2.2 New Alamo: The After Party

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KahlessNestor
Posts: 159
Joined: Thu Feb 15, 2018 4:02 am

2.2 New Alamo: The After Party

Post by KahlessNestor » Wed Sep 12, 2018 4:54 am

Date: September 19, 109 PA
Time: 0200
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 1

***

Plenty of alcohol flowed that evening, thanks to Whiskey Pete, who made frequent trips back to the Big Boss for fresh crates of booze. The impromptu welcome party went late, but then most of the residents turned in to bed, with a small force left guarding the gate and the walls. The Trailblazers were shown to their small rooms in the cyber-knight barracks or the Magdalena convent, though Nazo opted for a place in the church bell tower and Ryder to sleep out in the Mountaineer. Toad was put up in the large garage/barn.
Instructions
  • If you have any Fatigue left over from the trip, this isn’t gone yet (you need a full night’s sleep). Same with Wounds (outside Golden Hour), unless you got them taken care of via Greater Healing.
  • You partied hard! Make a Vigor roll for drunkenness. On a failure, you are Fatigued (-1). On a critical fail, you are shitfaced and Exhausted (-2). This cannot Incapacitate you. Ashley and Karsk exempt, because she made it very clear she was a teetotaler and he used his alcohol to help Toad.
  • Determine your state of readiness. Are you a schlub that sleeps in his full PA even with his wife at home in bed? How do you go to the bathroom at night? It takes 1d6 rounds to ready yourself.
  • Ryder and Nazo roll Danger Sense. If successful, you wake up feeling uneasy.
  • Ryder, Charlemagne, Vik, Thomas roll Notice -2 (sleeping). This is hearing based. If Ryder’s Danger Sense was successful, he rolls Notice with no penalty.
  • Nazo, Ashley and Karsk roll Notice -4 (sleeping, distance). If Nazo’s Danger Sense was successful, her roll is at no penalty (helps to have radar sense!)
  • We will be in initiative, though combat might not start immediately. Players beat enemies and can go first.
  • Endless rules are in effect on both sides
    • If a player draws a club on initiative, or an enemy draws a joker, more enemy minions will arrive.
    • If an enemy draws a club on initiative, or a player draws a joker, reinforcements will arrive to help you.



***
Combat Notes
Howdah (riding Karsk): Handling -2

Initiative:

You guys beat out the bad guys in initiative, so you get to go first.

Thomas AH
Ryder (Level Headed, 2 cards, Danger Sense) KH 2H
Reinforcements QH
Charlemagne (Cyberkinetic -2) JD
Vik 10S
Nazo (Danger Sense, Sixth Sense, Quick) 10C
?? 9S
Karsk (Quick) 9H
?? 9D
Ashley 9C
?? 7S
Whiskey Pete 7D

Enemies:

Enemy reinforcements: 4
Maps
Image
***
GM Notes
GM Bennies: 7/7
Fort Hope GM Info

GM Bennies: 7/7
Whiskey Pete 2/2
WC ?? 2/2
WC ?? 2/2

Character Accounts: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig, Anarik Ebonlocke, Vivian Parker, Cassandra Maverick, Alenysturathe

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Nazo
Posts: 36
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.2 New Alamo: The After Party

Post by Nazo » Wed Sep 12, 2018 6:11 am

Exhausted and drunk, Notice 15, and 6 rounds to get ready
Condition: Exhusted: -2 to al trait rolls.
Step 1: The Pity Party 1d8-2 = 3: 5 Wild 1d6-2 = 1: 3
Sixth Sense: Notice 1d6-2 = 3: 5 Wild 1d6-2 = 2: 4 Benny for EF 1d6+2 = 8: 6
Notice to see what is going on 1d6-2 = 3: 5 Wild 1d6-2 = 0: 2 benny for EF 1d6+2 = 8: 6 ace 1d6 = 4: 4
Getting Ready: 1d6 = 6: 6 rounds
Nazo seemed to be sad by the Sake offered up in the bell tower. But all too soon her sadness turned into pity as the Sake kept flowing unabated up up up to the belltower and down down down her throat. ”Why is it I am alone?” She muttered radaring out into the darkness trying to detect her master. ”Why does everyone react in fear or hatred when the see the real me?” A good question to be sure but the funnel of Sake going down her throat made her retorical answer more of a gurgled mumble. ”Please... Please... No more...” She tried to move away and get out of the bell tower but what was started by Charlemagne would not be stopped by the grinning Wiskey Pete. She just lays sprawled out on the bed roll high in the bell tower, in her under garments, at the mercy of wiskey Pete, a funnel, and all the Sake in the world.

