Day 19: Free Marron

"I will show you fear in a handful of dust" T.S. Eliot
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Tribe of One
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Joined: Wed Aug 30, 2017 9:28 am

Day 19: Free Marron

Post by Tribe of One » Thu Oct 25, 2018 10:11 am

Marron1.jpg
"I know this ain't the first time I've said it, but I'm pretty dang sure these Blue Hand fellas weren't from around here," Toto says, as the trimadore robot jock holds up another of the bulky ion rifles salvaged from the battlefield. "Half the letters stenciled on these shooters are either upside down or backwards, and others are just made up altogether. Some of 'em was Pecos, sure, judging from the honest-by-god Wilk's-Remis they were carrying, but the ones like that big 'Borg? Nope, not from around here, nor Kansas, neither. "

The ground outside Marron's gates still looks like a battlefield, but the mounds of scrapped vehicles and discarded weapons are slowly being sorted into piles inside the courtyard. Well-armed before, the Marronites have enough weaponry now to withstand anything short of a Coalition invasion, and enough scrap to trade for anything else they'll need in the foreseeable future.

The casualty count is sobering, but not as bad as it might have been. All but a few dozen raiders were killed or ran off. About one-in-ten of Marron's townsfolk succumbed to their injuries, and those who survived will bear the scars for the rest of their lives. But the heroic medical care offered by Rill and Ulysses, and the preparation and battlefield leadership of the 18th saved many more.

Marron's simvan and sandshark allies suffered greater losses, approaching 50 percent in each tribe, but neither seems particularly dismayed. Having gorged on the Blue Hand dead, the sandsharks head north, trailing the fleeing survivors. The simvan, pleased with the great victory, prepare to depart, as well, but promise to return any time the mighty Marronites find themselves in a scrap with an equally worthy foe.

"Just as well -- I was worried there might be a fight when Rill insisted on burning the dead. That chief with the scar over his nose looked at the preacher like a Texas chef would look at some yahoo ordering a well done porterhouse," Ulysses says, before taking another drink of the half-cooled beer that had been liberated from one of the wrecked Blue Hand vehicles.

Taking a break from his work in the triage center, the weary cyber-surgeon appears half dead, himself, but insists he's good for another few hours, thanks to some adrenaline boosters he had installed a few years ago while working back east. "By then I'll be ready for some chow and about 24 hours of sleep. But a beer will do it for now. Speaking of, what's next for the victorious members of the Tomorrow Legion? Rest on your laurels? I'm sure the cyber-knight is itching to go after his sister, though I can't say I recommend it. They tell some nasty stories up in the Baronies about the Shibboleth, and no telling where he's at exactly."

"I didn't know if you were maybe thinking of heading back east, to Black Mesa. I heard Toto talking earlier with that Jasco fella, apparently they'd both started picking up radio chatter from Mesa again, although it was kind of strange. 'Guarded,' I think was the word he used. Might be worth checking, in case you could rustle up some allies for the folk here in Marron. Of course, Springer and Laughlin are closer, and might be willing to forge relations with their suddenly-wealthy neighbors, D-bees or not."

Ulysses raises the bottle to his lips, ready to down the last of it, then nearly chokes when he spots the figure limping into the mess hall.

"I don't recall clearing you for topside activity, Miss ... uh, Delta, is it?" he says, as the tattooed space-woman collapses into a chair, breathing like she's just run a marathon.
Delta.jpg
Delta.jpg (20.81 KiB) Viewed 2440 times
"A salla tu, medico," she says, before grimacing and starting over in a carefully-inflected American accent that sounds just like what you'd hear on an old Golden Age recording. "Sorry, I forget. Earther. But you have my thanks, doctor. At this point I just feel like I'm carrying a barrel of water in high-G, instead of being crushed under a cargo-loader."

"Do you know where I can find the rest of the strike team -- the, um, COT? I need to speak with the leader again. I need access to their communications systems, telemetrics, anything they've got. The data I was able to pull on my descent ... let's just say it's incomplete, but it's the best treasure map anyone on this continent has seen in 300 years."

"And say, is that beer[? Got anymore? Knew a guy on Yuro Station who brewed some out of mushroom flour, but I don't think he had the recipe quite right, unless it's supposed to taste like feet."
What's next? You tell me! Hop in and role-play the aftermath of the battle, discuss next moves, question prisoners. It's all up to you. In addition, we've got the ...

Spoils of War

First off, you don't save an outnumbered town of unarmed D-Bee pacifists from a horde of savage reavers and not learn something from the experience. Each character who participated in the Battle of Marron gets to roll a d20 and gain the corresponding result from a Hero's Journey table of your choice.

Second: Loot!. There's all manner of surplus gear, parts and other spoils to salvage, and no one's going to look sideways at the COT for taking a share. Each character gets 100,000 credits worth stuff, which can come in the form of actual credits or any equipment to be found in the Tomorrow Legion Player's Guide.

In addition, each character can claim one special piece of salvage, chosen from specific items dropped by Cassius and his bunch, a custom item, or even an abandoned vehicle ...

  • Cassius's Modified TX-26 Particle Beam Pistol (Tinkered Item: Range 15/30/60, Damage 2d8+5, RoF 1, AP 4, SA, +50% Shots)
  • Cassius's Hellfire Sword (Enchanted Item: Str+2d8+2, AP 2, Mega Damage, +2d Fighting, smite with magma-AP trapping and Power Mastery, 10 PPE)
  • Cassius's Rings of Returning (Enchanted Item: Pair of rings, one is worn, the other magically attaches to the hilt of a weapon. The attached weapon gains the Trademark Weapon Edge and can be summoned into hand at a range of up to one mile as if using Quick Draw)
  • The Long-Haired Pistoleer's TW Thunderclap Pistol (Range 10/20/40, Damage 2d8+4, AP 4, SA, electricity trapping, havoc activated with Shooting, +2d Shooting)
  • A TW item of choice from the TLPG, other than the Battle Fury Blade
  • A custom Veteran-tier item. For reference, that would be:
    • Enchanted: 2 Minor upgrades, 1 Major
    • Super-Tech: 6 Power Points
    • Tinkered: 2 Minor upgrades, 2 Major
    • TW: 2 Minor upgrades, 3 Major
  • A vehicle, including the possibility of a salvaged suit of Power Armor or a Robot (dont expect top-tier or fully-loaded, but something to get you started)

GM Bennies: 6/6

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Tito
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Re: Day 19: Free Marron

Post by Tito » Thu Oct 25, 2018 6:56 pm

Swiggity Swooty, I'm coming for dat Booty
HJ Roll: 1d20 = 19: 19
Training 8-9: While the cities of Savage Rifts® are deadly in their own right, your hero understands the dangers of the wilderness in ways few ever grasp. He has the Woodsman Edge and gains a one die type increase in Survival and Tracking.

+100,000 worth of loot in credits and/or gear:
Three Whoop-Ass Ammo Canisters (15000)
Four Short E-Clips for Whomper (20000)
65000 Credits remaining.

One Veteran level Super Tech item (6 Power Points):
Whomper
Whomper.png
Whomper.png (46.1 KiB) Viewed 2321 times
Tito found this massive hammer underneath a 'Borg when helping haul the loot to Marron. It contains a trigger in the handle which generates an intense electrical charge in the head of the maul. Whomper stuns living biological beings by interfering with their nervous system. It also passively absorbs electricity, ion and related energy forms.
  • Str+1d8+1d6 Mega Damage
  • Stun: As part of any fighting roll with Whomper, Tito may pull the maul's trigger when he connects with a successful fighting attack (or touch attack) to activate stun. If the attack connects, the victim must make a Vigor roll at -2 or be Shaken. If Tito wins with a raise, the victim is Incapacitated on a failure.
    • Incapacitated targets make a Vigor roll at -2 each round to revive. Success means they revive but are Shaken and recover on the next round as usual. On a raise, they revive instantly, not shaken.
    • Whomper uses an e-clip to power it's stunning effect. Stun may be used 20 times per e-clip. Additionally, each wound absorbed by Whomper refills 1 shot to the e-clip. When the e-clip is empty, stun will not work until a new one is loaded.
    • Shots: 20/20
  • Tito makes a Vigor roll when wounded by electricity, ion and related energy forms. Each success and raise eliminates a wound. (Though it works the same, this is not a soak roll)
  • +4 Toughness against Electric, ion, and related energy forms, and add +4 to rolls made to resist opposed rolls or effects of that type. The wielder's generally immune to all but the most intense background effects of of that type as well.
  • Notes: Raise Damage d10, 2 hands
  • Weight: 24 lbs
  • Cost: 16000
Super Tech Base Item:
Impact Maul (Str+1d8+1d6 Mega Damage, Raise Damage d10, Parry -1, 2 Hands, 24 Lbs, 16000)
Stun [1 PP] (2 PP; +1 PP Strong, -2 PP E-Clip)
Extra Actions 1 [1 PP] (3 PP; -2 Limitation - May only be used with the Stun power)
Parry 1 [1 PP] (1 PP)
Absorption [2 PP] (2 PP)
Resistance [1 PP; Electricity] (1 PP)
Tito helped the marronites and the heroes of the 18th COT pick through the remains and wreckage of the blue hand. There was so much to do, and it took so long that Tito wished he could use his stronger form, but he didn't trust these people fully. He didn't want to scare them either. He decided to keep his most badass form a secret for now.

While searching through the remains of several cyborgs fried by the electric storm, he saw one that seemed to have made it through the storm OK. Upon closer inspection, Tito noticed it took a massive blast to the torso which snuffed its life out. Underneath the Borg and between its tracks, he spotted something interesting: an absolutely massive maul of strange design.

Tito picked the maul up and hefted it around. A larger sentient would have struggled with the hammer, but Tito swung it about with ease. His massively muscled frame rippled with each movement.

The dog boy shouted out with unrestrained glee, "OH, YEAH, MAN! This baby is badass! Look at how big it is! This thing is better than Mangler, man. I'm going to call it Whoop-Ass! Oops, uh, no, maybe...Whalloper? That's too long, man. OOH! Look at this, guys! Whomper! Man I'll whomp the next bad guy good with this."

While he was swinging the maul about, Tito accidentally depressed a button built into the hammer, and the entire hammer lit up bright blue. The head emitted arcs of electricity from the strange protrusions on the back of the head to blunt surface of the damaging end.

Tito looked at the hammer's spark show and his jaw dropped. He was silent for just half a second before he bellowed, "BAD. ASS! Guys, did you see that? DID YOU SEE THAT? Man..I wonder.."

Before anyone could stop him, Tito placed the head of the hammer in his hand and depressed the button. Then he yelped and fell to the ground, unconscious.

When he came to, everyone seemed to have moved on to another section of the battlefield. Tito bashfully put Whomper away and scurried about looking for more loot. He found several cannisters of railgun ammo compatible with Whoop-Ass and some short e-clips that looked like they would fit into Whomper. He pocketed those and helped finish hauling the goods to town.

When everything was said and done, the members of the 18th COT let Tito keep Whomper, and they even rewarded him with a cred stick containing 65000 credits.

Still not having eaten yet, Tito begged the 18th for food again, "Hey, man, this is money, right? How many of these sticks do I need to get some food? Ill go out and try to find more of them if one isn't enough, man."

The dog boy, seemingly unaware of how cred sticks work, offered it back to the 18th COT in exchange for a warm meal.
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 1/3; Fatigue: 0/2
Bennies: 3/3 Red Benny: 1/1 (adds +1d6 to roll)
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Silverclaws
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Re: Day 19: Free Marron

Post by Silverclaws » Thu Oct 25, 2018 7:37 pm

Rollin' Time for the Big Dog _
[*] HJ Roll 1d20 = 9: 9
  • Training
  • Woodsman Edge: One Die Type INC in Survival and Tracking.
[*] 100,000 plus credits
Last edited by Silverclaws on Thu Oct 25, 2018 7:41 pm, edited 1 time in total.
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...


Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.


Adventure cards:
  • (14) In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |

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Sir Blurre
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Re: Day 19: Free Marron

Post by Sir Blurre » Thu Oct 25, 2018 7:37 pm

Loot Pinata
HJ Roll 1d20 = 10: 10
Psionics: Free Power (Novice off-list or any Power from list): boost Trait


50,000 in Credits (Poverty Hindrance)--the lost money was given to Marronites to help them rebuild, and to Simvan tribesmen (in the form of gear) as a sign of honor for their aid.

Special Item:
Runnin's Crucifix (Enchanted Item):
This small crucifix is on a silver chain; it was Runnin's last birthday present before they were taken as Squires. She left it behind when she was abducted by the Shibboleth. It is from a purer time, and gives the wearer a sense of inner peace and focus.
Minor Mods (2): +2 to Spirit rolls when worn (Does not affect damage from Psi-Sword)
Major Mod (1): +1 Die-type to Spirit
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
Red Bennies: 1/1 (Additional +1d6 to roll when used)
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q4/18 Adventure cards:
Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Villainous Verbosity - Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.[/list]

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Seswarick
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Re: Day 19: Free Marron

Post by Seswarick » Thu Oct 25, 2018 8:30 pm

Loot
Tribe, I did not know to roll the HJ roll here, I did so on the rewards tracker page of my character sheet. Rolled a 2 took Psionics: Rapid Recharge.

Item wise, supertech Time Twister Belt
  • Base Item: Belt with bizarre alien tech built into it.
  • Modifier: E-clip powered 2 point limitation
  • Modifier: Requires activation 1 point linitation
  • Speed level 2 Cost 5 4x Pace
  • Parry level 2 Cost 2 +2 parry
  • Deflection level 2 Cost 2 Ranged attacks suffer -2 penalty
  • Cost 30,000 credits 9d12 hours


    100,000 in loot. Magic Optic System -30,000, 70,000 remain. Communication Band -34,000, 36,000 remain.
Last edited by Seswarick on Thu Nov 01, 2018 1:25 pm, edited 5 times in total.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/30
Bennies: 1/3 1 red bennie
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode

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Jack 'Bullet' Jones
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Re: Day 19: Free Marron

Post by Jack 'Bullet' Jones » Thu Oct 25, 2018 8:38 pm

Loot!
Psionics 1d20 = 4: 4 - +10 ISP to base

Claiming Rings of Returning, attaching to Pearl Handled Colt

+100,000 cr
Jack was spent. As exhausted as he's been in a coon's age, and it seems a normal course now. Ah can't keep blowin' all my juice like that. Ah gotta...huh. His psychic well was dry as a bone. He closed his eyes, and an image of that blue light in the caves years ago came to the forefront of his mind, like a remembered hope. He opened his eyes and continued combing through the spoils of war. He noted an oddity for the rest of Cassius' outfit. A pair of rings. "Ain't they purty..." He reaches for them, and in a flash, that blue light appeared before his waking eyes. But only for a split second. As if it blinked into existence from somewhere else, and then away again. But it was as real as the day he first saw it. He felt a new reserve of mental will, as if an oil rig had busted through another layer of rock and into a fresh well. The purpose of the rings was, suddenly, obvious. "Ah'll take those, thankee." He plugs one onto his hand, and the other to his trusty pearl-handled Colt. "This thing ain't the biggest gun, but ah'll be dogged if it don't go where ah point it every time." A few credsticks made their way into his pocket, too. Can't never have too many.

Jack did a double-take when Delta collapsed in the chair. "Hot dang, ma'am. Yer a sight better at walkin' that you were when we brought you in. Delta? Jack Jones. Pleasure's all mine." He smiles his gambler's smile at her, tipping his hat and sizing up her claims of a treasure map. "Treasure map don't sound like a half bad idea, but ah reckon we oughta oblige Sir Blurre. Family's first, what ah always say. Still, don't seem right neither ta free these folks an' then let 'em twist in the wind. Reckon we could parlay all this scrap inta some decent intros ta Springer an' Laughlin. If'n we're still about Legion business, workin' out some deals 'tween the Marronites an' their neighbors ain't a bad way ta do Legion dealins too."

Tito's shocking discovery had Jones' gun in hand in an eye blink, quicker than he could pull it with his mind or his hand. Hot damn, that's fast! He grits his jaw and grins a bit. "New pup's got a burr in his saddle now, don't he? The little shot a' juice just took himself a whole shot of a different kinda juice. Mebbe he oughta run his new toys by Kim 'fore he goes cookin' his brains?" He chuckles, and turns back to the others to continue discussing their plans.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 0
Red Bennies: 1
Wounds / Fatigue: 1 / 0
Parry: 5
Toughness: 14 (6)
ISP: 0/40
Active Powers: Exalted Quickness (2/3); Greater Deflection (2/3); Greater Smite - Lightning on HHC and PHC (2/3); Telekinesis (2/3); Smite - Lightning on LSR (1/3)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon - Technical Difficulties (-1)
Left hand: Pearl Handled Colt
Telekinesis: LSR-250
Adventure Cards:
  • Renown: Insert description here
    Turncoat: insert description here
    Folk Hero: insert description here
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Jasco
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Re: Day 19: Free Marron

Post by Jasco » Fri Oct 26, 2018 3:39 am

Loot
HJ Roll: 1d20 = 15: 15
Experience/Wisdom: Life on the road, in the wilderness, and wandering the streets of the cities that remain gave your character special insight and some key experience with a particular calling. You may give her one Professional Edge, ignoring requirements, subject to the GM’s approval and it making at least some kind of sense. (Ace)

+100,000 in credits/gear = Grade IV Field Computer (28k), PRIM Extension node: [Core Electronics Package (22k), Subject Matter Expert 4-die (25k) + Signal Booster (4k) + Grade III Field Computer (12k) + 9k credits]

Specialized Salvage:
Salvaged Robot. As per Hangouts discussion:
Triax X-545 missing 4 mini-missile launchers (leaving 4 slots available).
  • Remove 2 more mini-missile launchers (total 6 slots)
  • Reinforced Frame x3 (1 slot each. 3 slots total.): +6 toughness
  • Pace x1 (1 slot): +4 pace. Final Pace: 16
  • Analytical Sensor Suite (1 slot): +4 Notice vs sound, motion, strong chemicals, radiation, or electrical fields up to 1000 yards.
  • AMCM Jammers (1 slot): Anti-Missile Counter Measures are integrated jammers and decoys. They add +2 to Piloting or Knowledge (Electronics) rolls made to evade missile attacks (and Tractor Beams).
Final Robot: wrote: Rico: Heavily Modified X-545 (ECM Variant): Size 5, Crew 1,
Strength d12+5, Toughness 35 (14), Pace 16
Notes:
  • M.D.C. Armor
  • Standard PA
    • Full Environmental Protection
    • Advanced Communications: (20-mile range; 500 miles with access to a dedicated relay system)
    • Full Sensor Suite with Heads Up Display (HUD): +2 on all Notice checks and incorporating 360 degree radar, thermal imaging, and night vision; optics enhancement with 50× magnification and audio pickups that can catch whispers at 100 yards
    • Combat Computer & Targeting Systems: offset up to −2 Shooting penalties and can be calibrated to prevent friendly fire
  • AMCM
    Anti-Missile Counter Measures are integrated jammers and decoys. They add +2 to Piloting or Knowledge (Electronics) rolls made to evade missile attacks (and Tractor Beams).
  • Analytical Sensor Suite
    +4 Notice vs sound, motion, strong chemicals, radiation, or electrical fields up to 1000 yards.
  • PRIM Extension node
    Allows for PRIM to interact. Built from: Core Electronics Package (22k), Subject Matter Expert 4-die (25k) + Signal Booster (4k) + Grade III Field Computer (12k).
Weapons:
  • Dual-linked Medium Ion Cannons
    Range 100/300/600, Damage 4d8+2, RoF 1, AP 4, MBT, Mega Damage, +1 to hit
  • 2 × Vibro-Swords (forearms)
    Damage Str+d12+1 = 2d12+6, AP 4, Mega Damage
  • Linked Flamethrowers (lower legs)
    A pair of chemical flamethrowers firing a simultaneous blast of intense, napalm-like flame (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Riot Control Machineguns (head)
    Range 24/48/96, Damage 3d6, RoF 3, AP 2
It has good bones. Jasco thinks as he looks over the damaged robot. Running his hand over the battle damage, the information broker tries to think of the various components that may have been damaged. Who am I kidding, I am an amateur when it comes to engineering and repair... Jasco's thoughts come to a halt as he think he spots something further downfield. Squinting, the information broker is forced to clean his spectacles and move a bit closer before confirming his hunch. A broad smile crosses his face as he spots another robot of similar make and model as the first, but crippled in an entirely different way. "Maybe the two can be combined into one..." Jasco says aloud and looks on excitedly. Knowing that if he manages to restore a fully functional robot, he will need more compute power, the information broker focuses on components necessary to build an extension node for his AI to better maintain contact.
Last edited by Jasco on Fri Nov 09, 2018 10:18 am, edited 2 times in total.
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


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Orrin Truthseeker
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Re: Day 19: Free Marron

Post by Orrin Truthseeker » Fri Oct 26, 2018 4:13 pm

HJ roll
HJ roll - Training
1d20 = 15: 15
- select one combat edge ignoring requirements other than edges. - killer instinct
loot
I'll take the thunderclap pistol. And will hold on the 100,000 credits for now
With the dead buried and the wounded resting, Orrin spends some time going through the salvage the team had gathered from the raiders. They must have been raiding lands far and wide, as he finds some exotic equipment. Keeping his arcane sight turned on, he can spots a matching set of summoning rings.

I bet Jack would love those

Then he picks up a perfectly balanced gun. As he levels it, aiming at a random cup sitting on the barrel beside him, the gun seems to read his thoughts and tugs at his grip, aligning the sights on the cup.

Surprised, Orrin tries another target, aiming out the wind at a tree about 100 yards away. Again he feels the gun tug at his grip, compensating for his terrible gunmanship.

This battle nearly drained me... And I had just made a visit to a line.. It would be nice to have a backup plan

Orrin rummages through the rest of the loot and finds a matching holster. He straps it on and holsters the gun. He takes a breath and then tries to wuickly draw the weapon. The gun goes flying across the room, slamming into the door.

Going to have to practice that...
After a day or two helping he town set it s recovery efforts in order, Orrin gathers the team over dinner

"Alright where do we head next? We left Black Mesa in a mess, and who knows what happened there. Delta here is offering a treasure trove of military technology that could go a long way in helping the legion protect those in it's care. Then there is this shibboleth. We don't know much about him, but Tito said something rumors of him north of here. What does everyone think?"

Orrin for one, is itching to go off hunting for NORAD, but he has enough leadership training to at least pretend to hear out his team...
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 19/20; Staff PPE: 10/10; Armor PPE: 10/10 [/size]

Parry: 4+1[/size]
Pace: 6[/size]
Toughness: 15 (6)[/size]
Active Powers [/size]
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells [/size]

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)[/size]
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor[/size]

Bennies: 2/3 [/size]
-1 for rerolling Dispel

Aventure Cards:
Extra Effort: Add 1d6 to trait roll - this may ace
Powersurge:: Regain all spent Power Points
Villianious Verbosity: Play to make a Wild card lose his next action gloating

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Kim Black
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Location: Wheaton, IL

Re: Day 19: Free Marron

Post by Kim Black » Tue Oct 30, 2018 5:26 am

Rewards
Hero's Journey
1. 1d20 = 9: 9 - Magic and Mysticsism: Arcane casters benefit from a variety of spells. Your hero knows one power of any Rank from her own list or one Novice power normally unavailable. (Healing)
2. From the credits she will take a Grade IV Field Computer (34k) and a Communications Band (28k) and 38k in credits
3. She will take Cassius' Hellfire Sword, unless some more melee-oriented character wants it, in which case she will take a draining blade.
New Mexico/Marron
D-Day
Round 0

Kim went over the battlefield with the others. She scouted the salvage even as she put the last few rhinestones on the white, glittery glove she had just made. She tested it out, touching the side of her head where she had been hit and felt the soothing, magical healing energy close the wound.

Kim picked out a bunch of salvage, including a very nice field computer and a communications band. When she returned to town, they were stacking up the gear from the bodies. Kim walked over to Cassius’ enchanted sword and studied it. She gave it a few test swings and liked the feel of it. She felt the magic enhancing her fighting ability. This would be useful if no one else wanted it.

