalties.
  • ED-5 “Plastic-Man” Light Security Armor: +4 Armor, no Strength Minimum.
  • Vibro-Knife: Str+d6 MD, AP 4
Wounds: 0/3; Fatigue: 0/2; ISP: 30/30
Bennies: 4/4
Adventure Cards
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.

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Sig
Posts: 41
Joined: Mon May 28, 2018 5:41 am

Re: Chapter 2: The Morning After

Post by Sig » Sat Aug 04, 2018 4:10 am

Notice 4
Notice 1d6 = 4: 4
Wild 1d6 = 1: 1
Common Knowledge 10
Smarts 1d6 = 6: 6
Ace 1d6+6 = 7: 1
Wild 1d6 = 6: 6
Ace 1d6+6 = 10: 4
***

When they returned to the warehouse and found Helga’s package, Sig had someone better with computers than him install his wireless access card into the mini-computers in his armor so he could access it via HUD and voice control.

Finding a broadcast message from a Coalition terrorist wasn’t exactly the first thing Sig expected to see when he checked his computer.

“Heh,” Sig laughed. “He spelled it wrong. It’s B-O-M-S.”

Sig read the note from Helga about her preliminary investigation and her desire for them to take a look at things.

“So can we stop at Big Dino Burger on the way for breakfast?” the big grackle asked as he suited up in his heavy armor.
Complication roll 2; Heart
1d4 = 2: 2
There was a Big Dino Burger on the corner where the explosion happened, so Sig stopped in and ordered a Bronto Breakfast. He came out with his helmet hooked to his belt, munching on a breakfast burrito the size of his prodigious hand. The street was still blocked off by police tape. An officer came to stop him, and Sig nearly stepped on him before he noticed.

“Sorry, brah. Didn’t see ya. Here.” He flashed the security badge Helga had given the team last night. It was enough to get him into the crime scene.

Sig went to the manhole cover and stood over it, looking down. “Okay if I touch, brah?” Sig asked.

“Uhm, sure. CSI was here and over it already.”

“Bonzai!” Sig said, delighted. He hooked a finger into the manhole and lifted it out, studying the layout of the sewer beneath. Then Sig went over to the police car.

He stopped and knelt down. There was something beneath the blown out tire, easy to miss. Sig lifted the entire back end of the car up and pulled it out, studying it.
K. Electronics 4; 1 success
-2 difficulty
K. Electronics 1d6-1 = 2: 3
Wild 1d6-1 = 4: 5
“Huh,” Sig mused. “Detonator. Could have prints. Might be able to find something. Oi! Brah! Bring me an evidence bag!”

***
Conditions
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Bennies: 5/4
Adventure Card:
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Hammer: 8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
Ion Pistol: 20/20 x 2 reloads (20)
IRMS: 4/4
First Aid Kit: 3/3
Rations: 14
Bennies: 5/4
Adventure Card:
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
  • Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Sidearm (hip): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Shopping list
Hand scanner
Stun grenades
Smoke grenades
EMP grenades

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Tsuchiya Rika
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Re: Chapter 2: The Morning After

Post by Tsuchiya Rika » Sat Aug 04, 2018 12:18 pm

The team decides to investigate the bombing for Helga. After some discussion, it is decided that Rika would take point in the investigation. Hunting for Kami and other supernatural entities involves a lot of investigating, and Rika was good at the job. The fact that she previously led her own team only strengthens her position.

The last time she was in a leadership role, it ended terribly for (possibly) everyone but herself. She has no idea what happened to the remnants of her team - the ones who are not possessed or dead. She takes a moment to clear her mind, "I can do this. This team is at least as capable as my previous one. I'm only leading them in an investigation, anyhow. It will be ok."

"Very well. Relay or physically bring any findings to the command center. Do not overlook anything, no matter how small. If it attracts your attention - trust your gut and trust me to connect the dots," Rika tells the team.

She looks around her and pauses at Tim. He had already started his own investigation, but into what she was not sure. Rika scolds him, "Tim, I said listen to your gut. Please take personal...affairs such as this into your quarters in the future. Now, could we please begin the investigation?"