At some point her own vomit and urge to pee woke her up with an uneasy feeling... The kind of feeling that meant trouble was arround. Her gear was spread the length of the tower strewn arround like a 2 year old had thrown a tantrum. Where is anything is this pile of shit? Uggghhh that is shit. Looks like someone had taken the time to leave little bits of their poop mixed in with the gear making it that much harder to get ready. Off kilter, woozy, and finding it exceedingly difficult to discern different parts of her armor Nazo Bumbled through getting her gear on best a blind drunk woman could.”Uggghhh, I am going to be sick... Where is the radio—“ Nazo gave her best call for danger lurking by spewing a liter of half digested Sake over the side of the bell tower. Perhaps it is then she saw what was truely coming in the dark. Oh and urine runs down her pretty silky smooth leg.
Combat Info
Toughness: 16(8), Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Active Powers:

Bennies: 3/3
+1 post rate
+1 interlude
-1 Communion
+1 for spooky watch
-2 for notice checks
Psynetic Crystal amplifier and augmenter
Psynetic Crystal Amplifier (Patron Item)
Image
These strange devices were smuggled out of gargoyle infested Poland. Created by the mysterious Angel of Death, they are works of exquisite craftsmanship, performing far better than any other known psynetic devices on the market. Several prominent Cyber-Docs have investigated the devices and are stumped as to how the truly work.
Crystalline Nano-Amplifier:
  • • † More ISP means more power to work with, and your character has it. She gains +10 ISP to his base.

Crystalline Augmenter:
  • • † Enhanced Senses: +2 on Notice and to the use of Detect Arcana.
†: Modifier from being attached to head and worn.
Gladdius MDC Exoskeleton
Choice of armor, reduce str min and add +1 armor.

NG-EX10 “Gladius” Light Exoskeleton Battle Armor
  • +8MDC(increased by 1 pt) Armor and +2 Toughness, as well as providing
  • Strength Minimum: N/A
  • Environmental Protection: Full
  • Weight: 80 lbs
  • Note: The suit also grants the wearer d12+2 Strength and +2 Pace. The armor, while powered, doesn’t have a Strength Minimum. A wearer suffers a −2 to Stealth checks and any tasks requiring subtle or delicate movement.
  • The armor, while powered, ignores the d6(decreased by one die type)Strength Minimum for physical actions but not arcane skill rolls.
Celestial Blade
32E5FCFD-07AB-4CA5-871A-490D0C48AFE2.jpeg
Celestial Blade:
A normal hilt of the most mundane makings until gripped by one who is spiritually in tune. In the hands of a mystic this weapon is a holy relic of unimaginable power. Its blade is made of pure holy light and the hilt is transformed into one of pure silver with a flourishing guard. Some say Isis herself was involved in its creation or perhaps a chang-ku in Japan. Other’s say it is an unlikely gift from a millennium tree. No matter its origion, demons, vampires, and other super natural evil must beware the weilder who comes at them with such a weapon.
  • Base Item: Chain Longsword, str+2d8, AP 2 MD
    • Minor- Celestial Silver( must be a mystic to gain this trapping, and not broken your higher calling)
    • Minor- +1 fighting
    • Major- Quickness “Exalted Exuberance”( Jazz trapping +1 ppe for +2pace, and raise 1 die increase to agility)
    • Major- Warriors Gift(Heroic) “ Fate’s Fury” ( +2 ppe, On a success, you gain +1 Parry; On a Raise, INSTEAD of a boost to Parry, you gain +1 Die-type to Fighting)
    PPE: 10pts, powers use arcane skill or spirit players choice.

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Ryder
Posts: 15
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.2 New Alamo: The After Party

Post by Ryder » Wed Sep 12, 2018 7:12 am

OOC Comments
Vigor 1d6 = 5: 5
Wild Vigor 1d6 = 2: 2

Danger Sense 1d6-2 = 2: 4
Wild DS 1d6-2 = 4: 6
Ace DS 1d6+4 = 10: 6 Sure why not 1d6+10 = 15: 5

Hearing Notice 1d6-2 = 3: 5
Wild Hearing Notice 1d6-2 = 2: 4
Error: Danger Sense success means no penalty; this is a success as well.

Readiness 1d6 = 2: 2
2 rounds to get into armor and up to the front of the Cassowary.
Ryder sat up in the dark on his cot in the back of the Aeon Cssowary. His shook his head to clear the cobwebs--he'd had more than just the one beer he originally planned to accept from Charlemagne, and it left him a bit woozy, but he'd avoided the hard stuff, so wasn't feeling too bad. But he did have that sinking feeling in the pit of his gut, the one that said things were going down. And the sensors were starting to buzz--another sign that things were off-kilter. He grabbed his armor and started slipping into it, before moving to the front of the Cassowary and turning on the lights and checking the scanners.
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Parry: 5; Toughness: 20 (10); Reach: 1
Bennies: 6/6
Weapon In Hand (if not driving): GAW Throwback
Edges of Note: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense
Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms
Cyber: Subject Matter Port, Wired Skill Port (No chips), EDSA
Boating: d6+2; Climbing: d4+2; Driving: d12+2; Fighting: d6; K/Electronics: d6
Lockpicking: d10+2; Notice: d6 (+2 in Mountaineer, or for Traps)
Piloting: d6+2; Repair: d6+2 (+2 for Traps); Shooting: d12
Stealth: d6 (+2 Urban); Streetwise: d4