At the team meeting, Kim spoke up. “Mind if we take some time so I can finish upgrading the Sky Siren? I have everything laid out in the garage ready. I just need the time.” She blushed a bit. “I reckon it will take me twenty-eight days, though, unless Rill can keep me going. I know you all probably don’t want to sit here in Marron twiddling your thumbs. Whatever you can give me.”
OOC Comments
Time needed for each mod: 8, 8, 6, 6 days. That can likely get cut by a third (assuming 8 hour days) if Rill keeps succor up on Kim. Plus she will have help from her little apprentice. That would get everything done in 10 days.
Last edited by Kim Black on Wed Oct 31, 2018 1:01 am, edited 4 times in total.
Character Tracking
-1 Fatigue
Spirit d4 (3r)
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 20/20
Bennies: 1/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Dispel Magic device
  • PPE 9
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • 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.”
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

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Sir Blurre
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Posts: 142
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 19: Free Marron

Post by Sir Blurre » Tue Oct 30, 2018 2:42 pm

Blurre considers Orrin's question. "As much as I would like to go haring off after Runnin, the fact is I have no knowledge of her location, other than, 'North', which seems to be the general direction of this trove of Miss Delta's. It occurs to me that this military hardware could be useful in locating Shibboleth, anyway. As for Black Mesa, I suspect that Miss Stella had the matter well in hand for the time being; perhaps we could have one of our new allies go back there to check up on things, and then report back here--they might even be able to use the communications gear here to radio to us in the field, if things have gone amiss."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
Red Bennies: 1/1 (Additional +1d6 to roll when used)
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q4/18 Adventure cards:
Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Villainous Verbosity - Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.[/list]

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Tribe of One
Posts: 825
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 19: Free Marron

Post by Tribe of One » Wed Oct 31, 2018 11:57 am

Tito wrote:
Thu Oct 25, 2018 6:56 pm
Still not having eaten yet, Tito begged the 18th for food again, "Hey, man, this is money, right? How many of these sticks do I need to get some food? Ill go out and try to find more of them if one isn't enough, man."

The dog boy, seemingly unaware of how cred sticks work, offered it back to the 18th COT in exchange for a warm meal.
Toto the Texas Tech looks at Tito like the Dog Boy must have spent too much time in the sun.

"Calm down there, hoss, we'll get you some chow and I'm sure they'll let you keep your stake. The townsfolk don't eat much, and those raiders were riding with a full chuckwagon," the trimadore says, ladling a mess of beans and some scrambled devil rattler eggs onto a tin plate. "I'd offer you coffee but I'm thinking water might suit you better."

With Tito seen to, the trimador robo-jock dishes himself some breakfast and sets his sombrero aside as he sits to eat.

"If you all are thinking about heading north, I could take Waylon and swing over to Black Mesa, check on things and maybe see about picking up some supplies. The Marronites are pretty flush with salvage, but they're lacking some basics, too. I reckon I could be there and back in a week."
GM Bennies: 6/6

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Silverclaws
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Posts: 177
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 19: Free Marron

Post by Silverclaws » Wed Oct 31, 2018 2:48 pm

Silverclaws laughs at the Dog Boy but nods at Toto's remarks. "I would be of a mind to join you, old friend. Not certain when 'Delta' is going to be mobile enough to go about whatever business she has."

Chatting Kim up a bit, Silver asks if she can rig a couple of hovercycles into a suitable hover sled that could haul salvage back to Black Mesa.

Talking to Orrin and Jasco, "If you are of a mind to wait things out a bit here in Marron, then I will certainly join Toto in getting to Black Mesa and back."
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...


Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.


Adventure cards:
  • (14) In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |

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Tito
Posts: 33
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 19: Free Marron

Post by Tito » Wed Oct 31, 2018 9:17 pm

Tribe of One wrote:
Wed Oct 31, 2018 11:57 am
Toto the Texas Tech looks at Tito like the Dog Boy must have spent too much time in the sun.

"Calm down there, hoss, we'll get you some chow and I'm sure they'll let you keep your stake. The townsfolk don't eat much, and those raiders were riding with a full chuckwagon," the trimadore says, ladling a mess of beans and some scrambled devil rattler eggs onto a tin plate. "I'd offer you coffee but I'm thinking water might suit you better."

With Tito seen to, the trimador robo-jock dishes himself some breakfast and sets his sombrero aside as he sits to eat.
"Oh man, this is so good! Thank you. Wow, I didn't know food was free or I would have tried finding people sooner." Tito exclaims between mouthfuls of the beans and eggs that he shovels into his mouth.

He shrugs at Toto's offer of coffee and says, "That's ok, man. I haven't really ever tried coffee, but I like water. This is awesome, man. I haven't had real food in weeks. Just bugs and lizards. Easy stuff to scrounge up that doesn't leave..Well, just easy stuff to eat quick, man."

"So why were the bad people attacking the good people? I mean..you, uh, are the good people, right?" Tito asks.

When Silverclaw mentions going to Black Mesa, Tito offers his help, "I'm pretty badass, man. I can protect you and make sure you get to the..the black mesa? I'm pretty good in the wild, too, man. Like I said, I'm awesome. Don't think I'm not just because you're big and I'm small, man. I mean, I'm not small. I'm just not big. But my muscles are huge, and that's why I'm badass, man."
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 1/3; Fatigue: 0/2
Bennies: 3/3 Red Benny: 1/1 (adds +1d6 to roll)
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Jack 'Bullet' Jones
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Silver Patron
Posts: 170
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 19: Free Marron

Post by Jack 'Bullet' Jones » Wed Oct 31, 2018 10:40 pm

Jack pipes up. "Black Mesa oughta be looked in on, but we got ourselves a whole mess a' things in front of us, and that place feels like lookin' back. Still, Stella's..." The gambler, uncharacteristically, trails off, lost in thought. He shakes himself back to reality as Tito nearly has a fit over food. "Easy there, little fella. Plenty more where that came from. Like Toto said, got a whole chuck wagon. Oughta keep us fer a bit." He eyes the hyper dog boy, and his credstick. He turns on his most laid back smile. "Say, pardner, ever heard of a game called 'Texas Hold'em'? Ah might could teach ya, though the game can run into credits. Still, ah do believe you might have a gift for it."

A disapproving look from some of his friends puts him back on task. "Fella, we're definitely the good guys. Them Blue Hand boys ain't nothin' but a mess of hopped up rattlesnakes, pissed off and ugly. Had these folks under their heels, workin' 'em like slaves. Ain't no man got a right to the labors of others just 'cause he's got a bigger gun. We helped 'em free themselves. Reckon it's like bein' on a leash, an' the only thing the leashholder pays is enough ta keep ya livin'. Ain't no way to treat a man."

He turns back to his crew. "Orrin, whaddya reckon? Openin' up discussions with some neighbors, or huntin' this here treasure trove?"

Later, Jack goes looking for Kim. "Little lady, ah had a bit of trouble with this here hogleg. Ain't shootin' right. Reckon you could find the time ta give it a look?" He stops, and looks the girl in the eyes. "Darlin', ah do believe ah told ya we'd be alright. Took yerself a little lump, but ah see you've got yerself a new toy. That's what overcomin' a challenge does; teaches ya. Makes ya stronger." He smiles. "Kim, ah sure am glad ta see ah didn't have ta eat my words. Glad we both survived. Ah reckon ya got a little more fight in ya than ya realize." He gives the girl a wink, then sets his Hellfire Hand Cannon on her work bench. "Just whenever ya get a minute. Much obliged, darlin'." He tips his hat to her, then heads out to walk the perimeter of the town.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 0
Red Bennies: 1
Wounds / Fatigue: 1 / 0
Parry: 5
Toughness: 14 (6)
ISP: 0/40
Active Powers: Exalted Quickness (2/3); Greater Deflection (2/3); Greater Smite - Lightning on HHC and PHC (2/3); Telekinesis (2/3); Smite - Lightning on LSR (1/3)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon - Technical Difficulties (-1)
Left hand: Pearl Handled Colt
Telekinesis: LSR-250
Adventure Cards:
  • Renown: Insert description here
    Turncoat: insert description here
    Folk Hero: insert description here
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Kim Black
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Posts: 205
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 19: Free Marron

Post by Kim Black » Thu Nov 01, 2018 4:01 am

Repair 18; half the time
+4 Machine Maestro, +2 Mr. Fixit, +1 Multi-tool, +2 UEMC
Repair 1d8+9 = 17: 8
Ace 1d8+17 = 18: 1
Wild 1d6+9 = 12: 3
New Mexico/Marron
Morning
Round 0

Kim nodded to Silver. “I could rig up the hovercycles,” she said. They had the Desert Fox and the police hovercycle they had gotten from the fadetown. There were also plenty of cycles salvaged from the Blue Hands.

“Yes, we’re the good people,” Kim said, giving Tito an amused smile. “We’re with the Tomorrow Legion, the 18th Community Outreach Team. We’re out here to help people on behalf of the Legion, work up some good will, make allies.”

Kim was back in her makeshift workshop when Jack tracked her down. “Hey,” Kim said quietly, avoiding eye contact as she focused on placing one of the diamonds just right on her new Hand of Healing. It was a niggly little detail that didn’t matter, but it gave her something to do other than look at the handsome gunslinger that had turned down her offer of herself. “Yeah, I’m fine.” She brushed back her hair. The lump from the headshot was mostly gone. She’d been using it to test her new device. “I can look at your gun, sure.”

Watching Jack walk away, Kim sighed. “Why do you want what you can’t have? It’s not like he even cares!” she muttered to herself. Time to do what she always did when she didn’t want to think about her feelings: bury herself in work.
Character Tracking
-1 Fatigue
Spirit d4 (3r)
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 20/20
Bennies: 1/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Dispel Magic device
  • PPE 9
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • 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.”
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

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Seswarick
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Re: Day 19: Free Marron

Post by Seswarick » Thu Nov 01, 2018 2:42 pm

Kim Black wrote:
Thu Nov 01, 2018 4:01 am

“Yes, we’re the good people,” Kim said, giving Tito an amused smile. “We’re with the Tomorrow Legion, the 18th Community Outreach Team. We’re out here to help people on behalf of the Legion, work up some good will, make allies.”

Seswarick, who had been attentively listening until now, raise a hand to interject at this point, his gaze shifting amoung the COT members and stopping on Orrin. " I had intended to offer to guide your team to Tryth-Sal, the home of my people. We have heard of the Legion from our Cyberknight allies, but hearing of and meeting are not the same, our elders would like to do the latter. However you have important matters elsewhere so don't feel pressed to answer. Also I would like to ask if I may accompany your team on it's travels." With that he steps back to allow the COT a chance to consider his request.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/30
Bennies: 1/3 1 red bennie
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode

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Jasco
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Re: Day 19: Free Marron

Post by Jasco » Sat Nov 03, 2018 4:22 am

Silverclaws wrote:
Wed Oct 31, 2018 2:48 pm
Talking to Orrin and Jasco, "If you are of a mind to wait things out a bit here in Marron, then I will certainly join Toto in getting to Black Mesa and back."
Jasco nods. "There is wisdom in splitting up to tend to these tasks separately. We can head north while you return to Black Mesa. Be sure to engage the courier system if something is amiss back in Black Mesa. There is a digital dead drop on the fence outside the Marron garage where Kim set up. 6 by 8. 5, 22, 17. If we cannot make it back, I will relay updates there and I advise you do the same." Though addressing Silver, the dead drop information is spoken loudly enough for everyone else to know also. It takes but a moment to conclude that the digital dead drop is hidden within one of the many combination locks latched onto the fence, 6th one across, 8th down. With the drop accessible by opening up the lock with the knob combination (5, 22, 17).

When given the opportunity (either after things quiet down or once they are on the road), Jasco will approach the newcomers, Ses and Tito and make formal introductions, "Name's Jasco. Thank you for all that you did so selflessly to help the Marronites." The information broker will pause, giving the two a once over before continuing, "I'd wager you both have very interesting stories to tell about how you got to where you are now. And I would very much like to hear it."
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


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Tito
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Re: Day 19: Free Marron

Post by Tito » Sat Nov 03, 2018 7:16 am

Tito’s yellow, reptilian eyes dart from Jasco to Seswarick and several other members of the 18th before looking back and saying, ”I, uh.. I came north with some friends, man. One of my friends got... he couldn’t come with us so he went back. My other friend and I split up a while back, maybe a week ago? He might even be in this Black Mesa place, I’m not sure, man. I hope he’s alright.”

The blatantly direct Dog boy seems to be struggling to tell his story, but he continues, “I kept heading northwest when I sensed the big magic skyline last night. I don’t like those, so I went to sleep. I was going to cross it today, but I smelled crazy big magic, man! It woke me up early and I wanted to check it out. That’s when I found you guys. I’m really glad you are the good guys after all.”
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 1/3; Fatigue: 0/2
Bennies: 3/3 Red Benny: 1/1 (adds +1d6 to roll)
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Edit Signature

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Seswarick
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Re: Day 19: Free Marron

Post by Seswarick » Sat Nov 03, 2018 9:12 am

Jasco wrote:
Sat Nov 03, 2018 4:22 am
"Name's Jasco. Thank you for all that you did so selflessly to help the Marronites." The information broker will pause, giving the two a once over before continuing, "I'd wager you both have very interesting stories to tell about how you got to where you are now. And I would very much like to hear it."

The Lyn-Srial returns Jascos once over. Nodding and smiling (?) at the mans introduction.

"Greeting Jasco, I am Seswarick. Life and freedom are the greatest of gifts, we Lyn-Srial gladly help others when they are faced with those who would steal them. I am relieved that we seem to share that value with the Legion." A brief wave of warm emanates from him. "My people live far from here, at the western end of the Grand Canyon, but we send patrols into the desert around our home. I am a member of one of them. We scout for dangerous beings as well as render aid to travelers and nearby settlements. While we were doing so we came across the site of a fierce battle. A human who is known to us, Duncan, and a blue female were barley conscious in the wreckage. They relayed the situation here before passing out. Unfortunately our best healer was held up helping another ally of ours, so most of the squad was need to help your friends to safety. Given the nature if the situation here our leader sent me.

"I arrived as the raiders were approaching the town and thought I might get an understandably suspicious response from you were I to pop up just as things were getting serious, so I instead used their own dust cloud to approach them from behind. Hoping I would disrupt moral and break some of them, or at least remove combatants before they could engage and save more lives."
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/30
Bennies: 1/3 1 red bennie
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode

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Tito
Posts: 33
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 19: Free Marron

Post by Tito » Sun Nov 04, 2018 9:43 pm

Tito pays attention to the birdman for the first time. He mistakes the lyn-srial for an unsual dog boy such as himself. His eyes widen and his draw drops just a bit.

He excitedly asks, "You can fly, right, man? That's so cool. Maybe you can show me sometime? I bet I can learn that trick, but I haven't really figured it out - it's really hard. You're the first bird boy I've ever seen! Where did you get your extra arms? Man, it'd be so badass if I had some extra arms, too!"
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 1/3; Fatigue: 0/2
Bennies: 3/3 Red Benny: 1/1 (adds +1d6 to roll)
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Edit Signature

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Seswarick
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Re: Day 19: Free Marron

Post by Seswarick » Sun Nov 04, 2018 10:31 pm

Tito wrote:
Sun Nov 04, 2018 9:43 pm
Tito pays attention to the birdman for the first time. He mistakes the lyn-srial for an unsual dog boy such as himself. His eyes widen and his draw drops just a bit.

He excitedly asks, "You can fly, right, man? That's so cool. Youre the first bird boy I've ever seen! Maybe you can show me sometime? I bet can I can learn that trick, but I haven't really figured it out - it's really hard. Where did you get your extra arms from? Man, it'd be so badass if I had some extra arms, too!"
Smiling his strange bird smile to the dog boy, "I can indeed fly friend Tito, you however may need some magic or mechanical help to do so. But if you find such I will gladly teach you how to use updrafts, slipstreams, and other currents in the air. As for my arms, all my people have them. We always have."
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/30
Bennies: 1/3 1 red bennie
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode

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Tito
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Re: Day 19: Free Marron

Post by Tito » Mon Nov 05, 2018 12:06 am

Tito looks a little disappointed when Sesawrick mentions "his people," but overall, he still seems excited. He looks around for a secluded location and sees a building which looks building that's been temporarily abandoned due to all the activity from the aftermath of battle. He smiles and looks back to Sesawrick

Grabing the Lyn-Srial's arm lightly, Tito whispers, "Hey man, follow me, ok? I want to show you something badass! I thought you were a bird boy, but I guess that's not a thing, huh? There's lots of cool things I don't know, man, but I'm glad you're a birdman. Some people are mean to dog boys."

Tito lets go of Sesawrick's arm and enters the building. Inside, Tito looks around and sniffs the air to make sure he and Sesawrick are alone. Satisfied that they are, he closes the door.

"Alright," Tito says, "This is my badass secret. But don't worry, I'm a good dog boy, ok? Don't tell anyone. I don't want them to think I'm a bad dog boy."

Suddenly, Tito's fur begins falling off. Misshapen wings burst out from the skin of his back, and that skin is quickly replaced by scaly hide. His armor seems designed to handle this, however, and it even expands as the dog boy grows several feet taller.

If the lyn-srial considered Tito well-muscled before, the dog boy now appears to be an absolute behemoth. It wouldn't surprise Sesawrick if Tito could uproot fully grown trees and wield them in battle in this new form. Tito smiles at Sesawrick, excited to finally share his Chihuagoyle form with someone that didn't want to retrieve him for experimentation.

Tito flaps his wings and excitedly whispers, "See, man? I do have wings! What do you think, huh? Badass! I can jump really good using my wings, man. I can even glide a little if I jump too far, but I can't figure out how to fly. What do you think I'm doing wrong?"

Unfortunately, Sesawrick can tell that Tito's wings are too underdeveloped for actual flight. Its as if the chihuagoyle has lived his entire life without ever using his wings much. Even if his wings were as well developed as the rest of his body, they would struggle to lift Tito's hyper-muscled body. It would take a lot of conditioning, training and patience to teach the chihuagoyle to fly and develop his wings to be capable of sustained flight.
Pic
Imagine this, armored!

Image
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 1/3; Fatigue: 0/2
Bennies: 3/3 Red Benny: 1/1 (adds +1d6 to roll)
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Edit Signature

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Silverclaws
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Re: Day 19: Free Marron

Post by Silverclaws » Mon Nov 05, 2018 9:38 am

Tito wrote:When Silverclaw mentions going to Black Mesa, Tito offers his help, "I'm pretty badass, man. I can protect you and make sure you get to the..the black mesa? I'm pretty good in the wild, too, man. Like I said, I'm awesome. Don't think I'm not just because you're big and I'm small, man. I mean, I'm not small. I'm just not big. But my muscles are huge, and that's why I'm badass, man."
Silver smiles at the Dog Boy. "Sorry mate. This trail ride is for Toto and myself. We have a lot of catching up to do."

"Besides the 18th only has room for one canine member and you are it. Best get acquianted with your new pack mates."
Jasco wrote:Jasco nods. "There is wisdom in splitting up to tend to these tasks separately. We can head north while you return to Black Mesa. Be sure to engage the courier system if something is amiss back in Black Mesa. There is a digital dead drop on the fence outside the Marron garage where Kim set up. 6 by 8. 5, 22, 17. If we cannot make it back, I will relay updates there and I advise you do the same." Though addressing Silver, the dead drop information is spoken loudly enough for everyone else to know also. It takes but a moment to conclude that the digital dead drop is hidden within one of the many combination locks latched onto the fence, 6th one across, 8th down. With the drop accessible by opening up the lock with the knob combination (5, 22, 17).
Silverclaws waves a hand to aknowledge Jasco's message.

Patting his friend on his shoulder, he waits for the trimadore to mount up. With the hyper rigged sleds Silver and Toto head out towards Black Mesa. Using the side trails and by ways as much as possible, Silver and Toto approach Black Mesa.

The week long trek out gives Silver and Toto time to catch up. Formulating plans to set up at least a wayside stop in Marron, the two discuss other possibilities for the future.

<End of Silverclaws Transmission>
SILVERCLAWS
Quick Stats
Character Name: Silverclaws
Rank: Seasoned 2 Experience: 7 Advances Left: 1
Race: Wolfen
Iconic Framework: MARS Techno-Warrior

Bennies: 4/4
Agility d12, Smarts d8, Spirit d10, Strength d12+1, Vigor d12
Charisma: 0; Pace: 8 (1d8); Parry: 8 (9 with claws); Toughness: 23 (6); Size: +1; Strain: 19/22
Hindrances:
  • Code of Honor Wolfen society places great value on justice and rule of law meaning all Wolfen live by a strict code of honor.
  • Distinctive D-Bee: -4 Charisma with CS citizens.
  • Non-Standard Physiology Cannot wear standard armor; Trait rolls related to driving a vehicle or firing a vehicle’s weapons are at -2 penalty.
  • Enemy (Major): Hated and targeted by vampires and supernatural beings
  • Wanted (Minor): CS - Lone Star
  • Habit(Minor):I am a wolf and do wolf things. So I periodically howl at the moon. What of it?
  • Overconfident: Hold my beer ...


Notice d8+2 (d8+4 if scent or sound), Common Knowledge d8, Intimidation d10, Persuasion d4-2

Edges and Abilities of Note:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.


Adventure cards:
  • (14) In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).


| 2017Q4 | 7 XP (32) | 3 EP (1) | +1 Benny (5) |
| 2018Q1 | 7 XP (39) | 3 EP (4) | +1 Benny (4) |

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Seswarick
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Re: Day 19: Free Marron

Post by Seswarick » Wed Nov 07, 2018 11:31 pm

Tito wrote:
Mon Nov 05, 2018 12:06 am
Tito looks a little disappointed when Sesawrick mentions "his people," but overall, he still seems excited. He looks around for a secluded location and sees a building which looks building that's been temporarily abandoned due to all the activity from the aftermath of battle. He smiles and looks back to Sesawrick

Grabing the Lyn-Srial's arm lightly, Tito whispers, "Hey man, follow me, ok? I want to show you something badass! I thought you were a bird boy, but I guess that's not a thing, huh? There's lots of cool things I don't know, man, but I'm glad you're a birdman. Some people are mean to dog boys."
"Sure." Curious about what the excitable dog boy wishes to share Seswarick allows himself to be led. "This world is full of wonders, the Coalition may well have made avian humanoids. I have met a young woman who escaped them who is part cat and part, well I'm not really sure. She is friends with the Legionnaires." The Lyn-Srial motions back towards the COT. "Sadly there are those who are mean to anyone not like them. My people believe it is the duty of the just and compassionate to try and teach those beings a better way a better way."
Tito wrote:
Mon Nov 05, 2018 12:06 am
Tito lets go of Sesawrick's arm and enters the building. Inside, Tito looks around and sniffs the air to make sure he and Sesawrick are alone. Satisfied that they are, he closes the door.

"Alright," Tito says, "This is my badass secret. But don't worry, I'm a good dog boy, ok? Don't tell anyone. I don't want them to think I'm a bad dog boy."

Suddenly, Tito's fur begins falling off. Misshapen wings burst out from the skin of his back, and that skin is quickly replaced by scaly hide. His armor seems designed to handle this, however, and it even expands as the dog boy grows several feet taller.
Being isolated and in an enclosed space with this stranger, regardless of his friendly demeanor, puts Seswarick a little on edge. When Tito begins his transformation the stormborn more than a little alarmed. Taking a step back his body is wreathed in electricity for a moment, but when the Chihuagoyle makes no aggressive moves he immediately drops it. "I apologize. That was both unexpected and alarming."
Tito wrote:
Mon Nov 05, 2018 12:06 am
If the lyn-srial considered Tito well-muscled before, the dog boy now appears to be an absolute behemoth. It wouldn't surprise Sesawrick if Tito could uproot fully grown trees and wield them in battle in this new form. Tito smiles at Sesawrick, excited to finally share his Chihuagoyle form with someone that didn't want to retrieve him for experimentation.

Tito flaps his wings and excitedly whispers, "See, man? I do have wings! What do you think, huh? Badass! I can jump really good using my wings, man. I can even glide a little if I jump too far, but I can't figure out how to fly. What do you think I'm doing wrong?"
Looking at Titos wings as he flaps them Seswarick can tell they are not nearly strong enough to lift the dog boys mass. He struggles a moment to try and find a way to break it to his new companion that he may never truly fly unassisted. "Hmm, I'm guessing you did not get to practice much of your life. Your muscles and wings themselves are very underdeveloped, even without your weapons and armor I doubt they could support more than gliding. If you worked on using them more it would help some but you may never fly without some aid. I am sorry. However I am not a medic and do not know much about your species, so I may not be correct. Sadness tinges his voice as he gives the unfortunate news. Placing a hand on the Chihuagoyles shoulder. "If we get the chance to visit my home perhaps someone there who understand the mechanics of flight better than I who can help. Let us return, and see what awaits us."
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/30
Bennies: 1/3 1 red bennie
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode

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Tribe of One
Posts: 825
Joined: Wed Aug 30, 2017 9:28 am

Re: WIP Posts

Post by Tribe of One » Thu Nov 08, 2018 2:37 pm

Preparation work kicks into high gear after the departure of Silverclaws and Toto on their fact-finding mission to Black Mesa.