Rika logs into a computer in the command room and politely asks Johnny to show her how the local intranet works and how to access it. Once she is caught up, she begins reviewing the information already on hand and searching for anything online which might be relevant. Once Danny reports in his findings, she takes a few notes on a piece of paper and examines what she already knows, but does not question how he got this information out of someone like Mr. Toke.

Lance's Dog Boy connection proves highly invaluable - their senses are much more advanced than humans and see much that might otherwise be overlooked. She adds the relevant bits to her notepad along with the relevant information that keeps flashing up on her screen from Johnny's technomechanics.

The final piece of the puzzle, the detonator from the crime scene, arrives just in time for Rika to definitively piece some things together...
Suit - Hearts, Investigation 21, -1 Benny
Suit: 1d4 = 2: 2 - Hearts.
Investigation: 1d8+9 = 12: 3
Wild: 1d8+9 = 17: 8 (Rolled the wrong die type; Stoic said to consider it a 1d6 with a result of 6, acing as a 1d6)
Ace: 1d6+15 = 16: 1
Extra Effort: 1d6+16 = 21: 5
Tsuchiya Rika, M.A.R.S Rogue "Enchantress"
Rika, Human Exorcist
Pace: 6; Parry: 5(0) Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arcane Resistance: +2 Armor vs damaging Magic/Psionics and +2 to Trait rolls to resist opposing powers (Friendly powers are at -2) (+3/-3 total from Patron Item)
    Battle Hardened: +2 to Soak rolls
    FEP: Fully sealed systems; Self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems)
    Master Exorcist: First raise on Spellcasting reduces PPE cost by 2, and by 1 per additional raise
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 15: Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
  • 36: Power Surge - Immediately recover all spent Power Points.
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Stoic
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Re: Chapter 2: The Morning After

Post by Stoic » Mon Aug 06, 2018 4:17 pm

Mr. Toke watches with fascination and then horror as Danny impossibly puts together a Mahjong. He must have underestimated the grackle tooth, and now he's obligated to deal the dirt. He pulls Danny aside, and after throwing back a double scotch and soda he looks around to make sure they're alone. "This can't go anywhere, but one of our more unpopular customers, the folks over in Whykin, recently came to us on behalf of their Coalition friends. It seems they were in a sudden unexpected need for a gross of medium blocks. They paid with secured credits, no tariff. I was down on the tables a few hundred k, so they had me over a barrel. I had to do it or I'd lose my thumbs...Man, I woulda loved to meet Rika though, if she's half as lovely as you say she is..."

Lance finds himself amongst friendly dogs and eventually is steered toward on in particular. A Daschung Dog by named Pete, who was a smuggler. "The problem isn't setting a bomb off, says Pete, "The problem is getting a bomb into the city at all. Sure there are mines and quarries outside of town, but it's a definite no-no to bring any explosives in town, punishable by hard labor. Hard labor if you're lucky and can pay a huge fine that is. There are ways though. Pete pulls up a map on his minicomputer and after a few swift commands an overlay of a network of underground tunnels pops up. "These aren't exactly unknown to the right sort of mu...dog, or even person. But if I wanted to smuggle a bomb in, that's how I'd do it.'

Sig causes wide eyes as he pops the manhole cover off like it was a feather. He glances in and sees... nothing. When he peeks back out he happens to see something very interesting. The Detanator He goes to grab it but is bothered by something. Feeling the need to look again, he pops his head underground again and sees a strange box affixed to the top of the tunnel. He barks at one of the police milling about and the young lady goes into the access, eventually scraping the epoxy off with a vibro knife. Sig takes it back and after a bit of research realizes that what he's holding is a radio transmitter. He puts it together and lets Rika know that when the police car went over the manhole it not only set the bomb off but probably sent a signal to the other device in the waste bin

Tim tries his best, he really does. But after searching the magical tomes for a spell to retrace someone's steps, he gives up. He heads over to the computer set up for the group and accesses the camera feed. While doing so he notices that there is a search engine and quickly types in a few search terms that might get him arrested. He flips back and forth through the video feed and the other site and is startled when Johnny abruptly returns to the warehouse, accidentally deleting several hours of footage as he tries desperately to shut down the other tab

Johnny is a consummate professional. He neatly organizes the footage while sipping away at his tea. what's that on the keyboard? He frowns as he notices several hours are missing, but is able to link up to Helga's original e-mail and redownloads it. He eventually pins down a figure wearing a dark robe drop what can only be a bomb into the trash can. After a few quick keystrokes, he tracks the figure back to the gates of the city. He notes how odd it is that none of the guards appears to acknowledge the figure in any way. He makes a list of notable moments on the timecode, then goes back to tackling the other issue. Who hacked the e-mail system? Whoever did it is no match for Johnny Jones as he quickly is able to get a location amongst the city grid where the message was sent from.