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Karsk
Posts: 40
Joined: Tue Mar 20, 2018 6:09 am

Re: 2.2 New Alamo: The After Party

Post by Karsk » Thu Sep 13, 2018 11:49 am

notice 7
OOC Comments
1d8-4 = 4: 8 ace 1d8 = 3: 3
1d6-4 = -3: 1
rounds to put on armour 1d6 = 3: 3

Karsk slept against Toad, as he generally did. It was late, but something out there disturbed his sleep.

"What disturbs Karsk's sleep?" he pondered as he started putting his armour on.

"Something is wrong. Karsk senses something." he radios the group, trying to get them awake.

User avatar
Vik
Posts: 52
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.2 New Alamo: The After Party

Post by Vik » Thu Sep 13, 2018 7:05 pm

Vigor 9, Notice 8, Armor on in 1 round
Vigor 1d6+2 = 8: 6 = Ace! 1d6+8 = 9: 1
Wild 1d6+2 = 6: 4

Notice at -2 1d6-2 = 1: 3
Wild 1d6-2 = 3: 5 + Benny for Extra Effort 1d6+3 = 8: 5

Rounds to put on armor 1d6 = 1: 1
Vik wakes up in the alley behind the convent, surrounded by empty liquor bottles and bits of wax paper that once held tacos, feeling ...

"Right as fucking rain," the irrepressible temporal misfit says, hopping up to relieve himself against the convent wall.

He must have done the same thing in the night -- or else fancied himself another boxing match with the bishop -- because the codpiece of his armor is off, balancing on top of a bottle that once in the not-too-distant past was filled with toilet wine that ever-so-slightly resembled whiskey.

"Ol' Pete was overselling 'is wares a mite, believe you me. Burned like flaming piss goin' down, and burns the same going out," he says to no one in particular, giving his left arse-cheek a good scratch -- must have removed his arse armor in the night, as well.

"It was all a bit shite, truth be told, tho I didn't get none o' that sockey-puppets what Charles gave to Naz, so p'raps Peter the Purveyor was saving 'is best for the female types. Wouldn't be the fi ... Eh wot? D'you hear that, Lord Richard? Not sure wot, but I don't like the sound."

Zipping his twig and berries back into his trousers, Vik hurriedly reattaches his front and rear groin protection before gathering his gear and going in search of whatever it is giving him the shivers.
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 3/3 + 2/2
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d8
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (four times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 20/20
Active Effects:
Adventure Cards: 53 - Riled Up Play after sustaining a wound; your attacks cause +2 damage for the remainder of the scene.

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Charlemagne
Posts: 57
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.2 New Alamo: The After Party

Post by Charlemagne » Thu Sep 13, 2018 8:35 pm

Charlemagne - ready in 2 rounds
Vigor vs. a bit of the vino
1d6 = 6: 6

WD Vigor
1d6 = 4: 4

Readiness
1d6 = 2: 2

Notice -2
1d6-2 = 3: 5

WD Notice
1d6-2 = 4: 6

Ace WD Notice with prior
1d6+4 = 6: 2
Charlemagne was not immune to the allure of a little liquid relaxation. He enjoyed a glass...or a bottle, of a fine cabernet sauvignon, acquired from Whiskey Pete. The stamina of the Lyn-Srial, however, is undaunted by his minor celebration. He wakes in the middle of the night. I heard...something. Much experience in combat and quick deployment has taught him all the shortcuts to donning his armor, which he does at an impressive pace, considering the number of pieces. Once armored, he engages his cyber-knight metal shell, preparing himself for the worst. I'll not be taken unawares.
Triggering his radio, he checks in on the remaining members of the 101st. "My friends, wake and arm yourselves. I believe a reconnaissance patrol is warranted."
Charlemagne
Charlemagne
Bennies: 5 (-1 pre-game contacting, +1 intro RP bonus, +1 friendly fired slumber, -1 EE Persuasion/resource negotiation, +1 taking the incapacitator blast, +1 brainburn error, +1 GM birthday, -1 unshake)
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks, -4 to hit from Deflection
Toughness: 20 (8) (cyber armor active)
ISP: 13 / 20
Active Powers: Deflection (with raise, -4 to hit), Boost Fighting (with raise, d12+2, adds +2 Pace), cyber armor, twin psi swords (MD)
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • 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.
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature

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KahlessNestor
Posts: 159
Joined: Thu Feb 15, 2018 4:02 am

Re: 2.2 New Alamo: The After Party

Post by KahlessNestor » Wed Sep 19, 2018 2:27 am

Date: September 19, 109 PA
Time: 0200
Weather: Temperature normal for season (warm); no wind, no rain
Location: New Alamo
Ley Line: None
Scene modifiers:
  • Light: Dark -2 illumination
  • Visibility: NA
Round 2

***

Charlemagne was awakened by the sound of a door closing and someone in the hall outside. Then he heard the front door of the barracks open and close. Looking out a window into the darkness, he noticed Whiskey Pete walking slowly toward his Big Boss and trailer. He seemed to be muttering to himself, fumbling around in his pocket, and sometimes making emphatic gestures as if talking to someone.