Kim soon has the largest of the surviving NEMA hangars nearly full of scrap and salvaged mechanical equipment. With multiple projects going on at once, she works day and night assisted by her Marronite assistant and copious prayers from Rill to keep her on her feet. Her conversion of the group's Sky Siren hover-transport proceeds at a furious pace, even as she oversees repairs on the salvaged robot armor Jasco has dragged in from the battlefield.

Rebuilt who-knows-how-many times before, the robot is a Frankenstein's monster of parts, although recognizably Triax at its core. Little of it remains stock, but as the former (?) Black Market agent noted, its bones are strong and unquestionably combat-worthy, despite the creative repairs and additions that have been made. With some salvaged electronic equipment, he's even able to link it up remotely with PRIM, allowing the movement of both the Roundabout and the robot to be coordinated.

As the repair work proceeds over the course of about a week, the COT has ample opportunity to hash out plans with Delta, who seems able to spend more and more time out of bed as she acclimates to life in "high gravity."

"I don't know what the stories are down here," the tattooed space-woman says, kicking off the first of several planning sessions. "Even upstairs -- in orbit, where I came from -- the records are muddled, partly on purpose and partly because even Golden Age tech wasn't made to last 300 years. I'm sure the short version is pretty much the same: Those Golden Age geniuses decided to blow up the world, and all that nuclear death triggered some kind of magical Armageddon, leaving us with glowing blue lines of magic criss-crossing the globe and demons and aliens and all the other fun stuff."

"You're most familiar with how things went to shit down here, and for the most part they went to shit upstairs, too, although with a lot less of the demons and magic. As precarious as life is in the void, the stations hadn't been as quick to shoot each other to hell, but everyone had their hands full staying alive in the aftermath and it was years before they really began talking again. By that time, communication with the surface had dropped off to nothing, either because there was no one left to talk to or because the kill-sats that got activated at some point had destroyed most of the communication arrays."
SatArray.jpg
She pauses and runs a hand over her scalp, seeming a little surprised at how quickly the sweat evaporates.

"It's so weird, no seals or reclamation systems here," she says, shaking her head. "Anyway, things haven't changed much since then. There are four big stations -- Freedom, Yuro, Laika and Outcast -- plus dozens of small orbital habs and freebooters, plus the moon base. Most don't like each other but actual aggression is pretty rare. Officially, there's no contact with anyone on the surface, but there are always rumors that one station or the other is conspiring with forces from below ... but nobody can do anything while the kill-sats are in place. Word is the moon base could shut them down if they wanted, but they won't admit it. Basically, they and most of the other stations just want to maintain the status quo."

"Not everyone is happy with that, though. Outcast Station, where I'm from, gets more travelers than the others -- we don't have the blue lines in space, but portals open up sometimes, and Outcast doesn't shoot on sight like the others. So sometimes somebody from downstairs -- Earth -- makes it up, and shares stories. That's how I first heard about NORAD. Old legends, about a fortress where the generals of the Old American Empire and the "Neemans" -- NEMA, like the ones who built this place -- used to meet and communicate with their armies all over the world, as well as the stations up in space. When the apocalypse came, they were supposed to hide there, but communications just cut off."
Cheyenne2.jpg
"The traveler talked about it like it was just another old story, made up or too garbled to mean anything. But I was able to find enough in some of the stations' systems to verify it had existed. We were still hunting for more and planning a way to get down here to look for it when your team triggered the NEMA station here to try to connect to NORAD ... and for a split-second, it did."

Delta taps the cybernetic interface and storage chip installed just behind her ear.

"I didn't have time to trace the response, but I was able to catch some of the telemetric data, and your wolf-man that just left snagged some more. In addition to a bunch of codes, I've got geographic location data for NORAD and a bunch of other old bases like this one. All we need to do now is head north and take a look."

She winces a little as she draws in a deep breath, then smiles.

"So what do you say, Tomorrow Legion? Want to go dig up the past?"
CheyenneMountain1.jpg

Lots of exposition there, but hopefully it's enough to get a conversation going. Have questions for Delta? Ask them. Does your character know any stories about NORAD, or the territories to the north, between here and the Colorado Baronies? Make an appropriate trait roll and we can fill in some gaps. Have ideas about how to proceed? Post those, too.

EDIT: Trait rolls are only needed to get accurate information. Feel free to mention any stories or rumors you’ve heard about the areas to the north — and take a Benny if you do.

And to provide a little inspiration (and maybe a few questions ...) I've updated the map to include some additional points of interest.

Map of Black Mesa, Marron and Points North
GM Bennies: 6/6

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Orrin Truthseeker
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Re: Day 19: Free Marron

Post by Orrin Truthseeker » Thu Nov 08, 2018 7:20 pm

Knowledge (history) 7
Check for info on NORAD or other info
Knowledge (history) 1d8 = 7: 7
Wild 1d6 = 2: 2
Caught up in coordinating the rebuilding of Marron, its a while before the team can sit down and plan their next move.

Orrin is exhausted from the work. He had been refusing Rills offers to relieve his fatigue, insisting that there were others who needed Rills limited power more. However, he perks up when Delta starts sharing her stories. In typical fasion, Orrin's questions flow almost faster than the answers.

"So some of the ancient stations survived huh? Id always wondered about that...How many people are up there? Are they all human or do you have other species? Dimensional beings, aliens? Are these 'kill sats' what keeps anything from getting outside of the lower atmosphere? "

Orrin pauses for a bit to let her answer a few questions. Exhaustion completely forgotten Orrin rapid fires a few more questions.

"O yeah, NORAD's real alright. Used to be the headquarters for the joint defence of all practically all of north America. Erin Tarn has an entire corp of researchers dedicated to uncovering it's location. Some of the texts she's uncovered says that the entire facility was mysteriously put on lockdown, and that massive automotrans guard the entrances to the facility. Who knows if they'd still be functional.... Oh! And if that isn't enough, the security system is supposed to trigger some type of destruction protocol that annihilates anything on the surface above the bunker if anyone attempts unauthorized access to the bunker. Maybe it's those kill sats you mentioned?" When Delta mentions a team coming to earth Orrin interrupts "we? Are there more of your people who came down? If you'd like we can help you search for them."

Then Delta mentions telemetry data, and Orrin practically starts to drool.

"Are you telling me youve got COORDINATES for the location of NORAD?" Orrin says, his volume rising until he is practically shouting. "that's... That's incredible! We need to leave immediately. There's no time to waste. Someone else could have intercepted that signal like Delta did..."
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 19/20; Staff PPE: 10/10; Armor PPE: 10/10 [/size]

Parry: 4+1[/size]
Pace: 6[/size]
Toughness: 15 (6)[/size]
Active Powers [/size]
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells [/size]

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)[/size]
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor[/size]

Bennies: 2/3 [/size]
-1 for rerolling Dispel

Aventure Cards:
Extra Effort: Add 1d6 to trait roll - this may ace
Powersurge:: Regain all spent Power Points
Villianious Verbosity: Play to make a Wild card lose his next action gloating

Update Signature

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Jack 'Bullet' Jones
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Re: Day 19: Free Marron

Post by Jack 'Bullet' Jones » Sun Nov 11, 2018 9:32 pm

Jack shakes his head, marveling at the wealth of information. He lets Orrin's head spin for a minute or two, then interjects. "Nah. Ah heard a fella awhile back talkin' bout headin' ta "Naw-rad." Ah figgered he meant "N'awlins." Paw went through there once. Fella talkin' 'bout it said he had a squad ready ta go, just needed a few more fer haulin' loot an' such. Most everybody took him fer loco and just ignored him. Never did hear from him. Don't reckon he got through, but ain't a one of his crew ever sent tell back. Reckon they all got shot down, or...reckon they made a score?" Jack whistles through his teeth. The prospect of this kind of pre-rift haul, and his share, sets him up pretty well anywhere he wants to go. He could hire a team of Ley Line Walkers and Shifters to keep him one step ahead of Samedi. Place warrants some lookin' into.
He smiles at Delta. "Well, ma'am, if Nawrad's real like you say, and anythin' Orrin's sayin' is true, we might have a worse fight on our hands'n a pack a' hungry coyotes on a lame cow's ass. Reckon we got any way of tellin' whatever defense doohickeys that we're the good guys? Ah ain't real keen on gettin' gunned down over an abandoned fort."
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 0
Red Bennies: 1
Wounds / Fatigue: 1 / 0
Parry: 5
Toughness: 14 (6)
ISP: 0/40
Active Powers: Exalted Quickness (2/3); Greater Deflection (2/3); Greater Smite - Lightning on HHC and PHC (2/3); Telekinesis (2/3); Smite - Lightning on LSR (1/3)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon - Technical Difficulties (-1)
Left hand: Pearl Handled Colt
Telekinesis: LSR-250
Adventure Cards:
  • Renown: Insert description here
    Turncoat: insert description here
    Folk Hero: insert description here
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Kim Black
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Posts: 205
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 19: Free Marron

Post by Kim Black » Mon Nov 12, 2018 5:51 am

New Mexico/Marron
Morning
Round 0

Kim sat on one of the tables, her feet on the bench, munching a sandwich as she listened to this Delta lady. The teen was dressed in dirty coveralls, her face stained with grease, and her hair in disarray. And she needed a bath. Rather unattractive, likely, but then who did she need to look pretty for? Jack didn’t care. Kim had thrown herself into her work to get the Sky Siren ready and fix up Jasco’s mess of robot armor.

Kim gave Delta a skeptical look. It was hard to believe she had come from space. Everyone knew it was, like, impossible to break Earth’s gravity. She wasn’t sure where Delta came from, but space was pretty hard to swallow.

“So you’re saying there’s actually people living in space. Where there isn’t any air. Or food. Or water. Nothing.” Kim shook her head in disbelief. “Norad is like an old wives tales. They even say they have a big stone wheel that turns and opens portals to other worlds.”

Kim sipped a Chi-Cola before continuing. “Red River Combine has a fortress city north of here. I’ve overheard my mom and Aunt Sara talk about them. Might be a place to stop in, sell some salvage, get supplies. Some Native territory too. Will want to be careful.”
Character Tracking
-1 Fatigue
Spirit d4 (3r)
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 20/20
Bennies: 1/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Dispel Magic device
  • PPE 9
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • 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.”
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

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Jasco
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Re: Day 19: Free Marron

Post by Jasco » Mon Nov 12, 2018 7:59 am

KnComputers 13
Knowledge: Computers. 1d8+2 = 4: 2
WD: 1d6+2 = 8: 6
Ace: 1d6+8 = 13: 5
On as many occasions as proper conduct would allow, Jasco is generous with his gratitude to Kim and the Marronites that work on putting the robot back together. He is impressed with the amount of technology crammed into the final product and is glad to have some of the weapon systems stripped in favor of sensors, speed and skeletal reinforcement.

Not wholly obsessed with the newfound robot, Jasco attends the discussions with Delta, the tattooed woman purportedly from space. The information broker listens with rapt attention, making mental notes of her story. He would meet her story with a healthy dose of skepticism, but the details seem to match up with recent events. Events that she had no good reason to know unless she was speaking the truth. Jasco sits mute for a little while others voice their opinions.

Something that was done in the Golden Age facility in Marron triggered some long-dormant communication protocol. And they received it from SPACE. Delta (and perhaps others) thought it was worth the risk of journeying down to the surface of a planet that nobody had journeyed to in their lifetimes to investigate. Even if their legends aren't true, how many other organizations have similar legends and could also have received the same communication ping? There will undoubtedly be a lot more players involved in this quest to dig up the past than we can currently anticipate. Jasco's face contorts uncomfortably, On whose behalf do we seek out this treasure trove? The Tomorrow Legion? The Black Market? Ourselves? And who will ultimately possess the treasure once its existence is known to the world? Would the Coalition organize an expedition of conquest? Splugorth? Other power players we are completely unaware of? By taking on this mission, we are sticking our heads into a beehive and hoping for the best... Not the way I prefer to operate. But there may be little choice in the matter.

Jasco breaks his silence by turning to Sir Blurre, "Do you have intentions of notifying the Tomorrow Legion of Delta's presence and our desire to investigate a potential NORAD location? I would recommend exercising caution with such a decision. Though it may help with garnering some support from the Legion, there is a great risk that once such a secret is out, many power players will leap at the opportunity and we may be caught in a very difficult situation. Though it is not the Cyberknight way, I would recommend we exercise some misdirection and misinformation."

Regardless of what decision is made, Jasco excuses himself from the meeting. He grabs the newly acquired Grade IV computer and heads into the Golden Age facility to try to locate and transfer as much of its historical records as he can onto the computer for later analysis.
Jasco: Human Information Broker [18th COT New West] | SR EP Ledger
Quick Stats
Human, MARS PCO: Information Broker
Bennies: 3/3
Agility d6, Smarts d10, Spirit d8, Strength d6, Vigor d6
Charisma: +2; Pace: 6 (1dX); Parry: 5; Toughness: 9 (3)
Hindrances: Code of Honor, Bad Eyes, Loyal
Notice d8, Common Knowledge d10, Persuasion d8+4
Edges and Abilities of Note: Killer Instinct (Wins tied opposed rolls, may reroll opposed skill die if it comes up a “1”), Command (+1 to troops recovering from being Shaken), Leader of Men (Roll a d10 as the Wild Die for subordinates’ group rolls), Tactician (Make a Knowledge (Battle) roll at the beginning of a fight to get an Action Card per success and raise; these may be given to any allies throughout the course of the battle), Robot Armor Jock (No -2 penalty while piloting robot armor.)
ISP: 20/20
Powers (all Mega): Speak Language with Splendor trapping (+2 to Charisma while the power is in effect, and on a Raise, a +1 die-type to Persuasion.); Telepathy with Shroud trapping ((message recipient) -1 to be hit by ranged attacks); Intangibility with Jazz trapping (+2 pace and on a raise, increase Agility one die type for duration of power.)
Adventure cards:
  • 7: Not Today - Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • 47: Epiphany - Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
  • 50: Theme Song - It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


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Tito
Posts: 33
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 19: Free Marron

Post by Tito » Mon Nov 12, 2018 5:29 pm

Seswarick wrote:
Wed Nov 07, 2018 11:31 pm
Looking at Titos wings as he flaps them Seswarick can tell they are not nearly strong enough to lift the dog boys mass. He struggles a moment to try and find a way to break it to his new companion that he may never truly fly unassisted. "Hmm, I'm guessing you did not get to practice much of your life. Your muscles and wings themselves are very underdeveloped, even without your weapons and armor I doubt they could support more than gliding. If you worked on using them more it would help some but you may never fly without some aid. I am sorry. However I am not a medic and do not know much about your species, so I may not be correct. Sadness tinges his voice as he gives the unfortunate news. Placing a hand on the Chihuagoyles shoulder. "If we get the chance to visit my home perhaps someone there who understand the mechanics of flight better than I who can help. Let us return, and see what awaits us."
"Oh, ok," Tito mumbles when Seswarick explains the situation.

Then the dog boy shrugs and shrinks back down to his normal form. He smiles and says, "I don't need to fly, man. I'll just get better and better at jumping! Maybe I'll turn into a frog boy? Oh, frogs don't have wings, though...I don't really know much about my badass form. I just learned how to transform when...Uh, on my way here."

Tito watches and listens to the woman from space wide eyed and mouth slightly agape.

'Man, that's soo badass. I'm glad I came here. I keep learning new stuff! Birdmen and people who live above the sky and radyashion and shooting 3 guns with 2 hands!'

When Delta finishes explaining, Tito can't contain himself any longer and asks her rapidfire questions, "So, whats it like living above the sky? How do you stay there? When it rains just a little and stops, is that because space boys and girls are peeing? If we find NORAD, can we visit your stayshon? What are killsats? They sound badass! How can I get one, man?"

Tito doesn't have much to say once he finishes questioning Delta, and he lets the others decide on the plan. However, he does say, "If you feed me, I'll help you guys with NORAD. I don't know much about a lot of stuff, but I'm a badass. I'll keep you guys safe, man, because that's what good dog boys do. They keep good people safe."
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 1/3; Fatigue: 0/2
Bennies: 3/3 Red Benny: 1/1 (adds +1d6 to roll)
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Sir Blurre
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Posts: 142
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 19: Free Marron

Post by Sir Blurre » Tue Nov 13, 2018 4:44 pm

OOC Comments
Common Knowledge North America 1d6+1 = 3: 2
Wild Smarts 1d6+1 = 5: 4
Blurre listens to the discussion. "Honestly, I don't know anything about this NORAD or other ancient sites like that. I can tell you that the Barony of Charity, almost directly to the north of that spot, is the most misnamed location in North America. If Jack were as corrupt as it sometimes suits him to pretend to be, he'd probably still find it to be an unsavory location, with local power-brokers funded mainly by a combination of vice and crime. On the other hand--" He points to the west of Charity. "--Silvereno's a more respectable locale. The Sheriff there, Jacob Whispering Wind, is a good and honorable man--I met him a couple of times back when I was a Squire. And the town's wealthy enough from the silver mines that give its name, that the locals don't feel the need to get involved in the more unpleasant trades--it's still the New West, of course, but nothing like Charity. The terrain around it are dangerous, though--something hunts those lands, picking off lone travelers and small groups alike."

Then he turns to Jasco. "I am not going to send any information about our activities at this point. I agree that a bit of discretion may be necessary, at least until we know what we are dealing with. Eventually, yes, a final report would need to go to the Legion--but honestly, unless it's that there's nothing to report, such information would likely not be something that could be trusted to a Legion Courier, let alone to the airwaves." He coughs. "That said, now that the battle is over, such questions should ultimately be directed to Si--I mean, to Orrin. He is our unit commander. He simply entrusted me with battlefield command during our confrontation with the Blue Hand."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
Red Bennies: 1/1 (Additional +1d6 to roll when used)
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q4/18 Adventure cards:
Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Villainous Verbosity - Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.[/list]

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Orrin Truthseeker
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Re: Day 19: Free Marron

Post by Orrin Truthseeker » Thu Nov 15, 2018 10:43 am

Tito wrote:
Mon Nov 12, 2018 5:29 pm
Tito doesn't have much to say once he finishes questioning Delta, and he lets the others decide on the plan. However, he does say, "If you feed me, I'll help you guys with NORAD. I don't know much about a lot of stuff, but I'm a badass. I'll keep you guys safe, man, because that's what good dog boys do. They keep good people safe."
"We'd be more than happy to have you both along" Orrin says, addressing both Tito and Seswarick, though silently he mourns the thought of having to put up with the Dogboy's excessive rambling.

I wonder if my temporal distortion spell could be used to slow his speech down...

"However, there are a few ground rules to go over. As long as you are with us, you'll be expected to follow the Legion ideals. Our goal is to protect the weak and oppressed, and built a community where people aren't forced to live in fear. We never use power to take advantage of anyone, even our enemies. Follow those basic principles and you are welcome to travel with us as long as you'd like. I look forward to getting to know you better."

Orirn eyes the dog boy. He's a strange one. Orrin knows the Lyn Srial people, and has no reserves travelling with one of theirs, but dog boys are coalition allies typically.

What brings this one all the way out here?
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 19/20; Staff PPE: 10/10; Armor PPE: 10/10 [/size]

Parry: 4+1[/size]
Pace: 6[/size]
Toughness: 15 (6)[/size]
Active Powers [/size]
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells [/size]

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)[/size]
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor[/size]

Bennies: 2/3 [/size]
-1 for rerolling Dispel

Aventure Cards:
Extra Effort: Add 1d6 to trait roll - this may ace
Powersurge:: Regain all spent Power Points
Villianious Verbosity: Play to make a Wild card lose his next action gloating

Update Signature

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Tito
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Re: Day 19: Free Marron

Post by Tito » Thu Nov 15, 2018 7:20 pm

Tito smiles at Orrin and says, "I told you, man, I'm a good dog boy! That's what I want to do. I'm a badass, though, man, and if I have to whomp a bad guy I can't promise I won't hurt them. I won't feel bad about whomping or mangling a bad guy. Hey, do you think if I come with you, you can tell me about more cool stuff like the space lady? I keep learning new stuff, man. I never knew there were so many awesome things...everywhere!"
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 1/3; Fatigue: 0/2
Bennies: 3/3 Red Benny: 1/1 (adds +1d6 to roll)
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
Edit Signature

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Sir Blurre
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Re: Day 19: Free Marron

Post by Sir Blurre » Thu Nov 15, 2018 8:19 pm

Sir Blurre clears his throat to Orrin, smiling at Tito's hyperkinetic spirit. "Given his enthusiasm, and his apparent lack of other commitments, perhaps he could even be formally recruited? If he's going to be abiding by our codes AND doing the same jobs, it would make sense for him to be on the payroll, don't you think? The Seswarik would likely make an excellent recruit as well, though I'm not certain he's as available for such a long-lasting commitment."
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
Red Bennies: 1/1 (Additional +1d6 to roll when used)
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q4/18 Adventure cards:
Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Villainous Verbosity - Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.[/list]

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Tribe of One
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Re: Day 19: Free Marron

Post by Tribe of One » Thu Nov 15, 2018 8:50 pm

Orrin Truthseeker wrote:
Thu Nov 08, 2018 7:20 pm
"So some of the ancient stations survived huh? Id always wondered about that...How many people are up there? Are they all human or do you have other species? Dimensional beings, aliens? Are these 'kill sats' what keeps anything from getting outside of the lower atmosphere? "
Delta laughs and holds up her hands as Orrin unleashes a flood of questions.

"Woah there, tap the hydraulics. I forget that, while we know a fair bit about 'downstairs' up there, you know nothing about us," she says. "But yes, the stations survived. Half a dozen big ones, including the lunar base. Populations vary, from several thousand to maybe 30,000 or so on a single station ... then thousands more living on the float in the smaller habs and orbital pods that have been jury-rigged together. Most are human, or close enough ... Outcast Station, where I'm from, is the only place you see many of the D-Bees, and it's still not a lot. And yeah, it's the kill-sats -- "killer satellites" -- that blast anything coming or going from orbit. Nominally to protect against dimensional invaders, but more to preserve the status quo."
Orrin Truthseeker wrote:
Thu Nov 08, 2018 7:20 pm
"We? Are there more of your people who came down? If you'd like we can help you search for them."
A pained look crosses Delta's face when Orrin asks about others.

"No, it's just me. I had a team ... others who came down with me, but the other transports were all destroyed by the kill-sats. No one else on my ship survived re-entry."
Orrin Truthseeker wrote:
Thu Nov 08, 2018 7:20 pm
Then Delta mentions telemetry data, and Orrin practically starts to drool. "Are you telling me youve got COORDINATES for the location of NORAD?" Orrin says, his volume rising until he is practically shouting. "that's... That's incredible! We need to leave immediately. There's no time to waste. Someone else could have intercepted that signal like Delta did..."
"Well, I've got Golden Age maps and coordinates for NORAD, and thanks to the signal this base sent out, confirmation that something's still there. It'll be up to us to get in ... and I won't lie, there's almost certainly some defenses still active, if no one's been able to get inside yet. But I'm confident your team, with my help, can handle it."
Kim Black wrote:
Mon Nov 12, 2018 5:51 am
“So you’re saying there’s actually people living in space. Where there isn’t any air. Or food. Or water. Nothing.” Kim shook her head in disbelief.
Delta just smiles at Kim's dismissive attitude.

"I can assure you, there really are people living in the stations up there. There's air inside, and food, although neither are very good. But life still persists, as it has down here."
Tito wrote:
Mon Nov 12, 2018 5:29 pm
"So, whats it like living above the sky? How do you stay there? When it rains just a little and stops, is that because space boys and girls are peeing? If we find NORAD, can we visit your stayshon? What are killsats? They sound badass! How can I get one, man?"
Unsure how to answer all of Tito's questions, Delta sticks with discussing killsats.

"Well, if we play our cards right we may have control of a great many of them. You'll have to talk to your officers about whether you can have one for yourself. But even if the machinery isn't still functional, just getting access codes from NORAD would let us upend the balance of power, upstairs and down here. With clear communication between Earth and orbit, movement of goods ... knowledge. It could change the state of play immensely. Clear the board and start over."