Rika oversees the operation, messaging egos when necessarily, synthesizing the information into a cohesive narrative. She comes up with two conclusions. The person who dropped the bomb in the trash can is almost certainly using some mystical ability to avoid being seen. And secondly, they can not have done it alone but must have had an accomplice set up the other end in the sewer system. Whether or not this person is the same person as the hacker is unknown. After placing the devices the robed figure went into a busy shopping center and most likely changed clothing, mixing into the departing crowd.
OOC Comments
The group has a few options (unlimited, really) as to what to do next. What would you like to do? Track down the location the message was sent from? Investigate the sewers? Interrogate the guards and see if there was perhaps some collusion or just sheer magical deception? feel free to post ideas in either this thread or in the hangout. As always ask me if you have any questions/need clarification
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Danny
Posts: 46
Joined: Sun Jun 10, 2018 2:51 pm

Re: Chapter 2: The Morning After

Post by Danny » Mon Aug 06, 2018 7:15 pm

Bill and his pornhub 2099, JJ’s interweb locale, Sig’s one eye find, Lance’s Friends, Rika’s filter, and a gross of MFers on the loose. Devil’s Ass and the corner of Sugar Water is where we are at. Two options Rika said, but really what strikes me is how much Mr. Toke was unwilling to share and how much he was intrigued by Rika. Perhaps a diner date at his house could be arranged...

Danny blinks slowly chewing on a stick of hairless BBQ meat. He scratches his eye patch moving it to the other side and swollows. ” Ok, I got this outside chance thought. I got a lead on someone that knows whose hands a gross of fusion blocks were delivered too. I couldn’t get specifics out of him, but he has a keen interest in Rika, more than keen. We need a multitude of folks doing many things. First you'd need a team leader. Then the guy who knows how to get past any locked door, and the woman with the uncanny photographic memory. Then you'd need to find an explosives expert, a computer genius, and someone who can charm his or her way into anything. Security is extreme, windows of opertunity tight, and finally we will need someone to retrive the package: a real ball wall smasher. I got a feeling this guy knows much much more than he is letting on. Or I guess we could go sloshing through the sewers...” Danny smacks his lips and takes a bite out of some small animals BBQ head sitting comfy like on a pike.
Danny Stat Block
Attributes: Agility d10(3), Smarts d8(1 FG,1), Spirit d6(1), Strength d8(2 race), Vigor d12(1 Race, 1FG, 1MARS, 1 advance)
Charisma: 0 (-4 with CS); Pace: 10 d10; Parry:5; Toughness:20(7); Strain: 0
Skills of Note: Notice d8, shooting d10, fighting d6, stealth d8
Edges of note: quick, level headed, improved level headed, deadshot, champion, elan, marksman, tail(extra action)
Hindrences:Curious, Doubting Thomas, Vengful(minor), Heroic, Stuff ain’t made for me, Issues with the cold
Bennies: 3/3
+1 hi post rate
-1 persuation in the GS
Armor Tx-11
  • +2 ranged attacks
  • 1d12+2 str
  • enviormental protection
  • take 2 hours to recharge 96 hours of continuous use
  • +2 pace(factored in)
  • 7 armor 3 toughness(factored in)
  • It also has built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision.
Weapon Gracklepack
KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item)
Image
The brain child of the KLS corporation, this rail gun design is a miniaturized version of the RG-14 Electromagnetic Mass Driver. It's flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
• Range: 125/250/500
• Damage: 3d10+5
• • In addition to other effects, characters wounded by this are at an additional -2 to heal their wounds due to the depleted uranium shell's innovative tearing design.
• AP: 15 (Goes through up to 12" of heavy steel plate)
• Rate of Fire: 1; Shooting is a full round action.
• Payload: Helical magazine containing 12 APDS rounds (Armor-Piercing Discarding Sabots)
Features:
• • Integrated laser targeting and advanced optics scope offsets two points of Range and/or Darkness penalties.
• Modifiers: Double the benefits of the Aim action.
• Weight: 20 lbs.
Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each.
Magic Heavenly Speaking Flute
A flute, often carved out of bamboo, bone or wood, with no obvious marks or signs to show it is special. Some Taoist and Shinto mystics create this item to facilitate communication with entities, ghosts and other spiritual beings. As such this item has many great powers but at its core it allows its user to potentially understand any language, especially those of the spiritual realm.
  • Base Item: Translator: functions as a universal translator allowing those that hold it to understand and speak the most common languages in North America, this magical flute operates with a d12+2 skill for most translation work. It can only operate with audio. Use the same process as for the cybernetic Language Translator to teach the system new languages.
  • Song of Heavenly Senses, Detect Arcana(Major)
    • Trappings: A heavenly song that sharpens the senses and reveals even supernatural evil within line of sight.
  • Song of Banishing, Banish (Major)
    • Trappings: A haunting Song that is highly unpleasant to demons and evil spirits. If successfully banished the creatures will not come back while the flute is played as if under the fear power. Goodly creatures gain a level of arcane resistance against this power.
  • Song of Spiritual Comfort (Minorx2): A Musician finds playing the music peaceful and serene. +2 spirit.
  • PPE: 10, uses agility or notice as the quality of the song played affects the powers.