Nazo, from her perch up in the bell tower, Ryder in the Mountaineer, and Karsk looking out from the barn, saw saw the same thing.

Vik, behind the convent, just heard the door and soft muttering.

On the wall by the gate, the squire and novice on duty seemed more interested in making eyes at each other than really keeping watch, though they did glance down at Whiskey Pete as he crossed the yard before turning their attention to each other.

One of the New Alamo citizens emerged from the rectory to start stumbling home.
Instructions
  • Here is how we will handle readiness: You all rolled for how many rounds it will take you to get armor on, etc. You may choose to join combat at any time. If you join before your readiness is up, subtract the remaining rounds from your Armor/Toughness, and your armor is not FEP.
    • Ashley: Hasn’t rolled in yet
    • Barinthasheer: Hasn’t rolled in yet.
    • Charlemagne: 1 round remaining
    • Karsk: 2 rounds remaining
    • Nazo: 5 rounds remaining
    • Ryder: 1 round remaining
    • Thomas: Hasn’t rolled in yet
    • Vik: Ready to go
  • If you have any Fatigue left over from the trip, this isn’t gone yet (you need a full night’s sleep). Same with Wounds (outside Golden Hour), unless you got them taken care of via Greater Healing.
  • Barinthasheer, Thomas: You partied hard! Make a Vigor roll for drunkenness. On a failure, you are Fatigued (-1). On a critical fail, you are shitfaced and Exhausted (-2). This cannot Incapacitate you.
  • Ashley, Thomas: Determine your state of readiness. Are you a schlub that sleeps in his full PA even with his wife at home in bed? How do you go to the bathroom at night? It takes 1d6 rounds to ready yourself.
  • Thomas roll Notice -2 (sleeping). This is hearing based.
  • Ashley roll Notice -4 (sleeping, distance).
  • We will be in initiative, though combat might not start immediately. Players beat enemies and can go first.
  • Endless rules are in effect on both sides
    • If a player draws a club on initiative, or an enemy draws a joker, more enemy minions will arrive.
    • If an enemy draws a club on initiative, or a player draws a joker, reinforcements will arrive to help you.



***
Combat Notes
Howdah (riding Karsk): Handling -2

Initiative:

You guys beat out the bad guys in initiative, so you get to go first.

Karsk (Quick) 5C AD
Charlemagne (Cyberkinetic -2) AC
Whiskey Pete KD
?? KC
Ryder (Level Headed, 2 cards, Danger Sense) 8S 10H
?? 10D
Nazo (Danger Sense, Sixth Sense, Quick) - Exhausted 8H
?? 5H
Reinforcements 5D
Barinthasheer 4S
Vik 4C
Thomas 3S
Ashley 3D

Enemies:

Enemy reinforcements: 10
Friendly reinforcements: 1 Civilian
Reinforcements this round: 1d4 each club
Maps
Image
***
GM Notes
GM Bennies: 7/7
Fort Hope GM Info

GM Bennies: 7/7
Whiskey Pete 2/2
WC ?? 2/2
WC ?? 2/2

Character Accounts: Jude Maverick, Ashlyn Alvarez, Kim Black, Angis Ironheart, Delilah Carter, Hope Monaghan, Sierra Mackenzie, Reiko Tanaka, Heather Todd, Sig, Anarik Ebonlocke, Vivian Parker, Cassandra Maverick, Alenysturathe

Image

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Barinthasheer
Posts: 10
Joined: Fri Sep 14, 2018 9:56 pm

Re: 2.2 New Alamo: The After Party

Post by Barinthasheer » Wed Sep 19, 2018 2:39 am

Notice 0
Barinthasheer is more concern with getting outdoors before he transforms this round IMO so I'm forgoing his roll

After a couple of hours reading an Erin Tarn book he found in the room he was given Barinthasheer began to feel a strange fatigue throughout his body. He'd never held human form this long but he understood instinctively he could not do so much longer. Not wanting to be stopped he opts for the window, dropping to the ground between the convent and the rectory just as a rough looking member of the heroes he'd heard about came around the corner. With a large gun gripped in his left elbow, the human was cupping a match to light the stub of a cigar.