Delta seems flushed by the end of the speech, and the "high G" exertion seems to catch up to her in a wave. She takes a deep, shaky breath and smiles lopsidedly.

"Probably shouldn't get ahead of ourselves. Preparations to make, and then time on the road. We'll need supplies and whatever tech you've got that could help us get inside once we're there -- that mech Jasco and Kim have been putting back together should help. I'll leave the packing and planning to you -- I don't know anything about the area north of here that isn't at least 300 years out of date. Let me know if you have questions ... I'm going to go lie down in that crash couch the medico rigged up for me below, catch my breath."

Keep the questions coming if you have them, and take a look at the map. You'll need to plot a course, with any planned diversions, and let me know of any further preparations, equipment you want to pack, and general marching orders/who sits where.

Map of Black Mesa, Marron and Points North

Also, there's an Interlude opportunity over here
What Lies Ahead.jpg
GM Bennies: 6/6

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Jack 'Bullet' Jones
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Re: Day 19: Free Marron

Post by Jack 'Bullet' Jones » Thu Nov 15, 2018 10:16 pm

Jack smiles at the two new additions, and gives Blurre a nod. "Ah'm all in favor, if'n we're takin' a vote. Ah'm mighty glad they showed up when they did." He tips his hat to Tito and Seswarick.
During the planning, Jack pipes up. "We might oughta swing east a little, ride around the foothills, then cut north. Ain't no reason ta stop fer nothin' long as we pack right."
Packing
All of Jack's gear can fit on his horse. Unless we're not taking his horse.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 0
Red Bennies: 1
Wounds / Fatigue: 1 / 0
Parry: 5
Toughness: 14 (6)
ISP: 0/40
Active Powers: Exalted Quickness (2/3); Greater Deflection (2/3); Greater Smite - Lightning on HHC and PHC (2/3); Telekinesis (2/3); Smite - Lightning on LSR (1/3)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon - Technical Difficulties (-1)
Left hand: Pearl Handled Colt
Telekinesis: LSR-250
Adventure Cards:
  • Renown: Insert description here
    Turncoat: insert description here
    Folk Hero: insert description here
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Orrin Truthseeker
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Re: Day 19: Free Marron

Post by Orrin Truthseeker » Fri Nov 16, 2018 10:55 am

Sir Blurre wrote:
Thu Nov 15, 2018 8:19 pm
Sir Blurre clears his throat to Orrin, smiling at Tito's hyperkinetic spirit. "Given his enthusiasm, and his apparent lack of other commitments, perhaps he could even be formally recruited? If he's going to be abiding by our codes AND doing the same jobs, it would make sense for him to be on the payroll, don't you think? The Seswarik would likely make an excellent recruit as well, though I'm not certain he's as available for such a long-lasting commitment."
Orrin momentarily frowns, thinking of the trouble that such an obviously new to the world dog boy might bring along with him. He mentally kicks himself immediately after having the thought though. Castle refuge was founded as a safe haven for refugees from all walks of life, no matter what they were fleeing.

Of course Blurr, I should have thought of that. Orrin says, addressing Tito. He digs through his pack and pulls out a bound stack of papers and flips through until he comes to a smaller sub-stack. He pulls it out and puts in on the table in front Tito.

What Blurr is talking about is more than just travelling with the Tomorrow Legion. It's becoming a part of it, of something larger that yourself, dedicated to making the world a better place for all. By signing up, you be paid a monthly salary according to your rank. As a new recruit you'll start out as our lowest rank but when we get back to Castle Refuge, our home base, you can test for a higher rank. I'm sure if you are as...badass...as you say, you should have no problem rising through the ranks." Orrin smiles at the though of the yappy dog boy leading his own squad. He turns serious when he adds "You'll also be accountable to Tomorrow Legion law, which these papers here cover. What I said earlier covers the basics of it, this" he says, indicating the stack of papers just goes into some finer details"[/b]

Realizing how tense and formal he sounds, Orrin chastises himself.
This is why we never get recruits.

He tries to soften a bit as he adds "You are more than welcome to travel with us, even if you don't sign up. But the Legion does some great work. Its a life changing organization, and for the better. We'd be happy to have a good dog boy such as yourself among our ranks."

While planning their next steps, Orrin unsurprisingly agrees that they should make straight for NORAD. He had been worried they would need to stop and get supplies in a town that had people who actually ate food, but the recent influx of traders, many not knowing much about the Marronites, and created a surplus of foodstuffs that their team could barter for.

"Anyone see any need to head anywhere first? Otherwise we can swing around the foot hills and then head up towards Delta's coordinates for NORAD. Make your final preparations, as we probably wont be coming back this way for a long while."

If only I had mastered Ley Line Transportation abilities...then we could probably cut out half the travel time...
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 19/20; Staff PPE: 10/10; Armor PPE: 10/10 [/size]

Parry: 4+1[/size]
Pace: 6[/size]
Toughness: 15 (6)[/size]
Active Powers [/size]
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells [/size]

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)[/size]
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor[/size]

Bennies: 2/3 [/size]
-1 for rerolling Dispel

Aventure Cards:
Extra Effort: Add 1d6 to trait roll - this may ace
Powersurge:: Regain all spent Power Points
Villianious Verbosity: Play to make a Wild card lose his next action gloating

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Seswarick
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Re: Day 19: Free Marron

Post by Seswarick » Fri Nov 16, 2018 2:06 pm

Being very reverent and attentive to the sky the Lyn-Srial were of course aware that there were odd satellites orbiting their new home. Given the technology available to the natives before the apocalypse they had deduced it was likely they were artificial. But the revelation that people lived up there still was amazing. "Our stargazers know of these satellites and were puzzled as to why their orbits did not degrade. They had thought them to be automated remnants of the past. But your people still live up there? Marvelous! What a wonderful view that must be, the planet all laid out before you." With all the new and fantastic things the visitor from orbit reveals, Seswarick feels a bit like Tito.

When the conversation turns to travel plans he's a bit more in his element but still less than knowledgeable. "This being the farthest east I have traveled I know little of the territory here, or around the baronies. I do know much about the fauna of the desert and scrublands however."

Sir Blurre wrote:
Thu Nov 15, 2018 8:19 pm
" Seswarik would likely make an excellent recruit as well, though I'm not certain he's as available for such a long-lasting commitment." [/b]
Grinning his beaked smile the Lyn-Srial once again radiates a palpable, pleasant warmth and he is noticeably pleased by the prospect. "It is unusual for one of my particular gifts to leave Tryth-Sal for long but I have been given leave to do so. I can promise that, just as Sir Blurres allegiance to his order is not a conflict, neither will mine to my people. I would be honored to join the Legion."
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/30
Bennies: 1/3 1 red bennie
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode

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Tito
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Re: Day 19: Free Marron

Post by Tito » Fri Nov 16, 2018 6:06 pm

Tito signs the papers for Orrin in large blockly letters, 'Tito.'

Then he smiles and says, "This sounds fun! I can't wait to find more cool stuff. And of course, I'm a total badass, man. You just want and see. That huge borg couldn't stop me. And I have Fishbrain the groundfish! Well...I think he ran away. I had to shake him real good one time, and I might have scared him. Maybe we'll find another one? I miss Fishbrain."
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 1/3; Fatigue: 0/2
Bennies: 3/3 Red Benny: 1/1 (adds +1d6 to roll)
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Orrin Truthseeker
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Re: Day 19: Free Marron

Post by Orrin Truthseeker » Fri Nov 23, 2018 9:16 am

A little surprised that Ses is willing to sign on with the legion officially, Orrin none the less digs the necessary paperwork out if his pack.

"Welcome to the Legion" Orrin says as they finish signing and he files the paperwork for future shipment to Castle refuge.

Orrin spends the little remaining time in Marron doing what research he can on the region they are travelling to, though the Marronites had limited access to information on the outside world.

As they pack up the recently upgraded sky siren, Orrin give marching orders to the legionaires.

"Ses, I'd like you act as outrider. Stay ahead of our path of travel and let us know if anything troublesome is coming up. Kim, we will need you behind the wheel of the sky siren until the rest of us can get the hang of the fancy new controls you put in. Jack, I'd like you to take your horse and take the rear guard position. Everyone else is at the center with the Sky Siren."
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 19/20; Staff PPE: 10/10; Armor PPE: 10/10 [/size]

Parry: 4+1[/size]
Pace: 6[/size]
Toughness: 15 (6)[/size]
Active Powers [/size]
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells [/size]

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)[/size]
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor[/size]

Bennies: 2/3 [/size]
-1 for rerolling Dispel

Aventure Cards:
Extra Effort: Add 1d6 to trait roll - this may ace
Powersurge:: Regain all spent Power Points
Villianious Verbosity: Play to make a Wild card lose his next action gloating

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Kim Black
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Location: Wheaton, IL

Re: Day 19: Free Marron

Post by Kim Black » Sat Nov 24, 2018 4:13 pm

New Mexico/Marron
Morning
Round 0

“Sounds great!” Kim told Orrin. She was kind of eager to give her new automated control system a test run. “It’s practically an AI drivable now!” she told the others with a giggle.
OOC Comments
I believe we still have 1 mod slot left on the Sky Siren (according to my notes). Anything we want to slap on there before we leave?
Character Tracking
-1 Fatigue
Spirit d4 (3r)
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 20/20
Bennies: 1/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Dispel Magic device
  • PPE 9
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • 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.”
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

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Freemage
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Re: Day 19: Free Marron

Post by Freemage » Sun Nov 25, 2018 12:37 pm

Sky Siren Suggestions
If the open Mod Slot is Minor, +1 Piloting or +1 Shooting with the mounted weapons would both be good possibilities.
If the Mod Slot is Major, then either Ley Line Powered, or the Acc/TS boost on a Ley Line.

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Tribe of One
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Re: Day 19: Free Marron

Post by Tribe of One » Sun Nov 25, 2018 8:43 pm

The entire village of Marron turns out for the COT's departure, even the wounded making a point of joining their fellows to line the walls of the dusty courtyard. As they gather, the D-bee villagers begin to take on a violet glow that rises from their bodies like heatless fire.

"Our words but poorly may describe the deep well of thanks we have for you," Alesmai says, as she and her husband, Aector, bid you farewell. "You have safeguarded the living and brought back the dead. Even more precious, you have shown us the way and fed our will to safeguard ourselves and this place, our oasis in a land that was not our own. You will always be welcome here, and may this light guide you as you have guided us."

With those words, Alesmai walks to the upgraded Sky Siren and places a hand on the hood. As she does, the purple 'flame' transfers from her fingers to the prow of the hovercraft, where it flickers in the breeze but holds steady.

"A trick only, like the cantrips your Orrin has been teaching the children," she says. "It will not harm you, but perhaps be a light in the darkness. Our hopes and gratitude go with you."

A cheer goes up as the group mounts up and heads out of the reinforced gates, guarded now by weapons salvaged from the Blue Hand Raiders. Marronites line the walls, and you spot Ulysses among them, his arm raised in a salute.

Swinging north, you fix the mountains ahead as your destination, miles and miles of rough country between you. As Marron fades from view behind you, Jasco -- piloting his cobbled-together robot while his Roundabout follows behind "on autopilot" -- toggles the group radio channel:

<<Ah, listen everyone. I don't mean to take anyone by surprise, but I'm going to part ways for a bit. I need to check on something Silver mentioned. With any luck it's nothing and I'll rejoin you in a few days, or find you up in the Colorado territories. In the meantime, it's been ... interesting ... as always riding with you. Hopefully our next meeting is under less calamitous circumstances, although those are fun, too.>>
OOC Comments
Jasco hasn't been on for a couple of weeks now and hasn't responded to my PM, so I'm just narrating a way for him to head away for the moment and rejoin later when he returns.

I'm going to experiment a bit with travel again. For each day, I'll draw a card for an encounter. Suit will decide the type of encounter, and the number/face will determine difficulty.
  • Clubs - Some sort of disaster strikes. Maybe it's a dust storm, or an alien whale falls from the sky. Maybe a rift opens and a horde of demons falls through ... whatever it is, it's a challenge that slows you down or otherwise hinders you if not handled.
  • Spades - You've run into a potential trap, whether natural or man-made. Maybe it's an ambush, or a caravan of con artists, or perhaps a deceptively appealing shortcut. There might be a silver lining if you handle it very well, but also considerable risk.
  • Hearts - An encounter with people, for good or ill. With a successful roll, they could be potential allies or a source of information, or things could just as easily turn sour.
  • Diamonds - An opportunity for a reward presents itself, although it could be quite difficult or dangerous to acquire.

Difficulty: If a numbered card is drawn, the number divided by 2 becomes the negative scene modifier (eg. 8 of Clubs = a Disaster at -4 difficulty). If a face card is drawn, the scene modifier is instead +2, or +4 on a joker.
Player intervention: One character can take the lead and roll an appropriate skill to try to influence the encounter. Additional characters can pitch in with assist rolls, adding +1 to the lead character's roll for every success and raise (maximum of +4 bonus to the lead roll). Lead rolls must be one of those listed for the task, while assist rolls can be anything you can justify.
Limits on rolls: For each "leg" of a journey (typically handled in a single post) each player can take the lead no more than once, and assist no more than once.

Encounter Rolls
Day 1 1d54 = 21: 219 Hearts = People challenge at -5
Day 2 1d54 = 49: 49 Jack Diamonds = Opportunity at +2
Day 3 1d54 = 52: 52 Ace of Diamonds = Opportunity at +4
Day 4 1d54 = 18: 18 6 Hearts = People at -3
Map of Black Mesa, Marron and Points North

Day 27
Late afternoon, in a fir-covered valley 20 miles north of Marron
The first day of travel takes you into the rugged foothills north of Marron. Fir trees, oaks and alien purple pines cover the hillsides, but you're able to make good time through the valleys and dry creekbeds. As the sun falls low against the mountains to the west, you catch sight of a column of smoke ahead. Following it, you come upon the remains of a village. Half of the buildings are scorched and empty. A few townsfolk can be seen at the edge of the village, digging graves.
Encounter: Fleeing Blue Hand Raiders passed through here a week ago, and the weakened survivors have been struck by an alien disease.
Difficulty: -5
Appropriate Skills: Healing, Intimidation, Investigation, Knowledge: Science, Persuasion, Survival. An Arcane Skill can be used if the caster has Healing or another appropriate power.
Outcomes: The survivors are in a bad way, but may react negatively to strangers -- or the folks responsible for driving the Blue Hand to their town. On a success, they'll share information about the raiders that passed through; With a raise, they'll pass on information that provides a +2 to a future encounter check; With 2+ raises, the lead character also gains a Benny.

Day 28
Early evening, near the ley line 55 miles north of Marron
You push on for a bit after sunset, your path illuminated by the blue glow of the nearby ley line. As you look for a likely camp site you spot a water-merchant's tanker-wagon pulled up beneath an overhang.
Encounter: The merchant -- one of the beetle-like D-bees known as fingertooth carpetbaggers -- is a gregarious sort and happy to have company, or potential customers. Helping to fix the bent axle on his wagon or rig up a better sluice at the spring would improve his mood even further.
Difficulty: +2
Appropriate Skills: Gambling, Investigation, Knowledge: Arcane, Knowledge: Engineering, Persuasion, Repair
Outcomes: If the group mentions Black Mesa, the merchant notes he has a brother, Klib, who lives there, though they haven't spoken for a while. On a success, he'll sell the group some of the magically-infused spring water he's peddling (allows a PPE caster to absorb x3 their normal maximum at a ley line, instead of x2; 200 credits a dose); On a raise he'll give them a canteen (4 doses) of the special elixir he's been brewing (triples PPE/ISP regeneration for 8 hours, but backlash/brainburn/malfunctions occur on a 1 or 2 during that time).

Day 29
Noon, in a ravine 85 miles north of Marron
Your journey continues through the mountainous terrain. According to the old maps Delta has, the trees should be thinning out, but they're thicker here, with strange, silvery vines tangled between the trunks. The heavy undergrowth forces you more frequently into ravines and dry streams. In one such ravine you come upon a malfunctioning Coalition skelebot.
Encounter: The skelebot is too damaged to pose a threat, but its memory contains a wealth of data collected as it wandered through the surrounding area.
Difficulty: +4
Appropriate Skills: Investigation, Lockpicking, Knowledge: Computers, Knowledge: Electronics, Repair, Tracking
Outcomes: On a success, you salvage geographic data and topographical maps from the skelebot's memory core that provide a +2 to a future encounter check; With a raise, you also gather Coalition access codes and encrypted radio logs that could come in handy in the future ...

Day 30
Dusk, near a ruined city called Eb
The forested foothills finally give way to dusty brown plains as you near a place marked on the old maps as Pueblo. As the ruins come into view to the north, you spot the smoking wreckage of a caravan in a dust basin up ahead.
Encounter: Tracks and scorch marks around the caravan suggest it was recently attacked, but you only find a couple of bodies -- not nearly enough to have filled half a dozen wagons and transports.
Difficulty: -3
Appropriate Skills: Common Knowledge (at additional -2), Healing, Investigation, Knowledge: History, Knowledge: Psionics, Notice, Survival, Tracking
Outcomes: On a success, you determine that the attackers came from the ruins to the north, and returned there with more than a dozen captives with them after the attack. You also locate a hand-drawn map, showing the immediate environs. A settlement, Greenvale, is marked about a day's travel to the north of Eb. With a raise, you find an adult survivor near death, or perhaps an abandoned holographic recorder, providing insight into the nature of the attackers (D-bees or mutant beastmen) and the captives -- psionically-active children and teens who were part of an orphan caravan fleeing the Coalition States.
TL;DR - Narrate your reactions to the journey. Each player can take the lead rolling on up to one encounter, and/or assist on one other.
GM Bennies: 6/6

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Sir Blurre
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Re: Day 19: Free Marron

Post by Sir Blurre » Mon Nov 26, 2018 11:03 pm

Sir Blurre allows his companions to take the primary roles in their travels, recognizing their considerably greater talent for such things. During the various encounters, he busies himself with patrolling and guard duty, making sure his teammates remain safe to perform their various amazing feats.

He also enjoys time chatting with their new allies, particularly Seswarick, with whom he finds a great deal of common philosophical ground.


Tactical discussion of skill assignments
Okay, so I broke down the list of challenges and skillsets in the Hangouts, but in order for folks to have an easy reference, here's what I'm pretty sure generates our best odds of triumphing overall:

Plaguetown -5: Jack Persuade Lead, Orrin Spellcasting Support
Water Merchant +2: Kim K:Arc Lead, Jack Persuade Support
Skelebot +4: Tito Track Lead, Kim Repair Support
Wrecked Wagon -3: Orrin K:Hist Lead, Tito Track Support

Seswarick and Sir Blurre are odd men out here, which isn't surprising--we're both very combat-focused builds with a dribs and drabs of other skills for rounding out. The above arrangement gives us a minimum of either a d8/d10 (often with bonuses) on the dice, or Jack's +8 Charisma bonus. Ses and Blurre were only ever gonna bring a d6 with at most a +2 to the table. So, good luck, folks! We'll keep you safe!

Oh, while some reversal of roles would've made the middle two even more of a slam-dunk, it would've meant not leading with Jack's Charisma +8 on the Plaguetown event--as it is, we're at a +3 even AFTER the huge penalty there.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
Red Bennies: 1/1 (Additional +1d6 to roll when used)
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q4/18 Adventure cards:
Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Villainous Verbosity - Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.[/list]

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Kim Black
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Re: Day 19: Free Marron

Post by Kim Black » Tue Nov 27, 2018 3:23 am

Freemage wrote:
Sun Nov 25, 2018 12:37 pm
Sky Siren Suggestions
If the open Mod Slot is Minor, +1 Piloting or +1 Shooting with the mounted weapons would both be good possibilities.
If the Mod Slot is Major, then either Ley Line Powered, or the Acc/TS boost on a Ley Line.
Sorry. TW mods are all taken up by piloting. The mod slot open is a vehicle mod slot.
Character Tracking
-1 Fatigue
Spirit d4 (3r)
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 20/20
Bennies: 1/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Dispel Magic device
  • PPE 9
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • 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.”
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

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Kim Black
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Re: Day 19: Free Marron

Post by Kim Black » Tue Nov 27, 2018 3:56 am

Day 28 Lead K. Arcana 19
K. Arcana 1d10 = 4: 4
Wild 1d6 = 6: 6
Wild 1d6+6 = 12: 6
Ace 1d6+12 = 17: 5
Forgot the +2
Day 29 Repair 16; +4 support to lead player
+4 difficulty, +2 Machine Maestro, +2 Mr. Fixit, +1 multitool, +1 UEMC
Repair 1d8+10 = 16: 6
Wild 1d6+10 = 14: 4
New Mexico/Marron
Afternoon
Day 27-30
Round 0

Kim smiled and thanked Alesmai for the neat purple fire torchlight on the Sky Siren’s front grill. She gave her apprentice Anala a tight hug and a set of tools she’d dug out of some Blue Hand wreckage, as well as a few techno-wizardry components.

“Keep practicing,” she said. “And hopefully I can stop by and give you a few more tips, or some other weary traveler will be through here.” She grinned. “And give Ikimi a kiss,” she winked at the blushing girl.

Getting into the Sky Siren, Kim slipped on the gloves and goggles that linked her magically into the new controls of the car. “Oh, damn, this is sweet,” Kim murmured as they pulled out of Marron. The Sky Siren nearly drove itself!

That afternoon, after they’d made it about twenty miles north, Kim slowed as they approached a village and smoke, residents digging graves. “Oh no,” Kim murmured. She noticed a Blue Hand scorched on one of the pines outside of town.

Kim parked and did what she could to help the team. There was some disease moving among the survivors. She built a few healing devices and helped fix up some homes.

The next day they found a campsite near a ley line and a water stream. A water merchant was there, refilling his tanker wagon. Kim wandered over, eying the stream. The ley line and infused the water with magic, and the peddler had a bent axle.

“I can help fix that,” Kim said, “And help with your water collection. If you reposition it here, you’ll get more magic. This area seems to be more saturated for some reason. Oh, Klib is your brother? He’s cool. We play chess occasionally.”

The third day out found them corralled into a ravine with a malfunctioning skelebot. “Oh, it should be easy to crack the sucker open and get at its brain.” Kim did a steepling of her fingers and mock-evil cackle, then grabbed her tools. “Someone want to wrangle that thing?”

On the next day they pulled up to some caravan that had been ransacked and the travelers taken to some nearby ruin. Kim settled herself on one of the Sky Siren weapons as lookout while others investigated.
Character Tracking
-1 Fatigue
Spirit d4 (3r)
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 20/20
Bennies: 1/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Dispel Magic device
  • PPE 9
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • 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.”
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

User avatar
Jack 'Bullet' Jones
Silver Patron
Silver Patron
Posts: 170
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 19: Free Marron

Post by Jack 'Bullet' Jones » Tue Nov 27, 2018 9:08 am

Jack leads on challenge 1 - success and raise pending support
Persuasion, -5 scene, +11 with comm band using voice
1d4+6 = 9: 3

WD Persuasion
1d6+6 = 8: 2
Jack enjoys the ride for a short time until they come upon the scene of a Blue Hand drive-by raid, as it were. He shakes his head and curses himself for not taking out more of them. He dismounts and approaches with Orrin, hands open and outstretched. "Howdy, folks. Looks like them Blue Hands been through here. We been huntin' 'em fer days now. Ah sure am sorry we couldn't bring 'em down 'fore they hit y'all."
The leader of the mixed village, a human named Tate, looks at the gambler disapprovingly. "You people brought this on us? We lost family. Friends. Burying our dead does them credit, but it's only burying those that tended our farms. What are we supposed to do? Did you set this pox on us too?"
Jack shakes his head. "Nawsir, we didn't bring this on y'all. Neither bit of it. Them Blue Hands ain't nothin' but a scourge, a plague of locusts, 'cept the locusts are friendlier, prettier, an' easier ta deal with."
He spends some time assuaging the leader's concerns, finally discussing their task with the Tomorrow Legion and offering aid. "Reckon y'all ain't but a piece out from Marron. We done helped them outta a jam with them varmints. They might could trade with y'all, even work out some labor deals? They got clean food they ain't got a taste fer."
As the two begin hammering out the particulars, Orrin makes his appearance, still mopping some of the goo off of his chest. Jack shrugs. "Negotiated deals with sand sharks. Reckon big slugs ain't exactly a surprise at this point. Ah'll give 'er a go." He heads to the location of Orrin's run-in and activates his communications band, letting the speak language power translate to whatever their language might be. "Say, friend, ah reckon we got a bit of a pickle, as my mama might say. Y'all are hungry, sure, but y'all eatin' yer hosts' food's gonna run them inta the ground, an' yer food source likewise." The creature, taken aback that the human is speaking their language, peeks out and gives Jack an eye-less once over. "See, here's the deal. Ah believe ah can work somethin' out where y'all get ta eat and yer food source don't go away neither." The creature sits, listening.
After some cajoling and negotiation with Tate and the slug, Jack gets the parties to agree to a mutually beneficial arrangement. Orrin is allowed to take a sample of the slugs' by-product that has been making the villagers ill, and is able to develop an antitoxin. The villagers leave the rest of the contaminated food for the slugs, while they're given a pass code to deal with the Marronites on Bullet Jones' credit. The solution found, Jack tips his hat to both parties. "The Tomorrow Legion is happy ta be of help. Y'all take care now, hear?"