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Tim Gates
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Posts: 46
Joined: Fri Jun 29, 2018 8:21 pm

Re: Chapter 2: The Morning After

Post by Tim Gates » Thu Aug 09, 2018 10:13 pm

"I say we go to where that message came from and see if we can get in there and maybe access the computer system there and see if we can find out who this person is, or who they might be linked to." Tim says as he closes 20 tabs and deletes the browsing history from the warehouses computers.

"I'm finished with my research." he says as he stands up and walks away from the computer console.

"But if there's one thing I'm sure of it's that we shouldn't split up. I've been in many other groups that have ended disastrously once people started splitting up. I even knew a guy that decided to go exploring on his own and ended up getting ripped in half by a freakin' ogre."
Tim Gates, Ley Line Walker
Tim Gates, Human, Ley Line Walker
Pace: 6; Parry: 5; Toughness: 13 (7)
Combat-Relevant Edges & Abilities:
  • HJ Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • HJ Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • DS-2 TW Exploratory Armor (Patron Item)
    OOC Comments
    This suit of light armor is based off of a rare pre-rifts design of space exploration armor. A reclusive Techno-Wizard found a small cache of the suits on a trip to Dinosaur Swamp and modified them to make a hardy, land-based survival suit for exploration. Only a few dozen of these suits are known to exist, and somehow have come into the hands of adventurers.
    • +7 Armor
    • Strength increase of one die type.
    • Full Environment Protection
    • Integrated Multi-Optics suite with night and thermal vision mode for vision. It also can act as a pair of binoculars with a two-mile range. This digitally enhanced optic system provides infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. It also provides +2 on all ranged attacks.
    • HUD with all around cameras. Allows wearer to view 6 info or camera screens while still being able to see what is going on in front of them. This grants the Danger Sense Edge. If the character already has the Danger sense Edge, then it removes the -2 penalty to the Notice roll when using Danger Sense.
    • Built-In Radio Transceiver (20 mile range)
    • Multi-purpose Flight/Swim Mobility Pack: The flight pack has a two mobility modes. Each must be activated separately. In essence, they both use the Flight Power, but one is only usable underwater.
    • Outside of a ley line, DS-2 TW Exploratory Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (15 lb)
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20
Bennies: 4/3
Adventure Cards
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
Edit Signature

User avatar
Sig
Posts: 41
Joined: Mon May 28, 2018 5:41 am

Re: Chapter 2: The Morning After

Post by Sig » Fri Aug 10, 2018 12:48 am

Notice 8
Notice 1d6 = 6: 6
Ace 1d6+6 = 8: 2
Wild 1d6 = 5: 5
Common Knowledge 3
Smarts 1d6 = 3: 3
Wild 1d6 = 2: 2
***

Sig leaned back on a specially built grackle Laz-E-Boy in front of the entertainment center. It had a hole for his tail. He flipped through the Kingsdale television channels. “We’ve got a direct lead on the explosives,” he said. “I say we follow that. Oh! Jeopardy!”