"Oy, this is no time for an adventure ya daft shite, git yer cheeky arse back in there." Vik growls at the kid wanting to send him back inside but not trying to get the lad caught.

"I can't Mr. Hero sir. I have to get big now. I promise I'm not a monster." As he says this the boy is sideling away from Vik and twords the middle of the alley, glancing back and forth as if measuring distance. Making eye contact with the puzzeled techno wizard the child shudders and his flesh quivers unnaturally for a second. In a thin pleading voice, "Please don't be afraid."

Once again his flesh shudders, then explodes outwards. Changing color to the red and gold of the boys hair as it expands exponentially in a second solidifying into the form of a small(for dragons) red dragon.
note to tribe
If you'd like to amend vic's words or reaction to Bari sneeking out cool, PM me and I'll edit. Bari's reaction will pretty much stay as is
Attachments
Bari.jpg
Barinthashere full.jpg
Last edited by Barinthasheer on Wed Sep 19, 2018 10:35 pm, edited 1 time in total.
Barinthasheer
Barinthasheer, Flame Wind Dragon Hatchling
Parry:7 Toughness:34 (16)/ 6 in human form
ISP: 10/10
Powers on:
Combat Edges:
Bennies: 3/3
Adventure Cards:

Characters Seswarick, Barinthasheer

User avatar
Ryder
Posts: 15
Joined: Wed Aug 29, 2018 4:46 am

Re: 2.2 New Alamo: The After Party

Post by Ryder » Wed Sep 19, 2018 5:45 am

OOC Comments
Okay, it's doing that thing where it won't let me edit in dice rolls, but since this is just for amusement's sake, I'm going to call it a success on a Notice d6+2 due to the sensors on the Cassowary/.
As his comm unit was still tuned to the COT's frequency, Ryder hears Charlemagne's call to the group, and the other radio chatter; as he finishes getting his armor sealed up, he radios back. "Copy that. Cassowary's ready for action, though the sooner Miss Ashley gets here, the better. In the meantime, the guns'll cover the gate, at lea--HOLY JEHOSEPHAT, What the Hell? Everyone, I've got a HUGE bio-sig coming from the back side of the squire's barracks. Probably burrowed up from below--sure as hell didn't see anything that size coming over the wall!"

Have to see how the young lady would feel about bunking in here, going forward.
Ryder
Quick Stats
Trimadore MARS PCO (Smuggler)
Parry: 5; Toughness: 20 (10); Reach: 1
Bennies: 6/6
Weapon In Hand (if not driving): GAW Throwback
Edges of Note: Brave, Level-Headed, Mr. Fix-It, Ace, Combat Ace, Danger Sense
Rock'n'Roll, Steady Hands, Elan, Connections: Black Market (Immortal Hand) & Pirate Kingdoms
Cyber: Subject Matter Port, Wired Skill Port (No chips), EDSA
Boating: d6+2; Climbing: d4+2; Driving: d12+2; Fighting: d6; K/Electronics: d6
Lockpicking: d10+2; Notice: d6 (+2 in Mountaineer, or for Traps)
Piloting: d6+2; Repair: d6+2 (+2 for Traps); Shooting: d12
Stealth: d6 (+2 Urban); Streetwise: d4

User avatar
Nazo
Posts: 36
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.2 New Alamo: The After Party

Post by Nazo » Wed Sep 19, 2018 6:41 am

Karsk wrote:notice 7
OOC Comments
ace
rounds to put on armour

Karsk slept against Toad, as he generally did. It was late, but something out there disturbed his sleep.

"What disturbs Karsk's sleep?" he pondered as he started putting his armour on.

"Something is wrong. Karsk senses something." he radios the group, trying to get them awake.
Nazo searches for her radio among her gear strewn wildly in the bell tower. Hah! Found it... Nope that is not a radio just my shoe. I can hear Karsk, but can’t find my radio... Frack why am I blind! Nazo keeps searching... No, a belt buckle... No a shin pad... No a bottle of Sake... Frack, no more Sake. Ah hear it is... Nazo finally grabs it and clicks the button frantically. Oh you got to be kidding me! I just changed the channel? She whispers quietly, ” Hello? No response... Wrong channel. Perhaps or perhaps Nazo finds the right channel and responds quiet agitated and frustrated, ” Understood Karsk. In the future just remember I am a raging achoholic and get pretty crazy when drunk. Right now I am in the bell tower with all my gear strewn accross it. I am having difficulty finding anything...” Nazo sighs over the comms, ” At least I was not naked. I’ll try to get ready as quickly as possible but it might take most of the night, my vision has been comprimised.”
Combat Info
Toughness: 16(8), Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Active Powers:

Bennies: 3/3
+1 post rate
+1 interlude
-1 Communion
+1 for spooky watch
-2 for notice checks
Psynetic Crystal amplifier and augmenter
Psynetic Crystal Amplifier (Patron Item)
Image
These strange devices were smuggled out of gargoyle infested Poland. Created by the mysterious Angel of Death, they are works of exquisite craftsmanship, performing far better than any other known psynetic devices on the market. Several prominent Cyber-Docs have investigated the devices and are stumped as to how the truly work.
Crystalline Nano-Amplifier:
  • • † More ISP means more power to work with, and your character has it. She gains +10 ISP to his base.