Jack supports challenge 2, +4 to lead
Persuasion, +2 scene, +11 comm band / voice
1d4+13 = 14: 1

WD Persuasion
1d6+13 = 16: 3
Jack tips his hat to the water merchant. He listens to the carpetbagger's situation. "Ah do believe we might could help y'out in trade. We got ourselves a regular whiz on machinery. Reckon we can tidy up yer water-siftin' operation in exchange fer a little a' that juice ya got?" Coming to an agreement, Kim sets in on the sluice. "Yeah, we're up outta Black Mesa. Knew one a' y'all. Fella named Klib. He did some business, maybe similar-like ta yer own operation, with some of the saloons up there."
They spend the remainder of the time while Kim works haggling over prices and quantities, eventually coming to a fair agreement. Jack tips his hat as Kim finishes up. "Pardner, been a pleasure. Safe travels now." Jack pops back up into the saddle of Comet, ready to move down the trail.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 0
Red Bennies: 1
Wounds / Fatigue: 1 / 0
Parry: 5
Toughness: 14 (6)
ISP: 0/40
Active Powers: Exalted Quickness (2/3); Greater Deflection (2/3); Greater Smite - Lightning on HHC and PHC (2/3); Telekinesis (2/3); Smite - Lightning on LSR (1/3)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon - Technical Difficulties (-1)
Left hand: Pearl Handled Colt
Telekinesis: LSR-250
Adventure Cards:
  • Renown: Insert description here
    Turncoat: insert description here
    Folk Hero: insert description here
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User avatar
Orrin Truthseeker
Bronze Patron
Bronze Patron
Posts: 223
Joined: Mon Sep 11, 2017 8:11 pm

Re: Day 19: Free Marron

Post by Orrin Truthseeker » Wed Nov 28, 2018 10:27 am

Orrin Supports Day 27 -2 - No Help
Spellcasting to corral alien slugs potentially spreading the disease (+1 staff, +1 armor - 5 scene)
Spellcasting 1d10-3 = 0: 3
Wild 1d6-3 = 2: 5
Orrin Leads Day 30 - 5 - Success
Common Knowledge to know about the Ruins (+2 from HJ, +2 in NA from other HJ, -3 Scene)
CK 1d10+1 = 3: 2
Wild 1d6+1 = 6: 5
(-2 more for scene, +1 for Support from Tito)

When: Day 27
Role: Lead

Orrin bids a fond farewell to the children he had trained in the ritual magic, and gives them one last lecture on the importance of using it responsibly. The streets bustling with merchants and the rebuilding efforts well underway, Orrin leaves the town far less concerned for it's future than he had been when the battle had finished. He sincerely hopes that the people of Marron never have to use their new found martial skills again.

Orrin's good mood is dashed when the team stumble upon the even smaller village that had clearly been raided by some of the routed members of the Blue Hand. He and Jack - because Orrin knows Jack is far more charismatic than he, enter the village first, so as to not frighten the villagers with yet another heavily armed group of travelers. After a little effort they coax out a couple of the defacto leaders of the town, who tell them that the town had been ransacked by raiders, who left them with barely enough food to survive. If that wasnt enough, they food they left had been left open to the local wildlife, and alien slugs the size of small cats had gotten into the remaining food. Without any other option, the survivors had been forced to eat the contaminated food, and had become ill as a result. They townfolk had tried to get their hands on the slugs to try and figure out the cause of the illness and develop a antitoxin, but the yellow, slimy creatures with purple ridges running along its back were surprisingly quick and seemed to avoid every trap the townfolk set.

"I think I might be able to help with that specific problem" Orrin says. He is anxious to move on and get to NORAD before someone else does, but recognizes the Legion is partly to blame for this village's ailments.

He finds a small hole in the ground where some of the slugs have been seen entering and crouches near it, speaking in the sweet, patient tone he always takes with animals. "You can come out, I'm not going to hurt you. We just need to run a couple of tests to help these poor people" Orrin says as his staff begins to glow. There is some rustling of dirt and the sounds of something slithering insight. Orrin waits patiently. A slug pokes its head out and eyes him - not that the creature has any visible eyes - for a moment. Just as Orrin thinks it is going to come out from the den, it rears its head back and spits an acrid yellow goo right into Orrin's chest, then slithers back underground.

Orrin uses some towels from inside his pack to wipe himself off as he walks back to lead survivors. "That was odd.... That usually works. Unless.... Well, it doesnt work on sentient creatures. Maybe you should try bargaining with them? They clearly need food as you do, and we have more than we need...."

When: Day 28
Role: None

Orrin greets the Merchant warmly, explaining that they are members of the Tomorrow legion, and that they would be happy to help him repair his equipment.
"Kim, you want to take a look at that and see what you can do? Try not to add to many bells and whistles alright?"

When the merchant mentions his wares, Orrin is smart enough not to let his excitement at the prospect expanding his access to arcane energies, even if temporarily, show. He does manage to catch Jack's eye, indicating that he absolutely has to convince the merchant to sell his wares. When he does, Orrin drops 2,000 credits to buy 10 for himself.

When Black Mesa inevitably comes up, the merchant mentions his brother Klib. Orrin wrings his hands in distress as the conversation moves on to other topics. Not wanting to embarrass the merchant Orrin waits until the party is about ready to leave and then pulls the merchant aside for a private conversation

"I...I dont know, Orrin starts, awkwardly looking anywhere but at the Merchant, "well you see... shit...there is just no good way to say this.. Orrin steels himself and loosk the merchant in the eye. Klib, the brother you mentioned earlier.. his body was found in cave about two weeks ago. He was stabbed in the chest by some trouble makers in the Black mesa area...I'm...I'm very sorry. If it brings you any solace, you should know that we brought the murderers to justice...". Orrin hesitantly tries to console the fingertooth carpetbagger, but ultimately gives up and leave the man to grieve.

When: Day 29
Role: None

Orrin is more concerned by the presence of a Skelebot than by the good fortune of any intel they are able to get out of it.
"Get that thing in the sky siren and work on it there" He says, eying the hills around them for any presence of coalition scouts. "If there is a skelebot here, that means there a Coalition force somewhere nearby, and I don't want to find them" For the next day or so, Orrin keeps an almost paranoid eye on the surrounding hills, and tries to steer the company away from more traveled paths.

When: Day 30
Role: Lead

When they come upon the caravan's wreckage, Orrins heart aches at the wanton destruction of both property and life. He wonders how many such scenes he will have to see before it doesn't crush him each time, while equally hoping that he never becomes such a person.

When Tito indicates that the attacks came from and returned to the north, he check his maps.
I had heard that there was an organized group of bandits in the area. Nothing I was worried about our group handling though. In fact, I was hoping have comes across their tracks and be able to hunt them down while we were in the area. If only we had managed it sooner... North huh? There is a old set of ruins, called Eb, about 20 miles that direction. We caught a glimpse of them as we crested the last ridge. They aren't on the map but they are definitely there. Makes it a perfect base of operations for those wishing to avoid what passes for the law out here. Though I hate to leave our course, we should investigate this before they harm any other travelers."
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 19/20; Staff PPE: 10/10; Armor PPE: 10/10 [/size]

Parry: 4+1[/size]
Pace: 6[/size]
Toughness: 15 (6)[/size]
Active Powers [/size]
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells [/size]

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)[/size]
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor[/size]

Bennies: 2/3 [/size]
-1 for rerolling Dispel

Aventure Cards:
Extra Effort: Add 1d6 to trait roll - this may ace
Powersurge:: Regain all spent Power Points
Villianious Verbosity: Play to make a Wild card lose his next action gloating

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User avatar
Tito
Posts: 33
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 19: Free Marron

Post by Tito » Wed Nov 28, 2018 7:17 pm

With the 18th loading up and rolling out, Tito is practically jumping up and down when he says, "Oh man, we're going somewhere new? Badass! Ill make sure nothing sneaks up on us. I'm pretty good with outdoors stuff, man. Food, water, not getting lost. I can do it all. That's why I'm badass, man!"

When: Day 27
Where: Village nestled in a fir-covered valley

Not long after leaving Marron, the group encounters a settlement ravaged by the surviving Blue Hand raiders. Tito uses his nose to track down a little boy, Saul, and return him to his mother - all that remains of their once large, happy family. He also helps find several bodies.

It's a sad day for both the village, and the COT who are indirectly responsible by letting the raiders run. However, finding the bodies of their loved ones helps bring closure to the grieving villagers

When: Day 28
Where: Overhang near the Ley Line

Tito is overcome by a fit of sneezing as the group nears the ley line. He doesn't seem his usual peppy self, and when the team enters the ley line, he holds his head for a minute and briefly lets out a high pitchd whine. Then he shakes his head back and forth and peps back up.

Tito grumbles about leylines, "I don't like these magic sky lines, man. They smell so strong that you can't smell anything else! And sometimes, weird things happen, man...Like, I was at one of these sky lines and I fell into the sky. Really! Like, really high, and it blew me all over the place too. Then I started falling and...Well, I got lucky and didn't get hurt. But it made my head hurt really bad, man. Stupid sky lines..."

The merchant doesn't seem very impressive to Tito, and he simply says, "Hi man. I'm Tito."

When the merchant mentions magic water the dog boy sniffs it, but doesn't smell anything. Then he shrugs, turns around and keeps a lookout fro any kind of danger.

When: Day 29
Where: Ravine north of Marron
Role: Lead roll (Tracking)
Tracking 20
Tracking: 1d8+8 = 13: 5 + 4 = 17 (+4 Scene, +4 Support, +2 Keen Sense of Smell, +2 Woodsman)
Wild: 1d6+8 = 14: 6 + 4 = 18 Ace: 1d6+18 = 20: 2
Tribe of One wrote:Your journey continues through the mountainous terrain. According to the old maps Delta has, the trees should be thinning out, but they're thicker here, with strange, silvery vines tangled between the trunks. The heavy undergrowth forces you more frequently into ravines and dry streams. In one such ravine you come upon a malfunctioning Coalition skelebot.
The journey isn't overly difficult up until this point, but when the map doesn't line up with the surroundings, Tito decides get a closer look. The silvery vines creeping about don't seem natural. He sniffs them and quickly sneezes. this scent isn't one the dog boy recognizes, but something about it seems wrong.

He turns around and says, "I don't like these vines, man. Plants are supposed to be green not silver. And they don't smell right, you know? Ill find a safe path with no weird vines that we can use to get clear of the woods. Just don't go anywhere I don't, ok, man?"

The trees seem to get even thicker the further the Tito leads the team. Soon he leads them through ravines and dried up stream beds to avoid the unusual vines. Near the thickest of the woods, Tito holds one hand up and growls a low, menacing growl. He grabs Whomper and charges down into the next ravine!

A lone skelebot is patrolling the ravine. It has a hitch in its stride, but it isn't obviously damaged otherwise. Tito's reckless charge ends with him whomping the Skelebot square in its chest. It hits the ground, and the skelebot twitches as elecricity pulses through it.

Then he yells back, "Ok, I got it! I'm such a badass, man. One good whomping is all it took. Look, its still twitching!"

Kim rushes forward before it powers down and starts doing all kinds of things to the skelebot which Tito hopes she never, ever does to him.

When: Day 30
Where: Near the ruined city Eb
Role: Support roll (Tracking)
Tracking
Tracking: 1d8+1 = 6: 5 (-3 Scene, +2 Keen Sense of Smell, +2 Woodsman)
Wild: 1d6+1 = 6: 5
Tito smells the scent of burnt flesh and death. He informs Orrin and is asked to lead them to the source. The team finds several bodies and a small caravan, but no survivors. Tito looks around for survivors or any kind of useful information, but the smells of fear, death, and many others are too strong and mixed too tightly together to provide Tito with any useful details.

However, the scent clearly leads to the north and Tito is confident that he can follow it easily.

He points in the direction of the scent and says, "Orrin, the bad guys went that way."
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 1/3; Fatigue: 0/2
Bennies: 3/3 Red Benny: 1/1 (adds +1d6 to roll)
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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User avatar
Seswarick
Bronze Patron
Bronze Patron
Posts: 70
Joined: Fri Sep 07, 2018 12:23 pm

Re: Day 19: Free Marron

Post by Seswarick » Tue Dec 04, 2018 2:11 am

The week of repairs passed quickly. Seswarick helped where he could but his overactive bio-electric field often caused electronics to short out and small bits of metal to magnetize, impairing those he sought to help. So he mostly lifted heavy things telekinetically and kept watch for any raiders trying to sneak back with the hopes the COT had already left. He also collected some of the odd crystals from Tesla Valley for Kims work on the teams vehicle. When he mentioned that the crystals seemed to interact with his aura oddly the young TW asked him to demonstrate. After examining his aura a moment while he held some of the alien rocks her eyes lit up with inspiration and she exclaimed "Oh, I have a great idea. You're going to love this." After a couple hours she presented him with a chest harness with matching bracers and "shin guards" all festooned with the crystals as well as wire and other arcane accoutrements. The rig serves to condense and strengthen the aura and they are both thrilled it works. The team soon moves on bidding the Marronites farewell the COT hits the road.

Day 27: Seswarick and Sir Blurre, being of limited use for construction and negotiation, scout the area to be sure the raiders have moved on. They find evidence the villains were on the loosing end of a fight with a rino buffalo and the survivors had indeed contined to flee the area.

Day 28: After ensuring the area is relativly safe Seswarrick takes some time to enjoy the company of the gregarious carpetbagger.

Day 29: Sharing their leaders concerns about coalition involvement, the Lyn-Srial is extra vigilant after the teams discovers the damaged robot. Concerns that the CS learn of NORAD and the people in the sky begin to form and he decides to learn more about both the space people and the CS from his new friends.

Day 30:
Orrin Truthseeker wrote:
Wed Nov 28, 2018 10:27 am

When Tito indicates that the attacks came from and returned to the north, he check his maps.
I had heard that there was an organized group of bandits in the area. Nothing I was worried about our group handling though. In fact, I was hoping have comes across their tracks and be able to hunt them down while we were in the area. If only we had managed it sooner... North huh? There is a old set of ruins, called Eb, about 20 miles that direction. We caught a glimpse of them as we crested the last ridge. They aren't on the map but they are definitely there. Makes it a perfect base of operations for those wishing to avoid what passes for the law out here. Though I hate to leave our course, we should investigate this before they harm any other travelers."


"We definitely must save the children and help them get to Greenvale, if that was their destination. Will the Sky Ranger carry them all or will we need to bring one of the caravans vehicles?" After setteling thoughts of transporting survivors Ses takes to the sky to scout their prey, activating his new goggles and radioing updates to the team.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/30
Bennies: 1/3 1 red bennie
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode

User avatar
Tribe of One
Posts: 825
Joined: Wed Aug 30, 2017 9:28 am

Re: WIP Posts

Post by Tribe of One » Tue Dec 04, 2018 8:50 pm

Encounter Rolls
1d54 = 38: 38 = King of Clubs = Disaster at +2
1d54 = 19: 19 = 7 Hearts = People at -4
1d54 = 2: 2 = 3 Spades = Trap at -2
1d54 = 11: 11 = Queen of Spades = Trap at +2
1d54 = 11: 11 = Reroll 1d54 = 50: 50 = Queen of Diamonds = Something valuable at +2
1d54 = 22: 22 = 10 Hearts = People -5
Eb1.jpg
Inspecting the remains of the slaughtered caravan, you quickly notice that the dead are all adults, but spare clothing and toys in one of the destroyed transports indicate quite a few children were present.

Judging from the map, and the rumors Orrin recalled about raiders, it appears the survivors were taken to the ruins of Pueblo, now known as Eb. Ordinarily, tracking the group would be no trouble, even in the deepening gloom, but a sandstorm is kicking up, threatening to erase the tracks while fouling your sensors. You'll need to move quickly to avoid losing the trail.

Task 1: Track the Raiders
The raiders who took the children made no effort to cover their tracks, but gusts of wind and swirling sand and the darkness of night mean following the trail isn't a trivial task.
Difficulty: +2
Appropriate Skills: Driving, Investigation, Knowledge: Geography, Notice, Piloting, Riding, Survival, Tracking. Spellcasting can be used in conjunction with detect arcana or another appropriate power.
Outcomes: With a success, you track the group of raiders to the edge of Eb, where a makeshift gate hangs on rusty hinges, welcoming travelers into the shadowed ruins. With a raise, you find the tracks along the way where one of the raiders split from the main group. Following them a short distance, you stumble on the body of the raider, a pale and malnourished human woman who appears to have bashed her own brains out on a rock.
Inside Eb, the streets are bare, although you see the scattered glow of fires or electric lights in the distance. Despite the emptiness, you feel eyes on you as you pass through the narrow, rubble-covered streets. Many of the surrounding buildings are damaged and lean precariously across your path. Signs of battle and booby traps -- both marked by corpses -- are frequent, and it quickly becomes apparent that the night may not be the best time for travel.

Task 2: Finding a Place to Camp
Your search for a secure place to bed down for the night leads you to a half-collapsed overpass that has been reinforced with walls of scrap and wrecked vehicles. Unfortunately, you're not the first to come upon the place, and the scarred Grackletooth hermit who calls the place home is a master bomb-maker who's a little touched in the head. In addition to the explosives rigged around the hidey-hole, he's wearing a bomb-vest along with some kind of metallic fabric wrapped around his head like a turban.
Difficulty: -4
Appropriate Skills: Fighting, Intimidation, Knowledge: Electronics, Persuasion, Shooting, Stealth
Outcomes: If handled nonviolently, a success convinces the Grackletooth to let you stay the night, while the rants about ghosts in the ruins and goat-headed beastmen who either are demons or are possessed by them. On a raise, he'll sell you any grenades and missiles you desire at book prices. A success via violent methods likely results in his death; a success gives the COT a place to sleep, while a raise uncovers a stash of 2d6 grenades or missiles.
The desert chill dissipates swiftly as the sun dawns the next day. Picking up the trail, the group moves into the narrow city streets, setting course for a pyramid-like structure that can be seen at the center of town. As the Sky Siren weaves through a wreck-strewn intersection, makeshift nets are slung across the route forward as a mob of the goat-headed humanoids emerge from hiding to attack with salvaged energy weapons and bows with scrap-tipped arrows!

Task 3: Ambush!
The beastmen are ferocious warriors, making up for crude tactics with berserk fury. Still, they're easily outwitted, and seem terrified of any magical or psionic powers on display.
Difficulty: -2
Appropriate Skills: Driving, Fighting, Intimidation, Knowledge: Battle, Notice, Shooting, Stealth.
Outcomes: With a success, the COT fights clear of the beastmen but suffers some damage in the process -- the Sky Siren suffers a wound and each player must make a Vigor check at -2 or suffer a wound, as well. With a raise, the Sky Siren suffers no damage, and with two raises, no Vigor checks are needed.
Winning free of the beastmen, you continue on, eventually coming to a wide canal that must have once carried water through the town. Now, the canal is filled with rusting hulks and the blinking lights of proximity mines. A few blocks away, you can see a pockmarked bridge that might hold up under the Sky Siren's thrusters ...

Task 4: River of Death
Whoever planted the proximity mines didn't know how to conceal them very well, or didn't care to, and there's plenty of scrap near the bridge to cover the larger holes in the concrete.
Difficulty: +2
Appropriate Skills: Driving, Knowledge: Electronics, Knowledge: Engineering, Notice, Piloting, Repair.
Outcomes: With a success, you make it across without injury. With a raise, you deactivate enough mines or reinforce the bridge well enough to ensure a speedy escape route, should it be needed.
The pyramid-like structure looms nearer after you cross the bridge, at least seven or eight stories tall, built up from the surrounding buildings with scrap and salvaged materials. Between you and the pyramid, a column of smoke rises. Approaching cautiously, you come upon a Big Boss ATV that appears to have been a mobile home for one of the city's denizens; that former owner, unfortunately, is little more than a charred corpse, staked out over a pyre of burning books.

Task 5: Burning Books
Whoever killed the man appears to have dragged an extensive library out of the Big Boss to use as kindling for the bonfire. Many of the books appear ancient ... and the Big Boss could be useful, as well.
Difficulty: +2
Appropriate Skills: Common Knowledge (at -2, offsetting the +2 from difficulty), Investigation, Knowledge: History, Lockpicking, Notice, Repair, Tracking.
Outcomes: With a success, you manage to snag the keys to the Big Boss from the dead man's blackened pocket, along with a few books that escaped the fire. With a raise, you also find the man's handwritten journal, which warns of some kind of psychic vampire or possessing spirit he suspects of controlling the beastmen and other denizans of the city.
A few blocks past the scholar's funeral pyre you reach the base of the makeshift ziggurat, steel girders and scaffolding clinging to its walls forming a staircase toward the summit. A motley crew of raiders man the walls -- most appear half-starved, like the dead woman you found while tracking the group to Eb. Some are glassy-eyed, others mumble incoherently and pull out their own hair. Deranged as they are, the heavy ordinance they're carrying and the advantage of higher ground makes them a serious threat.

Task 6: Up the Walls
Assaulting the fortress is a daunting task. The raiders are well-armed but seem surprisingly poorly-trained, although they seem to care nothing for their own well-being.
Difficulty: -5
Appropriate Skills: Climbing, Fighting, Knowledge: Battle, Shooting, Spellcasting, Stealth.
Outcomes: With a success, the COT fights its way to the top of the ziggurat but each player must make a Vigor check at -5 or suffer a wound. With a raise, each player still must make a Vigor roll, but the penalty is removed.
Okay, same general approach as last time: One character can take the lead on each task and roll an appropriate skill to try to influence the encounter. Additional characters can pitch in with assist rolls, adding +1 to the lead character's roll for every success and raise (maximum of +4 bonus to the lead roll). Lead rolls must be one of those listed for the task, while assist rolls can be anything you can justify.
Limits on rolls: Each player can take the lead on one task and assist on one other.
GM Bennies: 6/6

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Sir Blurre
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Re: Day 19: Free Marron

Post by Sir Blurre » Wed Dec 05, 2018 2:23 pm

Suggested Assignments
Okay, so here's the breakdown I came up with for this:

Task 1 (Tracking the Raiders, +2): Tito Lead (Tracking); Orrin Support (Spellcasting)
Task 2 (Finding Camp, -4): Jack Lead (Persuasion); Seswarick Support (Psionics, burn 4 ISP for +2 to roll) (NOTE: Since we want this one done non-violently, Seswarick should probably stick to displays of force as a selling-point--ie, "You'll sleep much better knowing that this veritable thunder-god is protecting your camp tonight!")
Task 3 (Ambush, -2): Blurre Lead (Fighting, +2 from last round); Jack Support (Intimidate)
Task 4 (River of Death, +2): Kim Lead (K: Engineering); Tito (any of his d8+2 skills that seem appropriate)
Task 5 (Burning Books, +2): Orrin Lead (Common Knowledge at -2); Blurre Support (Investigation)
Task 6 (Climbing Walls, -5): Seswarick Lead (Psionics, burn 4 ISP for +2 to roll, take +2 from last round); Kim Support (Repair)

Reasoning: With 6 PCs and 6 Tasks, everyone has to take a Lead and a Support job this time around. (In theory, we could've had the AI sub in its d10 Shooting or Piloting skill, but doing so would mean trusting our fate to an Extra--no Wild Die, no Bennies. That's trusting the Dice Gods a bit more than I care to.) So I started by taking those of us who are... narrowly focused and put us as leads on things that were combat-oriented. Likewise, I stuck Jack on the -4 task that permits Persuasion, because Jack. And Kim's almost the only sensible person to take the lead on the River of Death, because of the required skills.