***
Conditions
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Bennies: 5/4
Adventure Card:
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Hammer: 8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
Ion Pistol: 20/20 x 2 reloads (20)
IRMS: 4/4
First Aid Kit: 3/3
Rations: 14
Bennies: 5/4
Adventure Card:
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
  • Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Sidearm (hip): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Shopping list
Hand scanner
Stun grenades
Smoke grenades
EMP grenades

User avatar
Lance
Posts: 48
Joined: Fri Jun 29, 2018 9:25 pm

Re: Chapter 2: The Morning After

Post by Lance » Fri Aug 10, 2018 7:47 am

Lance considers. "It is clear to me that these sewers are in need of a proper scouring, eh what? If nothing else, if we exploreth them a bit more, we may be able to telleth our contact where the authorities should bolster their patrols. Although I agree that dealing with the explosives that have already come in are a priority--that seems to be our strongest lead. If we are to not spliteth the company to separate tasks, then I would ask if, while we are moving about, tracing the explosives, our computer experts could isolate the origin of the message."
Lance
OOC Comments
Dog-Boy Techno-Warrior
Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d8
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 14 (6) [Juicer Plate]
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter, Trademark Weapon (Drill)
Hindrances: Code of Honor, Minor Delusion (Knighthood), Quirk (Faux-Courtly Speech), Outsider
Preferred Attacks:
  • Primary Attack: Drill, Fighting d12+6, Strength (d12) + 2d6 MD, AP 10, Reach 1 (if needed)
    Mounted Attack: Drill, Mounted Lance Mode, Fighting d12+6, Strength (d12) +2d6, AP 12, Reach 2
    Hard Target: Drill, Fighting d12+6, Strength (d12) +2d6 MD, Ignores Armor (Full Round Action, only vs. Vehicles/RA/Inanimate objects)
    Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
Cybernetics:
  • EDS, Optics Package, Core Electronics Package, Wilderness Scout Package, x2 Wired Skill Ports (4-step Fighting, Riding), HtH Reaction Wiring, Reinforced Frame, Cy-Wi Reflexes
Bennies: 3/3
  • Q4/18 Adventure Cards:
    Last Stand "Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt."
    Lucky Break "Play this card to completely negate the damage from one attack."
“Steed” (Heavy Warhorse with Cybernetics)
  • Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
  • Fighting d8; Notice d6
  • Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
  • Size +3
  • Kick: Strength +2d6 MD

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Tsuchiya Rika
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Diamond Patron
Posts: 36
Joined: Wed Jun 20, 2018 10:04 am

Re: Chapter 2: The Morning After

Post by Tsuchiya Rika » Sat Aug 11, 2018 1:45 pm

"Searching the sewers does not sound pleasant. I could remotely scour them, but I would need someone to assist me. I would need better awareness and possibly knowledge of tracking. It would be beneficial to have the ability to see in the dark, as well, if anyone has such a gift," Rika says.

She considers her options a moment before continuing, "Barring assistance, physically searching the sewers would be required. It may also be worthwhile to know what this Mr. Toke knows and isn't telling, but I am not a negotiator. Could Johnny link our minds together with his abilities? I could allow one better suited to the task speak for me."
Tsuchiya Rika, M.A.R.S Rogue "Enchantress"
Rika, Human Exorcist
Pace: 6; Parry: 5(0) Toughness: 17(8)
Combat-Relevant Edges & Abilities:
  • Arcane Resistance: +2 Armor vs damaging Magic/Psionics and +2 to Trait rolls to resist opposing powers (Friendly powers are at -2) (+3/-3 total from Patron Item)
    Battle Hardened: +2 to Soak rolls
    FEP: Fully sealed systems; Self-contained breathing; immunity to temperature extremes, radiation, vacuum, poisons, and disease; and other self-regulating life support systems)
    Master Exorcist: First raise on Spellcasting reduces PPE cost by 2, and by 1 per additional raise
Wounds: 0/3; Fatigue: 0/2; PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 15: Sudden Death - Your hero must do or say something that gives his foes pause. All foes within 12” lose their next action.
  • 36: Power Surge - Immediately recover all spent Power Points.
Edit Signature