Crystalline Augmenter:
  • • † Enhanced Senses: +2 on Notice and to the use of Detect Arcana.
†: Modifier from being attached to head and worn.
Gladdius MDC Exoskeleton
Choice of armor, reduce str min and add +1 armor.

NG-EX10 “Gladius” Light Exoskeleton Battle Armor
  • +8MDC(increased by 1 pt) Armor and +2 Toughness, as well as providing
  • Strength Minimum: N/A
  • Environmental Protection: Full
  • Weight: 80 lbs
  • Note: The suit also grants the wearer d12+2 Strength and +2 Pace. The armor, while powered, doesn’t have a Strength Minimum. A wearer suffers a −2 to Stealth checks and any tasks requiring subtle or delicate movement.
  • The armor, while powered, ignores the d6(decreased by one die type)Strength Minimum for physical actions but not arcane skill rolls.
Celestial Blade
32E5FCFD-07AB-4CA5-871A-490D0C48AFE2.jpeg
Celestial Blade:
A normal hilt of the most mundane makings until gripped by one who is spiritually in tune. In the hands of a mystic this weapon is a holy relic of unimaginable power. Its blade is made of pure holy light and the hilt is transformed into one of pure silver with a flourishing guard. Some say Isis herself was involved in its creation or perhaps a chang-ku in Japan. Other’s say it is an unlikely gift from a millennium tree. No matter its origion, demons, vampires, and other super natural evil must beware the weilder who comes at them with such a weapon.
  • Base Item: Chain Longsword, str+2d8, AP 2 MD
    • Minor- Celestial Silver( must be a mystic to gain this trapping, and not broken your higher calling)
    • Minor- +1 fighting
    • Major- Quickness “Exalted Exuberance”( Jazz trapping +1 ppe for +2pace, and raise 1 die increase to agility)
    • Major- Warriors Gift(Heroic) “ Fate’s Fury” ( +2 ppe, On a success, you gain +1 Parry; On a Raise, INSTEAD of a boost to Parry, you gain +1 Die-type to Fighting)
    PPE: 10pts, powers use arcane skill or spirit players choice.

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Vik
Posts: 52
Joined: Sat Mar 03, 2018 7:07 pm

Re: 2.2 New Alamo: The After Party

Post by Vik » Wed Sep 19, 2018 1:32 pm

Barinthasheer wrote:"I can't Mr. Hero sir. I have to get big now. I promise I'm not a monster." As he says this the boy is sideling away from Vik and twords the middle of the alley, glancing back and forth as if measuring distance. Making eye contact with the puzzeled techno wizard the child shudders and his flesh quivers unnaturally for a second. In a thin pleading voice, "Please don't be afraid."
Fear check Success
Spirit vs Fear
Wild
Benny for Extra Effort: = Success
"Afraid? Now why ... oh, shite, you're not gonna sick all over my trainers are ... oh my ruddy bilge-wafers."

Happily, Vik had just given himself a little "shot of B vitamin" to start the day, so he's feeling more curious than alarmed when the runty urchin transforms into a runty-but-still-wompy-yooge dragon.

"Buggering bishops, I thought for a moment you was gonna like go all chest-burstin', sorta Aliens-like," he says, eyeing the draconic interloper warily. "You're not one a them bad dragons, like Smaug, are you? I mean, Cumberbatch-voiced he sounds cool and all, but a right bastard, an' really we're all guests here like and it's rude to start in wif' the Bard and the Black Arrow bollocks 'fore anyone's even rolled out breakfast, not that we're like to get anything like a real English here, prob'ly oats and cow's milk right out the teat, but then you can't be too long off the teat yourself so maybe you ain't born rotten but just apt to turn into a greedy git over time, like. So whaddya say, you feeling peckish? I wager we could turn up a goat or somefin', just so long's you're not looking at me and licking them big scaly lips. Can't say as I'm probably safe to eat, anyways, considering what I've ingested in the past 24 hours."

Ignoring the squawking from the helmet hanging on his belt, Vik holds out a cleanish, gauntleted hand, offering to shakes ... claw, or something ... with the juvenile wyrm.