The skills I listed are the ones I believe you have the highest chances with of getting good results. However, I may have missed pertinent bonuses (from gear and edges) that would make a different skill a better choice for you, so check my math, folks. (This is doubly true for your Support task; remember, if you can describe how you support the lead, you can use ANY Skill.) Remember, a flat +2 bonus is generally superior to a die-type increase--so if you're choosing between a d8+2 and a d10, go with the d8+2.

Note the underline on Ambush! This is because we want a 12, if at all possible. The other tasks, generally, are good on a regular Raise (8) (in some cases, we'll just be hoping for that Success). Remember to include the Task Modifier listed for each on your rolls.

To that end, after a bit of discussion, we're using the two +2s we earned last time--Blurre is taking one for Ambush, to try and get that double-raise, and Seswarick gets the other for Climbing the Walls.

Okay, folks, let's try to kick some Raider ass!
Blurre's Stuff: double-raise on Ambush; Success on healing the wound after; +2 Support on Burning Books; Vigor Success no wound
Task 3 Modifiers (Lead Ambush):
Task -2; +2 from prior Round; +2 in exchange for taking an automatic Wound
Fighting 1d12 = 11: 11
Wild Fighting 1d6 = 2: 2
+2 because I fail at reading (I thought it was a -4 not a -2, originally): Final total 13

Post-battle Nanite-enhanced Vigor Roll 1d6+2 = 4: 2
Wild Vigor 1d6+2 = 3: 1

Task 5 Modifiers (Support Burning Books):
Task +2
Investigation 1d4+2 = 4: 2
Wild Investigation 1d6+2 = 8: 6
Ace Running Total 1d6+8 = 9: 1
+2 to Orrin's Roll

Vigor 1d6 = 5: 5
Wild Vigor 1d6 = 4: 4
When the Beastmen attack, Blurre dashes to the forefront before anyone else can reach the Beastmen's lines. He lays into them with the Psi-Whip; their natural fear of psionic might making him an exceptionally terrifying opponent. Still, Blurre pays for his mad rush forward--at one point, several beastmen surround him, and he ends up taking a sharp stab from the rear. Even so, the beastmen decide that they want no part of this insane warrior who does not kill, but is perfectly willing to beat them unconscious. As they run off, he staggers back to the camp, sitting down heavily, and gives Orrin a grimace. "Think I could use a hand again, Commander."

Later, after Kim navigates the river of death, when Orrin (naturally) rushes to save the journals surrounding the poor soul who burned to death, Blurre is right by his side--knowing that the scholar will never leave a dangerous spot while lore is on the line, he focuses his efforts on finding the most important or useful looking books, in order to make the loss a little less.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
Red Bennies: 1/1 (Additional +1d6 to roll when used)
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q4/18 Adventure cards:
Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Villainous Verbosity - Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.[/list]

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Seswarick
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Re: Day 19: Free Marron

Post by Seswarick » Fri Dec 07, 2018 6:20 pm

Having only visited one major ruin before Seswarick finds the wreckage of Pueblo very unnerving. Where the ruins of Phoenix are sprawling and for the most part open and uncluttered. The wind, animals, scavengers, and flooding having returned large tracks of the former city to desert. In contrast Pueblo was much more tightly packed and cluttered, making the young Lyn-Srial feel boxed in.


Task 1 While the trackers did their job Seswarick did his, circling above watching for ambushers and other complications. As the team moves into the city dusk approaches and while his natural night vison makes the failing light a non issue, the clutter and cover of crubling buildings provides far to many places for him to look at once.

Task 2
support roll 7, 1 success
Spend 4 ISP for +2 to Psionics
Psionics 1d12+2 = 5: 3
Wild 1d6+2 = 8: 6 Ace 1d6+8 = 11: 3 Forgot the -4
While moving to back Jack, Seswarick reaches out with his mind to watch for and impede any radio detonators. He also prepares to try and EMP the hermit.

Nodding in answer to Orrin's question Seswarick whispers back "If he goes for the detonator I will shut it down, sir."

Task 3
Power use
Active Aura and Stormheart, 2 ISP spent
Even in daylight the cover proves too thick and despite their best efforts at caution the COT is caught unawares. But they quickly rally to counterattack. Seswarick concentrates on taking out any snipers or other ranged weapon wielding ambushers.

Task 4&5 Seeing the bridge and it's challenges, then the scholar's pyre as a dangerous opportunities for more ambushs has Seswarick on edge during the both ordeals. He is very relieved when the only tolls they inflict are some strained muscles, a few minor burns, and time.

Task 6
Set up
Spend 1 ISP to activate mage sight goggles. Activate Aura and Stormheart, 2 ISP. Spend 4 ISP for +2 to Psionics roll
Notice 1d6+2 = 6: 4
Wild 1d6+2 = 5: 3
Task 6 lead roll
Modifiers to Task 6 lead roll: -5 task mod, +2 Major Psionics, +2 task reward mod,
Psionics 1d12-1 = 1: 2
Wild 1d6-1 = 1: 2

Bennie to reroll
Psionics 1d12-1 = 1: 2
Wild 1d6-1 = 3: 4

Bennie from Orrin for reroll
Psionics 1d12-1 = 5: 6
Wild 1d6-1 = 1: 2
The sight of crowd of twitching wretched, near dead people makes him think of the hermits words and the strange death of one of the "raiders" so on a hunch Seswarick activates his mage sight goggles. The magic goggles reveal to him that he was right, they are under some form of mental domination.
"These people are being mind controlled. If someone can disrupt it I'll try to get them to grouped up. When no one expresses having a means to disrupt the effect he regretfully unloads full lethal force. The battle is hard fought and as his team mates approach the summit he wonders if their wounds would be less had he not hesitated. This is no time for self doubt, it will only make me more hesitant he admonishes himself.
Vigor test
Vigor 1d10 = 10: 10 Ace 1d10+10 = 12: 2
Wild 1d6 = 2: 2
Last edited by Seswarick on Fri Dec 14, 2018 7:14 pm, edited 4 times in total.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/30
Bennies: 1/3 1 red bennie
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode

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Orrin Truthseeker
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Re: Day 19: Free Marron

Post by Orrin Truthseeker » Sun Dec 09, 2018 2:44 pm

Task 1: Track the Raiders
Spellcasting to light the trail 21 - +4 to Tito's roll
Spellcasting 1d6 = 1: 1 (+1 from staff, +1 from armor. +2 Scene)
Ace with total 1d10+14 = 21: 7
Wild 1d6 = 1: 1
Orrin is glad that their newest recruits skills are quickly becoming useful. He's seen more than one legionnaire quit simply because he didn't feel like he was of any use to the a team.

As the sky darkens, Orrin helps Tito stay on the raiders train by maintaining a small ball of fire on the end of his staff. Worried that he might be broadcasting the teams location to any nearby forces, specifically the CF forces that lost the skelebot they salvaged, Orrin tries to keep the ball no brighter than what Tito needs to keep on the path.

Task 2: Finding a Place to Camp
Orrin sheathes his staff on his back and holds his hands palms outward toward the Grackletooth.

"Woah, there. Its alright, we don't mean you any harm" Through the side of his mouth he whispers to Jack "That's the best I've got.... you want to pick it up from there?"

While Jack lays on the charm, Orrin moves slowly toward Ses. Looking at all the wires running from one set of explosives to the other, he whispers to the Zapper "Do you think you could...short circuit those things or something?"

Task 3: Ambush!
Orrin is just finished dishing out order for the rest of the team when the last of the ambushers flee from Blurrs onslaught. Orrin sees the trail of blood droplets Sir Blurr leaves as he walks - at least what counts for walking Blurr - back to the group and shakes his head. He rummages through his pack as he lectures the Knight.

"If that had been a trained fighting force, even you would have been in deep trouble. Remember, the preacher isnt here to erase the consequences of our mistakes anymore, and I know very little of healing magic..."

Orrin finds what he is looking for and, rather more forcefully than necessary, jabs the hyberdermic needle into the side around Blurr's gash.

"Hopefully these nanites will do the trick"
OOC Comments
Using 1 hypos: Emergency Trauma Application Nanite Colonies which gives an immediate Natural Healing roll at +2
Task 4: River of Death
Orrin lets the mechanically minded members sort out how to get the vehicle across the bridge, and offers what assistance is asked for. Knowing his skill with machines, if he did anything of his own accord he would undoubtedly blow them all to smithereens.

Task 5: Burning Books
Knowledge History - 7 with +2 support
Knowledge History 1d6 = 3: 3 (+2 scene mod)
Wild 1d6 = 3: 3
As they draw close enough to make out the details of the small fire at the far end of the bridge, Orrin realizes that a man lays on a pile of burning books. The blaze just appears to be starting. Orrin rushes to the man, and quickly sees that he has been dead for a while. Whoever set the blaze must have killed him a while before and just finished rummaging through the mans supplies.

Orrin insteads turns his attention to saving something almost as important as life... books. He scrambles to get the books out of the firs, but most have already caught the beginnings of flames.

Come on Orrin... Think... but there is no time, I have to do something now. TIME!

"Tardus Descendit!"

The flickering of the flames slows to a crawl, and Orrin breathes a sigh of relief. The pressure off, Orrin immediately recognizes that most of the books are written on a polymer based paper developed at the height of the golden age.

"Get some water and douse these flames" he instructs the group, as he grabs some containers from inside the Sky Siren. Water won't harm the writings. Once they dry, they will be as legible as they were on the day they were written."

Task 6: Up the Walls
Vigor Roll
Vigor 1d6 = 2: 2
Wild 1d6 = 6: 6
Ace! 1d6+6 = 12: 6
Why not! 1d6+12 = 15: 3
In the battle to take the walls of the fortress, Orrin plays his usual role of protector of the group. He enhances armor, slows their enemies reactions, and otherwise tries to keep the Legion from getting themselves killed.

As they struggle against the superior position, Orrin gets an idea. Ses, see if you can pull back a ways and gain some altitude. We will keep them busy from below and eventually they will forget to look up."

Sometimes an advantage can become a disadvantage if you rely on it too heavily
Last edited by Orrin Truthseeker on Fri Dec 14, 2018 2:44 pm, edited 2 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 19/20; Staff PPE: 10/10; Armor PPE: 10/10 [/size]

Parry: 4+1[/size]
Pace: 6[/size]
Toughness: 15 (6)[/size]
Active Powers [/size]
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells [/size]

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)[/size]
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor[/size]

Bennies: 2/3 [/size]
-1 for rerolling Dispel

Aventure Cards:
Extra Effort: Add 1d6 to trait roll - this may ace
Powersurge:: Regain all spent Power Points
Villianious Verbosity: Play to make a Wild card lose his next action gloating

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Jack 'Bullet' Jones
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Re: Day 19: Free Marron

Post by Jack 'Bullet' Jones » Wed Dec 12, 2018 1:50 pm

Task 1
As they track through the sandstorm, Jack peers through the scope of one of his rifles, scouring for any trace of their quarry or their passing. "Weather's turnin' real nasty quick. Reckon we're gonna suss out whether this dog can hunt."
Task 2: Lead
Persuasion - 10, success and raise
Persuasion, -4 scene, +11 bonuses, net +7
1d4+7 = 8: 1

WD Persuasion
1d6+7 = 9: 2
Jack grins as Orrin's attempt at diplomacy ends with "we mean you no harm." He tips his hat to the off-kilter Grackletooth. "Howdy there, big fella. My pardner here's right. We ain't out fer blood, least of all, yers." He dismounts from the robot horse and pulls his duster closed over his chest, covering his weapons.
The twitchy grackle has his tail wrapped around what is likely a detonator, though what it's linked to is anyone's guess. The unhinged fellow bellows back. "Don't you come no closer! You're not taking my soul to run with ghosts! I'll send you to the hereafter before you take me!"
Jack shakes his head. "Nawsir, we ain't. A fella's soul belongs most times with his body. If'n ah had my 'druthers, it'd be ta keep mine in my body. Don't need to go any different fer either you or us. We ain't lookin' fer nothin' but a safe place ta put our heads fer the night. 'sides, way yer grippin' that fancy stick behind ya, ah reckon 'fore ah could pull my hogleg, you'd have us all blown ta pig feed."
The grackle grins wildly, nodding emphatically.
Jack continues jawing with the grackletooth. "Take a good look here, pardner. We ain't a pack a' greenhorns got lost in the storm. Every one of us is solid in a fight. Don't get nowhere in this life if'n ya can't take care a' yerself. Whaddya reckon we trade a couple extra eyes ta watch overnight fer a safe place ta watch from?"
The grackle peers at Jones with a wild look in his eye. "You'll draw the goat demons to me! NO THANK YOU!"
Jack shakes his head as he edges closer. "Ah'm tellin' ya, friend, goat demons an' ghosts ain't but a warm-up fer this posse." He begins pointing around the assembled members of the 18th, starting with Orrin. "Ah personally witnessed him shut up a nasty Thornhead one time." He moves to Blurre. "Heck fire. Sir Blurre? They call him the demon duster. Ain't a one of 'em could keep up with him if'n he had a mind fer cowardice. Worse part fer them is he ain't never run from a fight with a demon. Still kickin'."
He gives a wink and a smile at Kim. "'at little lady right there packs a bigger wallop'n her size might say. She also might could help ya fix up yer defenses once we're gone." Jack continues walking slowly towards the grackletooth.
He shakes his head once he reaches Tito. "Talk about a big ol' fireball outta a tiny package. This little badass rode in on a sand shark an' tore up a dozen demons 'fore they could blink. Saw it m'self. They ain't ready fer this guy."
He tips his hat once he points to Seswarick. "An' this fella here, he's the one who's keepin' yer bombs from blowin'." In a frenzy, the grackle starts pushing the clicker in his tail, but whatever electrical current is supposed to be going from one place to another is stifled by Seswarick's electrical dampening. "Now ah know what yer thinkin'. 'Ah ain't got my bombs. How'm ah gonna send all them ta kingdom come?' Well, fella, y'ain't gotta. We ain't here fer you. We're here fer them demons and goats and ghosts. We been trackin' 'em fer a couple days now. Reckon we might could help each other out. Let us stay here, wait out the storm, we clear out them ghosts that got ya all jittery." Jack extends his hand and closes the last of the distance.
The grackle looks at him sideways, stares at his hand, then shrugs. "You all sit outside of me. The demons will take you first."
Jack nods and smiles. "Ah dare 'em ta try."
The grackletooth laughs, then starts pointing to "no-go" places where booby traps are rigged to blow as he leads the 18th into the shelter of the underpass. "And if you need things what go boom, I'm your guy...for cred, of course."
Task 3: Support
Intimidation, +1 to main roll
Intimidation, -2 scene, +4 bonus, net +2
1d6+2 = 7: 5

WD Intimidation
1d6+2 = 5: 3
Jack tips his hat to the crazy grackletooth hermit as the 18th departs the underpass. The day wears on slightly until they come upon a trap of nets and screaming beastmen. Jack catches a scrap arrow in the shoulder, but the dart doesn't make it through his duster. "These fellas ain't packin' much of a punch, but we don't need no lucky shots makin' more holes in us than the Good Lord gave us." With that, he begins seizing incoming arrows by telekinesis, and then in a heave, throwing them back at the beastmen. Following Blurre's lead, he aims only to scare the savages rather than rack up a body count. He stares into the eyes of one of the bigger beastmen, grabbing a thrown spear with his mind and snapping it in two with just a snap of his fingers. "Y'all ain't got the jukes today. RUN ON NOW!" He punctuates his bluster by telekinetically picking up a wrecked vehicle and lobbing it towards the beastmen.
The threat averted, Jack slaps Blurre on the back. "Pardner, reckon mebbe don't haul off on yer own like that next time? Y'ain't no good to us stuck like a pig." He grins, elbows Blurre in the ribs that weren't stabbed, and goes off to mount back up on his horse.
Task 4
Jack pulls up on the reins at the bridge. He waits as Kim and Tito clear a suitable path for the whole crew, then spurs Comet forward, letting the horse gingerly tiptoe through the minefield. "That ain't a pleasant path ta follow if we gotta tuck tail."
Task 5
As the crew stumbles on the fire, Jack springs into action, telekinetically trying his best to save as many of the books as Orrin might try to swim in fire to retrieve. "Careful, Orrin! Ain't a book put together that's worth burnin' alive for!"
Task 6
Vigor
Vigor
1d8 = 4: 4

WD Vigor
1d6 = 6: 6
Bullet Jones joins his comrades in fighting up the ziggurat, lobbing telekinetic pieces of cover, firing bolts, and shooting at anything he can draw a bead on.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 0
Red Bennies: 1
Wounds / Fatigue: 1 / 0
Parry: 5
Toughness: 14 (6)
ISP: 0/40
Active Powers: Exalted Quickness (2/3); Greater Deflection (2/3); Greater Smite - Lightning on HHC and PHC (2/3); Telekinesis (2/3); Smite - Lightning on LSR (1/3)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon - Technical Difficulties (-1)
Left hand: Pearl Handled Colt
Telekinesis: LSR-250
Adventure Cards:
  • Renown: Insert description here
    Turncoat: insert description here
    Folk Hero: insert description here
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Kim Black
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Location: Wheaton, IL

Re: Day 19: Free Marron

Post by Kim Black » Fri Dec 14, 2018 2:19 am

New Mexico/Marron
Evening to Afternoon
Day 30-31
Round 0

Task 1: Track the Raiders

Kim kept the Sky Siren back a bit as Tito and Orrin tracked the raiders. She took some time to practice with the remote weapon controls, checking the targeting systems and running diagnostics to be sure everything was functioning. Mostly, she was bored, though. She reminded herself to stay alert and focused. Her father would have gibbs-slapped her for her inattention. Kim never had learned what a gibbs was.

Task 2: Finding a Place to Camp

It was getting dark, so they needed to make camp. A rather good place had someone already staking a claim, however, a mad grackletooth with a hard on for explosives. Kim eyed the wiring on his bomb vest. That was some pretty serious stuff.

“Green wire,” she whispered to Jack as he was speaking, trying to calm the man down. “If you can telekinetically pull the green wire, it should disable it. The vest, at least. I can’t say for anything else he might have.”

Task 3: Ambush!

The next day they headed into the ancient city. The buildings were close together, the streets narrow. Then they were ambushed by goat men attacked them!

Kim opened up with the rail gun as she swerved the Sky Siren around, running over a group of the goat men.
Vigor 9, no wound
-2 difficulty
Vigor 1d8-2 = 1: 3
Wild 1d6-2 = 1: 3
Benny to reroll
Vigor 1d8-2 = 0: 2
Wild 1d6-2 = 2: 4
Last benny to reroll is a red benny. Sigh
Vigor 1d8-2 = 5: 7
Wild 1d6-2 = -1: 1
Red 1d6 = 4: 4
Task 4: River of Death (Lead)

Kim pulled the Sky Siren to a stop as they reached the canal and the bridge across. She didn’t like the look of those mines or that bridge.

“Let me think on this,” she told the others. She grabbed a notebook and clambered on the hood of the Sky Siren as the others took a break to stretch their legs. She drew a rough map of where the mines were and then examined the bridge closely and the scrap lying around. “Yes, I think we can do this,” she said as the others were starting to get anxious about just standing around. She directed them where to place the scrap, using Jack to telekinetically move mines out of the way and Seswarik to dampen their electronics before they drove across the bridge.
K. Engineering 8; 2 successes
+2 difficulty, +2 Machine Maestro
K. Engineering 1d10+4 = 8: 4
Wild 1d6+4 = 5: 1
Task 5: Burning Books

Kim watched Orrin scramble through the pile of burning books. She quickly scrambled to the back, finding some of the scrap parts they’d collected since leaving Black Mesa, and quickly cobbled together a fire hose, helping to douse the flames to save the books, though she was interested in that Big Boss,

Task 6: Up the Walls

Kim stared up at the walls of the ziggurat defended by the well-armed raiders. This was going to be difficult. Kim scanned the area and frowned. In the ruins of the city was an old TK Flyer. It was in pretty bad shape, but Kim thought she could get it flying, though it wasn’t going to stay up for long, or be that maneuverable.

“Buy me some time!” Kim told the others, grabbing her gear and parts and racing over. It wasn’t in quite as bad a shape as she thought, and, surprisingly, it had the ability to be remote piloted as a drone.

“Sweet!” Kim said. She set about fixing it and then attached some of the bombs and mines they had gotten from the crazy grackletooth and the canal.

Kim cackled almost madly as she picked up the remote and the drone lifted into the air. “Ses! Give me some fighter cover! Time to kamikaze!”

Kim flew the bomb-laden plane at the defenders of the ziggurat, but not before she was hit by an energy blast from one of the raiders.
Repair 13; +3 to lead
-5 difficulty, +4 Machine Maestro, +2 Mr. Fixit, +1 Multi-tool, +2 UEMC
Repair 1d8+4 = 6: 2
Wild 1d6+4 = 10: 6
Ace 1d6+10 = 13: 3
Vigor 12; No Wound
Vigor 1d8 = 2: 2
Wild 1d6 = 1: 1
Since I didn't need to roll Vigor above, I am going to take back those two bennies.
Benny to reroll
Vigor 1d8 = 3: 3
Wild 1d6 = 3: 3
And last benny (Red benny) to reroll again
Vigor 1d8 = 4: 4
Wild 1d6 = 6: 6
Red benny 1d6 = 4: 4
Ace 1d6+10 = 12: 2
Last edited by Kim Black on Mon Dec 17, 2018 12:28 am, edited 5 times in total.
Character Tracking
-1 Fatigue
Spirit d4 (3r)
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 20/20
Bennies: 1/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Dispel Magic device
  • PPE 9
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • 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.”
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

User avatar
Tito
Posts: 33
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 19: Free Marron

Post by Tito » Sun Dec 16, 2018 8:33 pm

Task 1: Track the Raiders (Lead)

With a lead on the raiders, Tito sniffs the air and gets a good fix on their scent and follows it to the tracks. He begins to follow them when he recognizes the beginnings of a sandstorm!

He turns around and tells the team the news, "We have to hurry! A sandstorm is coming, man. I'm badass, but it'll be hard even for a dog boy like me to follow tracks or a scent in the dark during a sandstorm! Ok. I put my name on your paper, so that proves I'm your friend today and tomorrow right, man? I'm going to do something. I'm going to show you my most badass secret! Remember that I'm a good dog boy, ok?"

With that, Tito transforms into his chihuagoyle form. When hes done, he shakes himself like a dog, spreads his wing wide, and does a full body stretch.

Then he says, "Hop in the sky ranger, man. I'm really badass when I look like this! Follow me, ok?"

Tito takes a deep breath to lock in on the scent and sets off, assuming the team can keep up with him in the sky ranger.

Tracking 12
Tracking: 1d8+10 = 12: 2 (+2 Keen Senses, +2 Woodsman, +2 Scene, +4 Support)
Wild: 1d6+10 = 12: 2
When the team is loaded up, Tito races after the scent, using it to keep him on the correct path where the tracks have blown away. He takes great leaping bounds forward and uses his wings to cover more distance while airborne. Tito covers dozens of yards per leap, and the team makes quick progress towards Eb.

As the darkness deepens, Orrin calls for a halt and provides Tito with enough light to see the tracks through the dark. The delay may have seemed insignificant, but every moment the sandstorm was becoming more intense. Tito's expertise was more than up to the task, however, as the 18th arrives at the dilapidated gates of Eb just as the sandstorm was reaching its peak.

Just before reaching the gates, Tito smells the scents diverge. He looks around and spots the tracks of one raider split off to the side. He holds his hand up for the sky ranger to stop, and then he points in the direction of the tracks.

Sneaking forward, Tito finds the corpse of a young woman and emits a low growl, saying "Grr. Why would she whomp her own brains out, man? She wasn't a good person, but this is sad. I don't understand what happened?"

Task 2: Finding a Place to Camp

Tito Leads the team to a likely spot to make camp, but he smells something. Not one of the raiders, but something else. He shrunk back down into chihuahua form and notified Orrin.

He followed behind them, and his mouth dropped in awe at the massive lizard-man thing with massive muscles. Before he remembers Orrin's orders and catches himself, he whispers, "Badass!"

Once the crazy old lizard coot lets the tea, hunker down for the night, Tito goes to sleep. All that changing back and forth and non-stop leaping left him pretty tired, and he was quiet for the first time in a long while.

Task 3: Ambush!