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Ulithrax
Posts: 43
Joined: Tue Aug 07, 2018 8:51 pm

Re: Chapter 2: The Morning After

Post by Ulithrax » Sat Aug 11, 2018 2:02 pm

Arvalis relays some of the current discussion to Ulithrax. Ulithrax shakes his head and replies. "I believe it is worthwhile to investigate underground. Our quarry can go no deeper. Whatever must be discovered can be flushed into the light from there." Arvalis nods, and relays the suggestion. He also offers his own input. "I could stay behind and do some footwork by computer, but that leaves Ulithrax unable to communicate unless Rika goes too. I'm no stranger to the sewers here. I'm game."
Ulithrax
Ulithrax
Bennies: 3
Wounds / Fatigue: 0 / 0
Parry: 6
Toughness: 11 (4)
Edges: Wizard, HJ PPE conservation
Weapon in hand: Staff of Defense
Weapon in offhand: Wand of Domination
Adventure Card:
Edit Sig
Arvalis
Arvalis
Bennies: 2
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 12 (5)
Edges: Quick, Elan
Weapon in hand: JA-11

User avatar
Danny
Posts: 46
Joined: Sun Jun 10, 2018 2:51 pm

Re: Chapter 2: The Morning After

Post by Danny » Sat Aug 11, 2018 2:24 pm

Danny nods and echoes the shifter, ” I agree, Ultirax. Best to get down now before the trail gets too cold.” He twirls his heavenly enchanted flute in one hand while his other and tail loads his gear and grabs his helmet.
” Lets roll out... Sig you say you got the lead? On your mark then pal.”
Danny Stat Block
Attributes: Agility d10(3), Smarts d8(1 FG,1), Spirit d6(1), Strength d8(2 race), Vigor d12(1 Race, 1FG, 1MARS, 1 advance)
Charisma: 0 (-4 with CS); Pace: 10 d10; Parry:5; Toughness:20(7); Strain: 0
Skills of Note: Notice d8, shooting d10, fighting d6, stealth d8
Edges of note: quick, level headed, improved level headed, deadshot, champion, elan, marksman, tail(extra action)
Hindrences:Curious, Doubting Thomas, Vengful(minor), Heroic, Stuff ain’t made for me, Issues with the cold
Bennies: 3/3
+1 hi post rate
-1 persuation in the GS
Armor Tx-11
  • +2 ranged attacks
  • 1d12+2 str
  • enviormental protection
  • take 2 hours to recharge 96 hours of continuous use
  • +2 pace(factored in)
  • 7 armor 3 toughness(factored in)
  • It also has built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision.
Weapon Gracklepack
KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item)
Image
The brain child of the KLS corporation, this rail gun design is a miniaturized version of the RG-14 Electromagnetic Mass Driver. It's flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
• Range: 125/250/500
• Damage: 3d10+5
• • In addition to other effects, characters wounded by this are at an additional -2 to heal their wounds due to the depleted uranium shell's innovative tearing design.
• AP: 15 (Goes through up to 12" of heavy steel plate)
• Rate of Fire: 1; Shooting is a full round action.
• Payload: Helical magazine containing 12 APDS rounds (Armor-Piercing Discarding Sabots)
Features:
• • Integrated laser targeting and advanced optics scope offsets two points of Range and/or Darkness penalties.
• Modifiers: Double the benefits of the Aim action.
• Weight: 20 lbs.
Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each.
Magic Heavenly Speaking Flute
A flute, often carved out of bamboo, bone or wood, with no obvious marks or signs to show it is special. Some Taoist and Shinto mystics create this item to facilitate communication with entities, ghosts and other spiritual beings. As such this item has many great powers but at its core it allows its user to potentially understand any language, especially those of the spiritual realm.
  • Base Item: Translator: functions as a universal translator allowing those that hold it to understand and speak the most common languages in North America, this magical flute operates with a d12+2 skill for most translation work. It can only operate with audio. Use the same process as for the cybernetic Language Translator to teach the system new languages.
  • Song of Heavenly Senses, Detect Arcana(Major)
    • Trappings: A heavenly song that sharpens the senses and reveals even supernatural evil within line of sight.
  • Song of Banishing, Banish (Major)
    • Trappings: A haunting Song that is highly unpleasant to demons and evil spirits. If successfully banished the creatures will not come back while the flute is played as if under the fear power. Goodly creatures gain a level of arcane resistance against this power.
  • Song of Spiritual Comfort (Minorx2): A Musician finds playing the music peaceful and serene. +2 spirit.
  • PPE: 10, uses agility or notice as the quality of the song played affects the powers.