"Name's Vik. Vik Donnager, what some who would know call 'the Dick.' Welcome to, uh, well, wherever the fuck we are. The Alamo, I guess, like Mexico, or Texas or somefin'."
Vik Donnager
Quick Stats
Human Techno-Wizard
Bennies: 3/3 + 2/2
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6 (1d12+2), Vigor d6 +2
Charisma: -; Pace: 6 (8) (1d6); Parry: 5; Toughness: 17 (8) or 21 (12) with amulet;
Hindrances: Big Mouth; Device Dependent; Enemies (Coalition and True Federation); Gearhead Geek (Quirk-OCD tapping); Overconfident; Stubborn.
Notice d6, Persuasion d4, Common Knowledge d8
Edges and Abilities of Note: Arcane Background (Weird Science) (Devices malfunction on a roll of 1); Arcane Machinist (Gadgeteer) (four times/session, as an action, create a device with 10 PPE, +5 PPE on a raise, using any TW power, -2 per rank above own); Elan; Luck + Great Luck; Machine Maestro (+1 to rolls with electronics and machines, +2 with arcane devices. Doubled out of combat); Master of Magic.
PPE: 20/20
Active Effects:
Adventure Cards: 53 - Riled Up Play after sustaining a wound; your attacks cause +2 damage for the remainder of the scene.

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Charlemagne
Posts: 57
Joined: Sat Mar 10, 2018 11:12 pm

Re: 2.2 New Alamo: The After Party

Post by Charlemagne » Wed Sep 19, 2018 9:39 pm

Charlemagne curses to himself. I knew I shouldn't have encouraged drinking in hostile territory. Charlemagne, you fool! Your troops are slack and you are the cause. Their lives are in your...what was that?! Knowing that going into battle half armored is a dangerous proposition, he slows his breathing, focusing on the task at hand. Once armored, the cyber-knight's shell hardens on his skin, and the knight's plate hums to life, powered by his inner strength. Whatever foe chooses to assail me in the dark of the night, they'll meet the full fury of the Holy Roman emperor. I'll send them to judgment before the Most High!
His twin psi-swords spring forth from his hands and he prepares to meet the new occupant of the hallway.
OOC Comments
Taking the round to finish putting on armor, activating CK armor and psi-swords as free actions.
Charlemagne
Charlemagne
Bennies: 5 (-1 pre-game contacting, +1 intro RP bonus, +1 friendly fired slumber, -1 EE Persuasion/resource negotiation, +1 taking the incapacitator blast, +1 brainburn error, +1 GM birthday, -1 unshake)
Current Status:
Wounds/Fatigue: 0 / 0
Parry: 8, -2 to hit with technological attacks, -4 to hit from Deflection
Toughness: 20 (8) (cyber armor active)
ISP: 13 / 20
Active Powers: Deflection (with raise, -4 to hit), Boost Fighting (with raise, d12+2, adds +2 Pace), cyber armor, twin psi swords (MD)
Pertinent Edges: Improved Frenzy, Command, Champion, Improved Psi-Sword (Str + 3 x Spirit, AP 8 or AP 4 for double blades), Elan
Adventure Cards:
  • 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.
Armor: Cyber-Knight Heavy Armor
  • Barrier
  • +8 Armor
  • +2 Toughness
  • Full Environmental Protection
  • Powered by 1 PPE/hour
Weapon(s) in hand:
Psi-Swords (2)
  • Damage: Str + 3x Spirit
  • AP 8 for single blade, AP 4 for double blades
  • MD with 2 ISP
Edit Signature

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Nazo
Posts: 36
Joined: Sun Jun 24, 2018 7:28 am

Re: 2.2 New Alamo: The After Party

Post by Nazo » Wed Sep 19, 2018 10:49 pm

Haha, lets get the Altara drunk. First they don’t even invite me in to their little covenent. Then they send Charlemagne up here with a bottle of Sake... My nemisis. Then they pawn it off like oh your weird sleeping in a bell tower lets go strip you naked and toss your stuff all over so that when danger lurks you can be ill prepared... Nazo keeps looking for peices of her armor. It seems by now she has most of her weapons situated in and or on her harness for ease of storage. Where did I put the radio? All these bits and peices look the same... Wait what is Pete doing... Is he talking to someone? Someone invisible?
Action, get ready and detect arcana
mystism 1d10-2 = 0: 2 wild 1d6-2 = 0: 2
Ughh my head hurts... So hard to focus... I wonder if Charlegmagne would mind if I slept some more. Maybe I did not hear the radio. Technically I probably can’t even understand anyone.
Combat Info
Toughness: 16(8), Parry: 7, Pace: 8
Active Edges: Sixth Sense, Brave, Elan, quick
Active Powers:

Bennies: 3/3
+1 post rate
+1 interlude
-1 Communion
+1 for spooky watch
-2 for notice checks
Psynetic Crystal amplifier and augmenter
Psynetic Crystal Amplifier (Patron Item)
Image
These strange devices were smuggled out of gargoyle infested Poland. Created by the mysterious Angel of Death, they are works of exquisite craftsmanship, performing far better than any other known psynetic devices on the market. Several prominent Cyber-Docs have investigated the devices and are stumped as to how the truly work.
Crystalline Nano-Amplifier:
  • • † More ISP means more power to work with, and your character has it. She gains +10 ISP to his base.