Tito smells the beastmen before he sees them. He begins changing the moment the nets pop up. Even with his quick reaction, his transformation is too slow to keep up with Blurre! True to his namesake, Blurre is the first to the front line and beating the beastmen senseless!

When his change is complete, Tito leaps forward towards Blurre. He's too slow, though! A beastman manages to stab Blurrle from behind. Tito lands behind the cyber-knight and clears out the rabble. A backhand sends the offending beastman flying, and he picks two up and tosses them in opposite directions.

Between Blurre's quick onslaught, Tito's imposing Chihuagoyle form, and the rest of the team's assistance, the ambush is quickly defeated.

"See, man," Tito says with a big dopey smile, "I told you I'm totally a badass!"

Tito happily prancers forwards to keep a look out for danger while Orrin tends to the cyber-knights wounds.

Task 4: River of Death (Support; +2)

While Kim locates the easily seen mines, Tito uses his Chihuagoyle form to get closer and sniff out any hidden mines. He leaps from safe spot to safe spot searching for well-hidden mines. He hopes his bulkier, heavy form will test the stability of the bridge too. Should it fall out from beneath him, he is the most likely to escape unharmed.

Notice 8
Notice: 1d8+4 = 8: 4 (+2 Scene, +2 Scent)
Wild: 1d6+4 = 5: 1
Tito locates a number of hidden mines and reports their locations to Kim. The bridge also seems to support a good bit of weight, and the scrap reinforcement just might let the sky ranger pass safely!

Task 5: Burning Books

Tito cocks his head sideways and whines a little when Orrin rushes to the pile of flaming books. He's obviously confused as to why the strange man is so frantic to put the fire out. He shrugs and lets his inner gargoyle free.

Tito reaches into deep into the fire and begins pulling the books at most danger of burning out first. He says, "I don't get it, man. I'll help you though because im a good dog boy and we're friends, you know? Plus I'm a badass. It hurts a little but I'll be ok tomorrow."

When the fire goes out, Tito shrinks back down to his chihuahua form. The fur on his arms is gone, but the revealed skin is only a little slightly burned. It seems like the scaley hide kept Tito mostly from harm.

Task 6: Up the Walls

Seeing that they need to climb, under fire, up the ziggurat, Tito shifts into his gargoyle form. Sesawrick is already flying above and kim is working on some kind of tech stuff. Tito rushes up to the top with great leaps, hoping to keep his allies from getting hurt.
Vigor
Toughness: 1d10-5 = -2: 3 (-5 Scene)
Wild: 1d6-5 = 1: 6 Ace: 1d6+1 = 4: 3
Seeing the massive, fast approaching Chiagoyle leaping up towards them, many of the defenders open fire upon Tito. He's truly a badass, though, and avoids most of the wild shots with his acrobatics. He is shot several times, but his thick hide and tough frame negate most of the damage.

He lays into defenders in a wild frenzy, whomping them left and right until an explosion rocks the ziggauraut and sends him sprawling. He shakes his head and woofs once before he stands up. Whatever that was, it finished the job.

Tito pokes his head over the top and shouts, "All clear, man! Watch out, I think there might be minss up here too."
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 1/3; Fatigue: 0/2
Bennies: 3/3 Red Benny: 1/1 (adds +1d6 to roll)
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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User avatar
Tribe of One
Posts: 825
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 31: Among the Ruins of Eb

Post by Tribe of One » Mon Dec 17, 2018 9:21 pm

You make it to Eb with the storm on your heels, moving fast as you pass beneath its rusty gates but with a firm idea of the path taken by the raiders ... whose desperation was driven home by the corpse Tito found in the wastes, a half-starved woman who appeared to have killed herself by dashing her own brains out with a rock.

Inside, you see ample signs of occupation, as well as conflict, but the city's denizens remain out of view, until you stumble upon a Grackletooth hermit in your search for shelter. After some tense negotiation, Jack manages to talk the explosive-laden D-bee into letting you stay the night. The Grackle, who says his name is Pi, even offers to sell you explosives, though his chanting of the periodic tables through the night makes sleep difficult ... not to mention the stench of the guano he's refining for use in his bombs.

The following day is marked by a battle with goat-headed beastmen who ambushed you while you weaved through the ruins. Although fierce warriors, they appear petrified of psionic powers and soon turn tail and run after Blurre charges into their ranks with his psi-whip.

A quarter mile farther into the labyrinth of ruins, the COT comes across a dry river canal filled with rusting scrap and ancient but still functional proximity mines. With the aid of several team members, Kim is able to plot a safe course and shift enough of the mines out of the way to allow a speedy return trip, should it be necessary.

A little further on, the group recovers a Big Boss ATV and a dozen or so pre-Rifts books -- as well as the charred corpse of the items' previous owner, whose killer remains a mystery. Thinking the ATV could come in handy transporting any captives that are recovered, the group brings it along as they approach the center of the city, and the makeshift ziggurat rising above the wind-blown ruins.

The ziggurat itself proves to be crawling with more of the malnourished raiders, who Seswarick determines to be under some form of mental compulsion. Unable to break the control, the Skyborn champion leads the charge, sailing up the side of the ziggurat and blasting its defenders with sizzling bolts of lightning. A pitched battle ensues, but quickly grows one-sided once Kim blasts a crater in the side of the scrap temple with a jury-rigged TW aircraft abandoned nearby.

Having bested the defenders without any significant injuries sustained, the COT stashes the Zone Ranger and the Big Boss nearby before venturing into the depths of the ominous structure, the rusting beams seeming to screech in the wind like a predator's cry.

Within, that sense of foreboding swiftly sharpens into a physical and mental assault, as each of you finds yourself stranded in an illusory maze filled with horrors and hurdles unique to your own experience. Differentiating between what is real and what is false is almost impossible, and each of you sees something different from the others as you battle forward to the inner sanctum, and whatever entity tugs on the psionic puppet-strings of the temple's defenders ...

One last interlude before the end of the quarter, because XPs are fun!

Mechanics: Pick one Ability score to represent how you win resist the psionic assault and roll a test:
  • Failure: You are badly wounded, physically and mentally, on your way to the sanctum. You suffer 3 Wounds (or 2 Wounds and a level of Fatigue), which you may Soak normally. In addition, you start the upcoming combat with depleted resources: either half your PPE/ISP is used (if primarily an AB user) or one of your most valued items/weapons is out of juice or malfunctioning.
  • Success: You suffer 1 Wound (which can be soaked) and are Fatigued. You start the upcoming battle down 1/3 of your normal PPE/ISP, or one of your go-to weapons has only enough shots/charges for a single round of combat.
  • Success + Raise: You are either Fatigued or you start the upcoming battle down 1/3 of your normal PPE/ISP, or one of your go-to weapons has only enough shots/charges for a single round of combat.
  • Success + 2 or more Raises: You emerge unscathed, with a fresh clip and readied weapon. You get a +2 on a single roll in the first round of combat.


Optional: Voluntarily accept a Wound (which can't be soaked) or a level of Fatigue and you can start the combat with an extra Benny and/or draw from the Adventure Card deck. You can do this more than once if you're feeling ballsy ...

Narrative: Describe in your post what you see during the journey into the ziggurat's inner depths. Was it a rusting maze? Oozing slime tunnels filled with anthropomorphic chinchillas? A never-ending trip to Ikea with your in-laws? Go nuts!

Reward: +1 XP for the interlude, in addition to the optional Bennies/card draws mentioned above.
GM Bennies: 6/6

User avatar
Kim Black
Diamond Patron
Diamond Patron
Posts: 205
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 19: Free Marron

Post by Kim Black » Tue Dec 18, 2018 1:39 am

Smarts 10; Success + Raise: You are Fatigued.
Smarts 1d12 = 10: 10
Wild 1d6 = 2: 2
New Mexico/Eb/Ziggurat temple
Afternoon
Day 31
Round 0

Kim blinked as they entered the tunnels of the junk ziggurat temple. What was this place? It wasn’t the pile of junk she’d expected. Instead, she found herself back in Tolkien. The air was acrid with the scent of ozone from the laser fire and Coalition artillery bombarding the city.

Kim shivered at the memory. She reached up, wiping sweat from her forehead, looking down. She was in her overalls, long, thick leather gloves on her hands as someone shoved a fireburst rifle into her arms. She blinked and pulled down her magic goggles. Right. They’d pulled all the techno-wizards from the foundries and workshops. She was stuck on the wall, facing the main Coalition assault.

“I’m...I’m not a soldier!” Kim protested.

“You are now,” someone said, shoving her to the wall. She ducked down, narrowly avoiding a hail of laser fire, her hands shaking. She took a breath to steady herself. She could do this. Her dad taught her to shoot. She was a better than average shot, and a fireburst rifle didn’t need that much careful aiming. Probably why she’d been given it.

Kim peaked up. She brought up the rifle to fire, launching a fireball at a group of soldiers attempting to scale the wall. The shrieks of their dying, burning bodies echoed in her head.

Kim lost track of time, of how many Coalition soldiers she killed. She was exhausted, drained from reloading her rifle again and again. Sweat and blood ran in her eyes. She’d had to fight off a troop that had made it up the wall, overrunning her position. The combat was hand-to-hand, intense. She’d lost her glove somewhere. Her hand was sticky with blood. She shoved her hand through her hair to get it out of her eyes. It was sticky with blood too.

Wearily Kim hauled herself up again. The rifle shook as she aimed. Luckily she just needed to get the fireball into the right area, into a clump of Coalition soldiers. She pulled the trigger. Nothing happened.

Kim groaned. She checked the charge. Empty. She tried to refill it. The magic wouldn’t come.

“Hey.” Kim nudged Billy next to her. They worked next to each other on the assembly line, too. “Hey!” She nudged him harder when he didn’t respond.

Billy fell over, and that’s when she noticed the neat little laser hole drilled in his forehead.

Kim doubled over, heaving. But there was nothing in her stomach to vomit. She hadn’t eaten for...how many days? Three? Not since they caught that rat.

A hand rested on her shoulder. Kim looked up.

“C’mon, darlin’,” Jack said. “Time ta be gettin’ outta this hellhole.”

Kim blinked. No, this wasn’t right. Jack hadn’t been at Tolkien. Her father had come to get her, hours before the city fell.

Kim didn’t care. She wanted out. Numbly, she nodded.

Jack helped Kim to her feet, and she tucked herself against him, grateful for the strength of his body. He smelled...nice, like rawhide and some cologne, not sweat and blood and burnt flesh.

Time seemed to blur. Kim couldn’t recall retrieving her things from her home, her mother’s armor, her unfinished backpack project, her tools. She clutched the TK revolver she had modified and slung one of her father’s vibroswords on her back. Parts of the city were overrun. She and Jack skirted the fighting. How did he know where to go? Her father had known. He had used the secret tunnels to get out of the city, find high profile Coalition targets and take them out. Now they used one to escape the city for good.

Ambush. The dogboys were tracking her. She shot one in the face, then sliced off the head of the psi-stalker pack leader. Jack pulled her along, killing most of the pack.

The were clear of the city, behind Coalition lines, disappearing into the trees of the thick forests of northern Minnesota, heading for the Hivelands.

“Jack...I can’t...I can’t go on...so tired…”

Stopping. Huddled together for warmth. They couldn’t risk a fire. She ran her hand over his chest, looked up into his deep eyes. “Jack...please...I want you…” She moved to kiss him.

His finger stopped her, pressed against her lips. He looked at her, amusement in his eyes. “Ya think Ah’d want you, Kim?” he asked, laughter in his voice. Oh, he laughed so hard. It was the funniest thing in the world to him. “Ah could have any woman in the world, Kim. Why would Ah want your skinny ass?”

Kim blushed. She couldn’t fight back the tears streaking her dirty, bloody face. Jack wouldn’t stop laughing. Why wouldn’t he stop laughing?

And then he stopped. Kim stared down at the vibrodagger gently buzzing in her hand, piercing Jack’s heart. He gurgled. She watched the blood trickle over his lips. Then she kissed him, feeling the warm blood, tasting it.

Kim stumbled as the world faded away. She crashed into the junk and adobe that made up the walls of the temple. She was tired, her body aching, her mind on fire, shivering and looking about her with wide eyes, unsure what had happened.
Character Tracking
-1 Fatigue
Spirit d4 (3r)
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 20/20
Bennies: 1/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Dispel Magic device
  • PPE 9
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • 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.”
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

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Sir Blurre
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Re: Day 19: Free Marron

Post by Sir Blurre » Tue Dec 18, 2018 5:16 pm

Spirit 10, WIP
Spirit 1d12+2 = 3: 1
Wild Spirit 1d6+2 = 5: 3

Red Benny Reroll w/Elan
Spirit 1d12+2 = 6: 4 + 1d6+2 = 3: 1
Wild Spirit 1d6+2 = 5: 3 + 1d6+2 = 5: 3

Raise, down 10 ISP.
Current total, 14/30
Blurre looked down the tunnel. Concrete walls on either side, some sort of tin roof. The floor was concrete, too, and covered in a thin layer of dust. Dim lighting meant that after a way down the tunnel, it was a kind of grey that seemed darker than a total absence of light might have.

He walked on.

He couldn't remember when he got separated from the others, but it must have been awhile ago, because when he looked behind himself, there was just more tunnel, with one set of footprints in the dust, leading directly to himself.

He walked faster.

His footsteps echoed on the hard surfaces, coming back to him distorted and strange. Sometimes, it almost seemed like there was someone else there, trying but not quite succeeding at matching his footfalls.

He began to jog.

Maybe the dust was thicker, here. Maybe his heightened pace just was kicking more of it up. Either way, the stirred dust was clouding his vision. It was also getting in his mouth, making it scratchy and dry, and into his eyes, making them itchy and watery. Something about that seemed... wrong. But he ignored it.

He started to trot.

This dealt with the dust, actually--by the time it would've been high enough to bother him, it was also behind him. When he glanced over his shoulder, he could see the way behind him was almost completely obscured by the dust cloud, now. The sound of his footsteps was... no. Not just his footsteps. There was definitely another set, coming from somewhere up ahead. They seemed... familiar.

He ran.

And as he ran, the familiarity was even stronger. He remembered the races he and Ronin would have around the dusty yard of the orphanage in Haven. Sometimes her in front, more often him, but when she got ahead, she somehow often managed to hold that lead.

He dug in, ran faster.

Sparks now flew up, as well as dust, as his armored shoes struck the floor. Details on the walls were harder to see, now, he just focused on the run, the race. His heart pumped like a steam engine, making his blood rush in his ears. Somehow, through it, he heard a voice come echoing down the tunnel ahead. "You can't win if you don't give it everything, Turtle."

He gave it everything.

His strides almost became leaps, both feet off the ground for several moments before the lead foot would strike, find purchase, and let the rear foot swing forward to launch him forward again. No mere sparks, now, but actual arcs of electricity as he tapped his psionic might to go even faster. He could feel himself digging into reserves he hadn't even known he had--draining those instantly. Up ahead, laughter... but now a second sound, too, behind him, behind them both. Something ominous. He looked back, but he couldn't see it through the opaque wall of dust.

He had to go fa--No.

He stopped.

The cloud of dust overcame him instantly, drawn by the wake he'd been cutting through the air. The entire space around him became a uniform, faintly illuminated gray. Ahead, the voice grew faint, fainter, dwindling. Behind him, the rumbling, slathering noise grew louder, more distinct. Again, the dust began to get into his eyes and lungs.

He sat down.

His heart began to slow, and the rushing in his ears died. The dust began to still again, and his vision started to become clear.

When the last of the dust settled, he was no longer in the corridor. He was sitting on the floor. The others were there, with unreadable expressions, and it was time to work. Pity I burned through so much psychic energy before figuring it out. Sometimes, running does no good, whether you're chasing or being chased.

Without speaking, he stood up and moved forward, walking.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
Red Bennies: 1/1 (Additional +1d6 to roll when used)
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q4/18 Adventure cards:
Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Villainous Verbosity - Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.[/list]

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Seswarick
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Joined: Fri Sep 07, 2018 12:23 pm

Re: Day 19: Free Marron

Post by Seswarick » Tue Dec 18, 2018 9:26 pm

Spirit 9
Spirit 1d10 = 9: 9
Wild 1d6 = 1: 1
The cramped spaces are oppressive enough for the avian. While not claustrophobic, the lack of his primary natural defense is still unnerving. Moving deeper in things become dreamlike and ominous. His companions come and go, the cast of characters switching places with friends from home and people met in his few travels around home. Disjointed conversations that fade from mind seconds after the words are spoken but leave a sense of impending doom like worms gnawing at your guts. Blurry snapshots of battles past and present(?) whirl thru his mind, his body sore but unharmed afterwards.

Minuets or maybe eternities pass and they(he?) enter a chamber of rusted beams it's roof and walls receding as go deeper in. As he(they?) pass thru a phantom image begins to resolve to either side. Phantom snapshots of the escape from the slavers light their path, a ghostly slide show. They show the skyborn strike with the mercilessness and fury of a summer thunderstorm. He lays waste slavers, armed or not, with lightning and telekinetically thrown debris. Some still in their tents and trailers he bombards them regardless. The debris forms into a funnel cloud circling the image of the lyn-srial, his lightning aura sending bolts cascading through it.

As the images become more and more grisly his companions begin to glance at him in concern. Concern turns to disgust, then anger.

"..a shame to our people.." "..definitely not legion material.." "..soo not badass.." "..always feared you'd fail me as a student and fall to the Fury"..

They begin to crowd in angrily, hands reaching for weapons. "I swear that is not how it happened!" He begins to panic as his aura shorts out and hands wrap around his arms. Involuntarily power begins to coalesce in his hands but as he releases it he twists the energy a bit in a way he has never done before. Electricity explodes from him, coursing thru his assailants but instead of charring them the blast leaves them unconcious.

Blinking away the glare Seswarick finds himself alone in a small corridor similar to the one they entered. Ahead he hears what he hopes really are his team mates, rounding a corner he finds Kim(?) leaning against a wall.

"Kim?? Is that really you? I'd reach out to touch you but.. he holds his hands out, aura sparking, ..if it is, I bet you'd rather not be zapped. Are you ok?" The lyn-srial isn't looking so good himself. The gold of his scales seems pale and his eyes haunted by his own visions.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/30
Bennies: 1/3 1 red bennie
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode

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Jack 'Bullet' Jones
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Posts: 170
Joined: Tue Sep 12, 2017 11:21 pm

Re: Day 19: Free Marron

Post by Jack 'Bullet' Jones » Sun Dec 23, 2018 11:25 pm

Bullet Jones is whip-smart
Smarts
1d12 = 7: 7
Spending Red Benny for EE with prior and Elan
2d6+9 = 21: 6, 6

WD Smarts
1d6 = 3: 3

Taking 1 level of Fatigue in exchange for a benny.
Bullet Jones leaves Comet with the other vehicles. "Stay here, now. Ah'll be back afore you can spit." He snickers a little, knowing the robot horse can't spit.
He pulls two of his pistols and leaves his rifle strapped to his back. "Ain't no way of knowin' what we're walkin' in to here." The ziggurat starts as a metal frame, but the deeper they go, the more it begins to look like a natural formation. The walls of the cave are smooth...and familiar. "Ah do believe ah recognize...ah'll be..."
The cave is unmistakable to him now. The realization hits, and a sharp pain strikes his left shoulder. "Damn! Ah been snake bit!" He looks back, but finds no critter or evidence of a strike. Still, his shoulder hurts like a knife has been driven through it. A few steps further, and the pain subsides immediately.
"Damnedest thing. Ah coulda sworn..." The same sharp stabbing pain takes out his right knee, and the gambler crumples to the ground. Before he can call out, his eyes are covered by a cloud of dust, destroying visibility and choking his voice. He coughs, hoping to muster his voice, but only a wheeze leaves his throat. The sam hill is goin' on here? Ah gotta warn the others afore...damn. The dust cloud fades, and with it are the images of his friends. The walls now are red. Redder than the rock from which they're formed. Red like blood. He summons up a brave yell. "Orrin! Blurre! Where...Kim?" The sound he expected to echo down the halls died instead on the red rocks. A new sound, instead, replaced it.
"HahahahahAHAHAHAAHAAHAHAHAHAHAHAHAHA!"
"Ah know that voice. My mama'd call you cursed and a sorcerer, workin' yer sin against the Bible." Jack pulls himself to his feet. "Samedi."
The face of the witch doctor hovered before his eyes, laughing. The image of the doll in his hands bears a striking resemblance to Bullet Jones. The voodoo man begins pricking his needle into the doll, stabbing in and out at joints, lungs, eyes, ears. Jack's body is wracked with pain, sight or hearing stricken from his ability, then restored when the needle withdraws. All the while, blood drips down the rock walls and pools at the feet of the gambler.
Jack finally musters enough breath to spit at the image. "Ah whooped yer sorry ass an' ain't never played that game 'fore ah joined that tournament. Ain't my fault yer all crossed up that ah done it, an' ah sure as shootin' would do it again. Hell, ah'd wager somethin' a little better this time. Soul fer soul, but this time, the game's fer blood. Come on, you yellabellied coward. Think you got what it takes ta take down Bullet Jones? Put down the doll an' fight like a man. Fight like a Texan, if'n ya got the gumption!"
In the back of his mind, a thought grows. Words from the preacher, maybe. Or a verse his mama read to him out of the Good Book. "Yer weapons ain't good enough ta take me down, Samedi. Yer weapons won't prosper against me. Show yerself an' fight. Settle it once an' fer all."
The image fades. The laughter still echoes down the hall for a moment before it, too, fades. The walls, though a tan-colored stone, are reinforced with rusty steel beams, and are no more familiar to him than any other building or corridor he's never walked down. He glances around, then starts when his eyes find Seswarick at his side. "AH heck!" He stops short of pointing any of his guns at the newcomer, though, realizing that the lyn-srial must've been there the whole time. He checks behind and in front, and counts each of his friends, old and new. Tito. Seswarick. Orrin, Kim. Sir Blurre.
The gambler smiles, safe in the memory of his mother's words and the preacher's encouragement, proof, for now, against the voodoo of Baron Samedi. Still, though, feeling a little drained from the mental strain of fighting off the voodoo onslaught.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 0
Red Bennies: 1
Wounds / Fatigue: 1 / 0
Parry: 5
Toughness: 14 (6)
ISP: 0/40
Active Powers: Exalted Quickness (2/3); Greater Deflection (2/3); Greater Smite - Lightning on HHC and PHC (2/3); Telekinesis (2/3); Smite - Lightning on LSR (1/3)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon - Technical Difficulties (-1)
Left hand: Pearl Handled Colt
Telekinesis: LSR-250
Adventure Cards:
  • Renown: Insert description here
    Turncoat: insert description here
    Folk Hero: insert description here
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Orrin Truthseeker
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Re: Day 19: Free Marron

Post by Orrin Truthseeker » Thu Dec 27, 2018 8:14 am

Smarts 10
Smarts 1d10 = 6: 6
EE with Elan 1d6+8 = 10: 2
Wild 1d6 = 3: 3

-1 Bennie

Orrin will take the fatigue.
A few feet into the odd fortress a powerful gust of wind blows through the corridor, blowing out the brightly burning torches lining the walls.


"Hold on, I've got some glow sticks in here somewhere" Orrin says as he digs through his pack. "Here we go" He says as he cracks one and holds it up to light the party's way.

He gasps and drops the glowstick when he sees that he's now completely alone in the cooridor.

"Blurr?" He says as he graps the glow stick and slowly walks forward down the cooridor. When he gets no response he slowly picks up the pace.

"Jack?... Kim?" With each unanswered name, Orrin picks up the pace a little. "Ses? Tito?"

Orrin hear a shriek from farther down the hallway and starts to run. The hallway seems endless, with nothing but darkness ahead and behind just beyond the reach of his glowsticks green light.

The screams continue to grow louder until Orrin comes to a series of barred side rooms, much like the old pre-rifts prisons. Orrin grabs the bars and looks on helplessly as Kim faces down 3 raptors.

"Jack was right. Blurr should have been in charge," She spits venomously at Orrin "It was only a matter of time before you got us all klled". Just as she finishes, the raptors all pounce at once, jaws closing on her arms and eventually her throat. The raptor holds the grip, drawing a soft stream of blood until the young girl suffocates. Orrin turns away before they start ripping into her body.

Instead he is faced with another cell, where Ses and Blurr are locked in battle with a giant came spider
Image

"Dammit Orrin," Blurr says, face contorted with rage as the spider side swipes him with one of its legs. "This is all your fault. I always said you'd be the death of us". Both Legionaires fall to the giant spider's attacks, and it spins them both around until they are covered in web. The air fills with their curses directed at Orrin until their mouths fill with webbing. Even then the muffled noise pierce Orrin to the core.