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Johnny Jones
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Bronze Patron
Posts: 27
Joined: Wed Jun 27, 2018 1:50 am

Re: Chapter 2: The Morning After

Post by Johnny Jones » Sun Aug 12, 2018 11:02 am

“I agree with Tim, we should go investigate that message but looks like everyone wants to go to the sewers. Tim and I can go check out the message, while you guys go check out the sewers but then again I really don't want to be ripped in half by an ogre. Can they even do that? Anyways, I marked the location on the map.”

“Let me know what you want to do Tim. We can go to the sewers if you don't want to split the party. In the meantime, I'm gonna grab Muberus and gear up.” Grabbing his field computer, Johnny walks to his quarters, loads his computer and gear into his pack and starts donning his armor.
Tsuchiya Rika wrote:"It may also be worthwhile to know what this Mr. Toke knows and isn't telling, but I am not a negotiator. Could Johnny link our minds together with his abilities? I could allow one better suited to the task speak for me."
As Johnny is getting his armor on he says to Rika “Don't know if that'll work. Maxxx used to tell me "persuasion is more visceral than just saying the right things." But who knows, it might be fun, we can give it a try it if you want.”
Johnny Jones, Psi-Operator
Johnny Jones, Human, Psi-Operator
Charisma: 2; Pace: 6; Parry: 2; Toughness: 5
Combat-Relevant Edges & Abilities:
  • Nerves of Steel: Ignore 1 point of wound penalties.
  • ED-5 “Plastic-Man” Light Security Armor: +4 Armor, no Strength Minimum.
  • Vibro-Knife: Str+d6 MD, AP 4
Wounds: 0/3; Fatigue: 0/2; ISP: 30/30
Bennies: 4/4
Adventure Cards
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • Once More With Feeling: Play to take any one Adventure Card from the discard pile.

User avatar
Tim Gates
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Diamond Patron
Posts: 46
Joined: Fri Jun 29, 2018 8:21 pm

Re: Chapter 2: The Morning After

Post by Tim Gates » Mon Aug 13, 2018 8:40 pm

Johnny Jones wrote:“...I really don't want to be ripped in half by an ogre. Can they even do that?”
"Yeah, they can." Tim says as he looks away and shakes his head. "If you saw what happened to Quantos the Dick in his last moments, you would have nightmares too."
Johnny Jones wrote:“Let me know what you want to do Tim. We can go to the sewers if you don't want to split the party. In the meantime, I'm gonna grab Muberus and gear up.”
"I say we all stick together. Hitting the sewers is fine, we might be able to find some good clues that can help us later when we track that message. I just hope there isn's a brick shit house down there."

Tim get's all his gear ready, and is ready to move out.
Tim Gates, Ley Line Walker
Tim Gates, Human, Ley Line Walker
Pace: 6; Parry: 5; Toughness: 13 (7)
Combat-Relevant Edges & Abilities:
  • HJ Magic and Mysticism (18): Your hero gains +2 damage when using direct damage spells and TW weapons.
  • HJ Magic and Mysticism (17): All damage-dealing spells do Mega Damage, and ones which normally do Mega Damage gain +5 AP
  • DS-2 TW Exploratory Armor (Patron Item)
    OOC Comments
    This suit of light armor is based off of a rare pre-rifts design of space exploration armor. A reclusive Techno-Wizard found a small cache of the suits on a trip to Dinosaur Swamp and modified them to make a hardy, land-based survival suit for exploration. Only a few dozen of these suits are known to exist, and somehow have come into the hands of adventurers.
    • +7 Armor
    • Strength increase of one die type.
    • Full Environment Protection
    • Integrated Multi-Optics suite with night and thermal vision mode for vision. It also can act as a pair of binoculars with a two-mile range. This digitally enhanced optic system provides infrared overlays, crosshair targeting, and real-time digital output of distance and estimated travel times to targeted locations. It also provides +2 on all ranged attacks.
    • HUD with all around cameras. Allows wearer to view 6 info or camera screens while still being able to see what is going on in front of them. This grants the Danger Sense Edge. If the character already has the Danger sense Edge, then it removes the -2 penalty to the Notice roll when using Danger Sense.
    • Built-In Radio Transceiver (20 mile range)
    • Multi-purpose Flight/Swim Mobility Pack: The flight pack has a two mobility modes. Each must be activated separately. In essence, they both use the Flight Power, but one is only usable underwater.
    • Outside of a ley line, DS-2 TW Exploratory Armor requires 1 Power Point per hour to function; without this, the weight quadruples, the Armor value drops to +3, and no other functions work. (15 lb)
Wounds: 0/3; Fatigue: 0/2; PPE: 20/20
Bennies: 4/3
Adventure Cards
  • Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt.
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User avatar
Lance
Posts: 48
Joined: Fri Jun 29, 2018 9:25 pm