Crystalline Augmenter:
  • • † Enhanced Senses: +2 on Notice and to the use of Detect Arcana.
†: Modifier from being attached to head and worn.
Gladdius MDC Exoskeleton
Choice of armor, reduce str min and add +1 armor.

NG-EX10 “Gladius” Light Exoskeleton Battle Armor
  • +8MDC(increased by 1 pt) Armor and +2 Toughness, as well as providing
  • Strength Minimum: N/A
  • Environmental Protection: Full
  • Weight: 80 lbs
  • Note: The suit also grants the wearer d12+2 Strength and +2 Pace. The armor, while powered, doesn’t have a Strength Minimum. A wearer suffers a −2 to Stealth checks and any tasks requiring subtle or delicate movement.
  • The armor, while powered, ignores the d6(decreased by one die type)Strength Minimum for physical actions but not arcane skill rolls.
Celestial Blade
32E5FCFD-07AB-4CA5-871A-490D0C48AFE2.jpeg
Celestial Blade:
A normal hilt of the most mundane makings until gripped by one who is spiritually in tune. In the hands of a mystic this weapon is a holy relic of unimaginable power. Its blade is made of pure holy light and the hilt is transformed into one of pure silver with a flourishing guard. Some say Isis herself was involved in its creation or perhaps a chang-ku in Japan. Other’s say it is an unlikely gift from a millennium tree. No matter its origion, demons, vampires, and other super natural evil must beware the weilder who comes at them with such a weapon.
  • Base Item: Chain Longsword, str+2d8, AP 2 MD
    • Minor- Celestial Silver( must be a mystic to gain this trapping, and not broken your higher calling)
    • Minor- +1 fighting
    • Major- Quickness “Exalted Exuberance”( Jazz trapping +1 ppe for +2pace, and raise 1 die increase to agility)
    • Major- Warriors Gift(Heroic) “ Fate’s Fury” ( +2 ppe, On a success, you gain +1 Parry; On a Raise, INSTEAD of a boost to Parry, you gain +1 Die-type to Fighting)
    PPE: 10pts, powers use arcane skill or spirit players choice.

User avatar
Ashley Logan
Posts: 46
Joined: Tue Mar 06, 2018 3:55 pm

Re: 2.2 New Alamo: The After Party

Post by Ashley Logan » Fri Sep 21, 2018 8:09 am

Ashley did her best to fit in, have fun, but it wasn't easy. After an hour or two it was just too much to deal with, and she quietly withdrew back to her bleak little 'cell' in the bleak little convent and tried not to see it as some kind of metaphor for her life, or foreshadowing of things to come. It was with those unsettling thoughts on her mind that she drifted off to sleep.

The sounds of alarms awoke her with her heart in her throat. She scrambled around, getting tangled for a moment in her blanket before finding the leg of her armor in the dark.
Rolls
Notice 1d6-4 = 0: 4 or 1d6-4 = -1: 3
Rounds to prep: 1d6 = 6: 6

User avatar
Thomas
Posts: 53
Joined: Fri Mar 30, 2018 1:24 pm

Re: 2.2 New Alamo: The After Party

Post by Thomas » Sat Sep 22, 2018 8:01 pm

A bunch of stuff asked for: Time to Ready 1, Vigor Pass, Notice Pass
Time to be Ready 1d6 = 1: 1

Vigor versus Partying 1d4 = 1: 1
Wild Vigor 1d6 = 6: 6

Notice 1d8-2 = 2: 4
Notice Wild 1d6-2 = 2: 4
Extra Effort 1d6+2 = 6: 4

Thomas knew how to enjoy time with women and time with alcohol. But most of all he knew how to enjoy the two when they came together. As he stretched from bed, the noise and ring outside did not quite fit in his mind.

Thinking what he really needed was another splash of whatever he had last night, and some basic hygiene needs taken care of Thomas headed over to use the john and wash up a bit. Looking at the ladies in the room with him he was glad the night was fun. But a little disappointed he did not remember everything. The last thing clear in his head was escaping the fire in the form of a dragon and getting his stuff back from Vic.

No worries, all he needed was to wash up and go feel the others out, see how things went maybe.

Condition
Charisma +4 (Persuasion d8+4)
Parry 5 (1)
Armor 15 (10)

Wounds: 0
Fatigue: 0

Personal PPE: 20/20
Staff PPE: 10/10
Amulet PPE: 10/10

Active Effects
  • Elemental Mastery
Bennies 1
  • 3 Reset of Quarter
    +1 Post rate
    -1 Extra Effort on Trade roll for Fort Hope
    -1 Extra effort Regeneration
    -1 Extra Effort on Post Party Notice

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