Re: Chapter 2: The Morning After

Post by Lance » Mon Aug 13, 2018 8:52 pm

Lance gears up for the trip to the sewers, as well, and opts to bring his rocket-launcher, this time, though he leaves Steed in the stable/garage, since there's unlikely to be adequate headroom in there for riding, in any case. Once he is all set, he simply waits for the others; he has the map, after all, and his nose is sure to lead them wherever they need to be.
Lance
OOC Comments
Dog-Boy Techno-Warrior
Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d8
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 14 (6) [Juicer Plate]
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter, Trademark Weapon (Drill)
Hindrances: Code of Honor, Minor Delusion (Knighthood), Quirk (Faux-Courtly Speech), Outsider
Preferred Attacks:
  • Primary Attack: Drill, Fighting d12+6, Strength (d12) + 2d6 MD, AP 10, Reach 1 (if needed)
    Mounted Attack: Drill, Mounted Lance Mode, Fighting d12+6, Strength (d12) +2d6, AP 12, Reach 2
    Hard Target: Drill, Fighting d12+6, Strength (d12) +2d6 MD, Ignores Armor (Full Round Action, only vs. Vehicles/RA/Inanimate objects)
    Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
Cybernetics:
  • EDS, Optics Package, Core Electronics Package, Wilderness Scout Package, x2 Wired Skill Ports (4-step Fighting, Riding), HtH Reaction Wiring, Reinforced Frame, Cy-Wi Reflexes
Bennies: 3/3
  • Q4/18 Adventure Cards:
    Last Stand "Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt."
    Lucky Break "Play this card to completely negate the damage from one attack."
“Steed” (Heavy Warhorse with Cybernetics)
  • Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
  • Fighting d8; Notice d6
  • Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
  • Size +3
  • Kick: Strength +2d6 MD

User avatar
Sig
Posts: 41
Joined: Mon May 28, 2018 5:41 am

Re: Chapter 2: The Morning After

Post by Sig » Wed Aug 15, 2018 12:33 am

Notice 10
Notice 1d6 = 5: 5
Wild 1d6 = 6: 6
Ace 1d6+6 = 10: 4
Common Knowledge 5
Smarts 1d6 = 5: 5
Wild 1d6 = 1: 1
***

Sig hauled himself out of his Lay-Z-Grackle and headed for his quarters, suiting up. He returned with the clunk of a heavily armored warrior, his combat hammer hanging at his hip.

“Sewers it is then,” Sig said. “Toke will wait. So will the location of the signal, I guess. I hope.”

***
Conditions
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Bennies: 5/4
Adventure Card:
  • Enemy: Play at the beginning of the game session. A villain of the GM’s choice becomes your character’s sworn enemy and you may not soak wounds caused directly by him. Starting now, you draw an extra Adventure Card each game session until the enemy is “retired.”
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Hammer: 8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
Ion Pistol: 20/20 x 2 reloads (20)
IRMS: 4/4
First Aid Kit: 3/3
Rations: 14
Bennies: 5/4
Adventure Card:
  • Noble Sacrifice: Play when an adjacent ally suffers damage. You suffer the damage instead.
  • Folk Hero: Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Sidearm (hip): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Shopping list
Hand scanner
Stun grenades
Smoke grenades
EMP grenades

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