Orrin continues running down the hallway and sees a cell flashing with an electric blue light.

He reaches the bars and sees Tito and Ses facing down a Chimera.
Image

"... Never cared about us man. We were just names on paper to boost his number you know? Not even close to badass at all" Tito says as the chimera's tail lashes out and catches him in the shoulder. His body contorts and he falls to the ground, foaming at the mouth.

"The only thing he was ever interested in what studying us. Once he finished his experiments we were disposable". The chimera's powerful paw swipes across the Lyn-srial's face, snapping his neck.

A deep whirring noise sounds from inside the walls of the ziggurat, and the sound a dozen locks releasing echoes through the hallway. The Chimera turns as the door to the prison cell slowly rotates open. Orrin hears the clicking of jointed legs tapping against stone from down the cooridor, accompanies by the throaty calls of a raptor pack.

Tears streaming down his face, Orrin turns to and runs farther down the hallway, only to be met by a dead end.

As the creatures converge on him he sinks to floor, head buried in his arms as he sobs.

"They are all dead...No matter what I do, they always end up dead... He focuses on the images of his dying teammates, thinking it an appropriate last torture for a failure of a leader such as him. Tito foaming at the mouth from the chimera's poison. Blurr's liquified insides being drained through his spiderweb sack. Kim suffocating under the crushing power of a the raptors jaws.

But wait... raptors disembowel their prey. They don't suffocate them.

Orrin's sobs slow as he begins to see other errors in the creatures behaviors.

And camel spiders don't spin webs around their meals...And chimera poison causes bleeding from the eyes, not foaming at the mouth.

As the sobs stop, Orrin lifts his head and opens his eyes, to find the corridor completely empty, torches on the walls lit and flickering in the silence. After a few minutes to recover, he picks himself up and presses on down the hallway to find the rest of the legion, still shaken and not completely convinced that their words weren't true.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 19/20; Staff PPE: 10/10; Armor PPE: 10/10 [/size]

Parry: 4+1[/size]
Pace: 6[/size]
Toughness: 15 (6)[/size]
Active Powers [/size]
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells [/size]

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)[/size]
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor[/size]

Bennies: 2/3 [/size]
-1 for rerolling Dispel

Aventure Cards:
Extra Effort: Add 1d6 to trait roll - this may ace
Powersurge:: Regain all spent Power Points
Villianious Verbosity: Play to make a Wild card lose his next action gloating

Update Signature

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Tito
Posts: 33
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 19: Free Marron

Post by Tito » Sat Dec 29, 2018 10:29 pm

Strength 15; 2 Raises
Strength: 1d12+4 = 10: 6
Wild: 1d6+4 = 10: 6 Ace: 1d6+10 = 15: 5

I Will take the Wound and a Benny with it. Tito will enter what I can only assume will be a light combat against some throw away thugs BERSERKIFIED!
As the 18th enter the ziggurat things are relatively normal, but Tito's nose is overwhelmed and he's filled with a sense of unease. The structure seems to become less rusted and thrown together and...newer and more high tech the deeper the 18th goes.

Tito looks around and realizes he's all alone in a hall he's very familiar with. It's the hall leading to the cells which Rocko, Buster and Tito were kept at in Lonestar! Tito is one part excited to be home because Buster should be there, but hopefully not Rocko.

He's scared, too, though because he was a bad dog boy and ran away from Lonestar. He turns around to run, but a security door slams shut and its locks click into place. It's too strong even for his most badass form to break open, so Tito turns back towards the hall and walks hesitantly towards his cell.

And Buster is there! He is supposed to be a wolfdog boy. That's what the pokers and watchers say. They never really talk to Tito, but he hears them talking.

Wolf boys aren't good boys, but dog boys are! Wolf boys are supposed to be stronger and better at protecting humans than dog boys, but wolf boys are mean. So they tried to make a wolfdog boy. It sort of worked. Buster is a good dog boy, and he's big and strong like wolf boys are supposed to be. But he's too nice, and he's not smart. He's not even as smart as Tito!

"Hi Buster! Man, I'm so glad you're here too. I'm sorry we left you. Want to try to get out of here again?" Tito asks.

Buster nods and smiles. That's the most anyone ever gets out of Buster. They run out of the cell together and further down the hall. No alarms go off. No beaters chase them with their sticks. They don't even see any pokers or watchers!

But as they run, the hall changes. Now its rusty again, and its not very well built. The hall turns and he runs into his new friends again, and Rocko is with them! Rocko is a Schnauzer dog boy. He's not as big as Buster, but hes not as small as Tito.

Rocko isn't very tough, but he's a good dog boy. He tells Tito the answers to the questions the pokers and watchers ask. Rocko can't do the things they want him to do, but he's still really good with machines and fixing things.

Tito runs to give Rocko a hug and says, "Wow, Rocko! How did you get in here, man? I'm really happy you got to meet my new friends. Look, I found Buster, too! These guys aren't badass like me, but they're pretty good. Lets finish up in here and get out so you can get to know my new friends. I don't like this place..."

The hall begins rumbling and it increases in intensity until it's so loud that it hurts Tito's ears. Then giant blocks start falling out of the ceiling!

"Look out! Buster, Rocko get behind me! I'm a badass, so I'll make sure you don't get hurt. My friends can..." Tito shouts, but he stops mid sentence as one of the blocks crushes Bullet Jones.

"NOOO!" Tito roars.

His wings burst out and within seconds, he's full-on Chihuagoyle.

Tito grabs Whomper and smashes the block to bits. He kicks and throws rubble, but he can't find Jones anywhere.

Blocks start falling behind him, and Buster and Rocko take off down the hall along with Seswarick, Kim, Orrin, and Blurre.

One by one, they're each crushed by blocks. One even fall's on Tito! He catches it, but it knocks him down onto one knee. He hears something crack inside himself, but Tito never feels the pain. He screams out in rage. His muscles bulge. He stands up and hurls the block into the next.

Then he looses himself in the rage. He smashes every single block in the hall. He stops searching for his friends halfway down the hall and sinks even deeper within the rage.

Tito is no longer a good dog boy. Not right now. Someone hurt his friends again. Someone stole his friends from him again. This time he's not going to run from them. This time, he's going to hurt them.
OOC Comments
So, I decided Tito didn't snap out of his illusion. But the blocks were real, and they really fell from the ceiling. The illusion was everyone getting smashed, but that didn't really happen.
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 1/3; Fatigue: 0/2
Bennies: 3/3 Red Benny: 1/1 (adds +1d6 to roll)
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Tribe of One
Posts: 825
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 19: Free Marron

Post by Tribe of One » Wed Jan 02, 2019 10:02 pm

You emerge from the rusting labyrinth one-by-one, shaking off the confusion and fear as you gather together once again. Ahead, the ramshackle tunnel opens into the scap-temple's cavernous inner sanctum.

Within, corroded girders groan and squeal as the massive structure shifts above, and puddles of metallic runoff and leaked chemicals cover the uneven floor. As the filters on your helmet adjust to the darkness, you can make out half a dozen rough pillars rising toward the shadowed ceiling -- moments later, you realize that the supports are not made of ruined steel and concrete like the walls and floor, but are composed instead of human bodies, trapped within cages of metal rebar and chain link.

Many of the bodies contained within the pillars are only corpses, but others still cry out and twitch in pain. And in each, several meters above the floor, you can see the shivering forms of the children kidnapped from the caravan outside town.
4f8838d2677c7c40422df1040d63c583.jpg
4f8838d2677c7c40422df1040d63c583.jpg (40.56 KiB) Viewed 526 times

Low growls and glittering eyes in the darkness alert you to other foes. Massive, feral beastmen and half-starved human raiders lurk in the dim reaches of the chamber. By the look of them, none have complete control of their own minds, though they seem capable enough of wielding the guns and jagged blades they carry.

As the guards begin to converge on your position, a rustle seems to pass through one of the pillars, and the blank-faced child at the top begins to speak as tendrils of psychic energy whip the air around its head:

"Submit and you will be spared, incorporated into this hive and gifted with true existence as a host to the Father. Resist and you will be destroyed, reduced to food for His chosen servants."
Initiative Rolls
Jack (Quick) 1d54 = 29: 29 = 4 Clubs = Reroll 1d54 = 40: 40 = Reroll 1d54 = 50: 50 = Queen of Diamonds
Blurre 1d54 = 36: 36 = Jack of Clubs
Kim 1d54 = 8: 8 = 9 Spades
Orrin 1d54 = 47: 47 = 9 Diamonds
Seswarick 1d54 = 26: 26 = Ace of Hearts
Tito (Quick + Level-Headed) 1d54 = 51: 51 1d54 = 51: 51 = King of Diamonds + Reroll 1d54 = 1: 1 = Reroll 1d54 = 20: 20 = 8 of Hearts

Bad Guys (Level-Headed) 1d54 = 30: 30 1d54 = 48: 48 = 5 Clubs and 10 Diamonds

Initiative: More than half of you beat the bad guys' initiative, so you can all act first.
Foes: A couple of the pillars are within easy movement range -- assume the rest, and any enemies on the floor, start about 10 inches away.
  • There are 6 captive children, one trapped within each pillar about 10 feet above the floor. The pillars provide some protection to the children, but limit their ability to avoid attacks in melee. They are Wild Cards, Toughness 10 (4), Parry 3, -2 to hit at range.
  • There are 4 hulking beastmen armed with chainswords, impact hammers and other melee weapons. They are Size 2 Extras, Toughness 16 (5) and Parry 7.
  • There are 5 half-starved raiders in heavy, patchwork armor and armed with energy rifles of various sorts. They are Extras, Toughness 13 (6) and Parry 6.


Lighting Conditions: It is Dark inside the chamber, imposing a -2 penalty on ranged attacks and Notice rolls, which can be countered with nightvision, etc.

Cover and Terrain:
Cover is plentiful, thanks to the pillars, but getting close enough to benefit (anything from Light to Heavy Cover, depending on your actions) comes at a price, as the grasping hands of the wailing bodies are a distraction -- you suffer a -1 penalty to all actions while in Light or Medium Cover, or a -2 penalty if in Heavy Cover. The walls and pillars are easy to climb -- a simple success on Climbing is all that is needed, although doing so counts as an action for MAP purposes.

144e34368994d778be2c27aa8e002edb.jpg
GM Bennies: 6/6

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Sir Blurre
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Re: Day 19: Free Marron

Post by Sir Blurre » Thu Jan 03, 2019 6:03 am

OOC Comments
14/30 ISP
4/4 Bennies
Of course, for Blurre, '10 inches away' IS easy movement, so he's going to rush the enemy ranks immediately, both to draw fire and try to give the rest of the group room to operate. Because Blurre.

Action sequence:

Activate Deflection and Boost Trait: Fighting as Free actions (4 ISP).
Drop shield, activate two-blade Psi-Swords in 'normal' mode (non-MD), so they can be used at -1 to do non-lethal damage.

Deflection 1d6 = 3: 3
Wild Psionics 1d6 = 5: 5
Success: -2 to be hit

Boost Trait: Fighting 1d6 = 1: 1
Wild Psionics 1d6 = 4: 4
Spend a Benny to unshake immediately from Brainburn, Success: +1 DT Fighting = Fighting d12+1

Charge/Overrun Attacks against Beastmen: d12+1 Fighting, -1 for Non-lethal, Charge +2 Damage, If target is Shaken then they are knocked prone, vs. Parry 7. AP 4 vs. Beastmen means they get 1 point of armor against his attack, so enemy Toughness is effectively 12.
Left Bowie 1d12 = 4: 4
Wild Attack 1d6 = 3: 3
EE Benny w/Ealn 1d6+6 = 11: 5
Raise: 2d6+2 = 5: 1, 2 + 3d12+2 = 13: 1, 5, 5

Right Bowie 1d12 = 7: 7
Wild Attack 1d6 = 1: 1
Raise: 1d6+2 = 8: 6 + 3d12+2 = 18: 8, 2, 6

Both attacks do more than enough damage to cause a non-lethal Wound to each of two Beastmen.

10/30 ISP
2/4 Bennies
Parry 9, -2 to be hit, -4 if using technological weapons
Toughness 14 (4), +2 if attacker counts as Supernatural Evil
Blurre shudders at the horrific tableau laid out before them, but realizes the most vile aspect immediately. "Try to take as many as you can alive, my friends. They are clearly not acting of their own accord. And beware, those tendrils look dangerous, we may need to render the children unconscious before we can free them." With that, he dashes forward, engaging the mind-addled Beastmen, trying to take a couple of them out of the fight before they can react. His blows land solidly against both of them, and their twisted forms crumple to the ground, unconscious.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
Red Bennies: 1/1 (Additional +1d6 to roll when used)
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q4/18 Adventure cards:
Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Villainous Verbosity - Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.[/list]

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Seswarick
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Re: Day 19: Free Marron

Post by Seswarick » Thu Jan 03, 2019 8:56 pm

Dice and stuff
3 ISP for MD aura.
Action 1: Activate TT Belt.
Action 2: Spend 4 ISP for +2 Psionics, Spend 2 ISP to Stun the kid. Modifiers -1 fatigue, +2 major Psi
Psionics 1d12+1 = 7: 6 Bennie for EE (+2 Elan) 1d6+9 = 12: 3
Wild 1d6+1 = 4: 3
Charging his aura to full power and activating the timetwister belt Seswarick takes flight. Swooping in behind Blurre, he buzzes the raiders, hoping to pull there fire before climbing to the height the pillar tops. His climb stalls with him eye to eye with the possessed child who spoke. "Tell this "Father" if he does not release you all it is he who will be destroyed." The Skyborn extends a hand, lightning arcing out and into the child. But instead of a fast intense bolt flash frying the boy, the bolt a lower powered sustained effect. The energy snakes up and down the pillar and into the air unsuccessfully seeking more targets to ground into while the kids tenses up and seizures briefly. Perhaps the massed raiders would have been a more efficient target, but the energy around the child seemed more dangerous.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/30
Bennies: 1/3 1 red bennie
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode

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Orrin Truthseeker
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Re: Day 19: Free Marron

Post by Orrin Truthseeker » Fri Jan 04, 2019 9:44 am

Mechanics

Orrin will hit one of the hulking beastmen and one of the half starved beastmen with Exalted Dispel to try and free them from their enslavement, and then will get into medium cover behind a pillar

Exalted Dispel (+1 staff, +1 Armor, -2 for a different type) (-1 for fatigue not factored in)
Spellcasting 1d10 = 3: 3
Wild 1d6 = 2: 2
Bennie to reroll, with elan
1d10+2 = 11: 9
Wild 1d6+2 = 8: 6
Ace! 1d6+8 = 13: 5
-XPPE (-6 Base + X Raises)
-1 Bennie

-0 PPE
A horrified Orrin stares at the terrible columns made from a mix of bone and flesh and steel until the voice of the 'father' shakes Orrin out of it.
Sir Blurre wrote:
Thu Jan 03, 2019 6:03 am
"Try to take as many as you can alive, my friends. They are clearly not acting of their own accord."
"Agreed" Orrins says, as he turns on his arcane sight to get a better look at whatever psionics are being used to control the creatures.
Detect Arcana 4
Detect Arcana (+1 staff, +1 Armor) -1 for fatigue not factored in)
Spellcasting 1d10+2 = 4: 2
Wild 1d6+2 = 5: 3
"And try to protect the..." Bright white and blue lights flash in front of his eyes as Jack and Ses send their stunning attacks at the children in the columns. "...Children... Those creatures may decide that they'd rather see them dead then let them escape."

Orrin gathers his energies and focuses on a couple of advancing beastmen. Hoping that this "father isn't too powerful, he thrusts his staff forward and shouts "Obice inserta!". A barrer of magical energy temporarily pops up around the beastmen in an attempt to cut them off from whoever is controlling them.


If someone is using an arcane background to control the two beasties, they need to make an AB roll with TN 13 or else the spell drops.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 19/20; Staff PPE: 10/10; Armor PPE: 10/10 [/size]

Parry: 4+1[/size]
Pace: 6[/size]
Toughness: 15 (6)[/size]
Active Powers [/size]
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells [/size]

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)[/size]
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor[/size]

Bennies: 2/3 [/size]
-1 for rerolling Dispel

Aventure Cards:
Extra Effort: Add 1d6 to trait roll - this may ace
Powersurge:: Regain all spent Power Points
Villianious Verbosity: Play to make a Wild card lose his next action gloating

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Tito
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Re: Day 19: Free Marron

Post by Tito » Sun Jan 06, 2019 1:02 pm

Notice
Psychic Sense: 1d8+2 = 6: 4
Wild: 1d6+2 = 5: 3
When this "father" begins speaking, Tito lets out a bestial roar.

"Tell the 'father' to give my friends back! You hurt my friends and you stole them and now I'm going to hurt you, man!" Tito shouts at the child.

The currently not-so-diminutive dogboy unfurls his wings and coils his massive legs to leap towards one of the hulking beastmen. He flies towards it like a bullet with Whomper in hand, hitting the beastman in its head with all of his might. Lightning arcs out of Whomper's head and engulfs the beastman as it's body begins to fall to the floor.
Fighting 13
Fighting: 1d12-2 = 1: 3 (-2 MAP, -4 CS to Head, +2 Berserk, +2 Wild Attack; -2 to Parry)
Wild: 1d6-2 = 4: 6 Ace: 1d6+4 = 9: 5
EE: 1d6+9 = 13: 4
Damage: 1d12 = 8: 8 + 1d8 = 5: 5 + 2d6+4 = 9: 1, 4+8 = 30 Mega Damage (+2 WA, +2 Berserk, +4 Headshot; -1 Shots)
If target is not incapacitated from 30 MD, he must also make a Vigor roll at -2 or become incapacitated.
Tito uses the beastman's body like a stepping stone, pushing off of it and leaping towards the nearest pillar. He jumps halfway to the top of the pillar and pushes off it to reach the top of the next closest pillar. The enraged dog boy digs his vibroclaws into the pillar for a good handhold.

With a hard stare and a growl, Tito tells the slack-faced child at the top, "You don't smell right. I'm a good dog boy, so I won't hurt you...but the 'Father' stole my friends, so I'm stealing you."

Tito rips his vibro-claws out of the pillar and drops to the bottom. He brings Whomper back and begins chopping at the pillar as if Whomper were an axe.
Fighting 12 & 1; Crit Fail
Fighting: 1d12 = 12: 12 Ace: 1d12+12 = 13: 1 (-2 MAP, -2 Frenzy, +2 Wild Attack, +2 Berserk)
Fighting: 1d12 = 1: 1
Wild: 1d6 = 1: 1
TD: 1d6 = 5: 5 (Serious Problem: The device or gear applies a –2 to all Trait rolls where it’s used, or its applicable bonus is reduced by 2.)
Damage 1: 1d12 = 3: 3 + 1d8 = 2: 2 + 1d6+8 = 12: 4 = 17 Mega Damage against the Pillar (attempting to break the pillar). (+2 Wild Attack, +2 Berserk)
Damage 2: 1d12 = 2: 2 + 1d8 = 3: 3 + 1d6+8 = 9: 1 = 14 (Skill Die of 1: Damages Adjacent or misses entirely)

Parry at 4 from Berserk and Wild Attack.
Toughness at 22(5) from Berserk and Chihuagoyle Form.
+2 to Fighting, Melee Damage and Strength rolls; Ignores all Wound penalties (Berserk).
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 1/3; Fatigue: 0/2
Bennies: 3/3 Red Benny: 1/1 (adds +1d6 to roll)
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
  • Epiphany: Something you never understood before suddenly “clicks.” You gain a d6 in any skill you previously did not have for the remainder of this game session.
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Jack 'Bullet' Jones
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Re: Day 19: Free Marron

Post by Jack 'Bullet' Jones » Sun Jan 06, 2019 9:40 pm

Jack tases children
Greater Smite - Taser, on LSR-250 (non-lethal)
1d12-1 = 1: 2

WD GS
1d6-1 = 3: 4

Benny to reroll GS, with elan
1d12+1 = 2: 1

WD reroll GS
1d6+1 = 7: 6

2nd benny to reroll the brainburn - success with raise
1d12+1 = 13: 12

WD 2nd reroll GS
1d6+1 = 7: 6

Pulling LSR-250 and Shooting at trapped children
Shot 1: 1d8-1 = 1: 2

Shot 2: 1d8-1 = 3: 4

Shot 3: 1d8-1 = 4: 5

WD: 1d6-1 = 2: 3

Benny to reroll with elan
Shot 1: 1d8+1 = 4: 3

Shot 2: 1d8+1 = 4: 3

Shot 3: 1d8+1 = 3: 2

WD: 1d6+1 = 5: 4

2nd benny to reroll ROF 3
Shot 1: 1d8+1 = 8: 7

Damage with GS - non-lethal:
3d6+10 = 23: 5, 2, 6
One Ace
1d6+23 = 29: 6
One Ace
1d6+29 = 30: 1

Shot 2: 1d8+1 = 6: 5

Damage with GS - non-lethal:
3d6+10 = 18: 4, 1, 3

Shot 3: 1d8+1 = 4: 3

WD: 1d6+1 = 3: 2

Psionics: Greater Deflection - activated with raise (-7 to hit with ranged, -6 to hit with melee)
1d12-1 = 11: 12

WD GD
1d6-1 = 3: 4
Jack pulls the rifle off his back in a flash. "My Paw'd tan my hide if'n ah called anybody else 'father.' Ah believe ah'll have ta pass that deal, fella." He brings the laser rifle to his shoulder, then channels his energy into a jolting effect, not unlike a taser or neural mace. "This 'father' ain't much of one if'n he's got y'all trussed up like a hog. C'mon back to yer senses!" He lights off with a blast at three of the imprisoned children, striking two with significant effect. The other shot flies wide. "Damn repeater!" The gambler moves, but avoids the grasping hands, preferring to let his psionic aura send the enemy's shots wide.
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 0
Red Bennies: 1
Wounds / Fatigue: 1 / 0
Parry: 5
Toughness: 14 (6)
ISP: 0/40
Active Powers: Exalted Quickness (2/3); Greater Deflection (2/3); Greater Smite - Lightning on HHC and PHC (2/3); Telekinesis (2/3); Smite - Lightning on LSR (1/3)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon - Technical Difficulties (-1)
Left hand: Pearl Handled Colt
Telekinesis: LSR-250
Adventure Cards:
  • Renown: Insert description here
    Turncoat: insert description here
    Folk Hero: insert description here
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Kim Black
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Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 19: Free Marron

Post by Kim Black » Fri Jan 11, 2019 3:59 am

Arcane Machinist 8; Raise +5 PPE
-2 MAP, +2 Machine Maestro, -1 Fatigue
Techno-Wizardry 1d12-1 = 8: 9
Wild 1d6-1 = 3: 4
Exalted Dispel 11; -2 if different magic, opposed roll
-2 MAP, +2 Machine Maestro, -1 Fatigure
Techno-Wizardry 1d12-1 = 10: 11
Wild 1d6-1 = 3: 4
Benny for Extra Effort 1d6+10 = 11: 1
New Mexico/Eb/Ziggurat temple
Afternoon
Day 31
Round 0

Kim stopped short as she saw the pillars of bodies. She yanked her helmet off and emptied her stomach in a corner. “Oh, God. The smell!” she said. Pulling her helmet off wasn’t the smartest, but then she didn’t want to vomit inside it either.

Resealing her armor, Kim eyed the beastmen and raiders, as well as the children. “I don’t like the look of this.”

Kim started yanking parts out of her satchel, clipping and welding them together with almost inhuman speed. Soon she had a small ball covered in colored gems. She pressed a button and then threw it into the room, trying to catch as many of the enemy in the blast of arcane energy as she could without catching her allies, hoping to break whatever had dominated and controlled these people.
Character Tracking
-1 Fatigue
Spirit d4 (3r)
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 20/20
Bennies: 1/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Dispel Magic device
  • PPE 9
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • 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.”
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

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Tribe of One
Posts: 825
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 19: Free Marron

Post by Tribe of One » Sun Jan 13, 2019 12:56 pm

Resist rolls

GM Benny to Soak 1 Wound on Beastman 1 from Blurre's first attack:
Vigor 1d12 = 3: 3

Kid 1's Vigor vs. Seswarick Stun:
Vigor 1d6 = 3: 3
Wild 1d6 = 2: 2

Beastmen 3 & 4 vs. Orrin's Exalted Dispel 11 (after -2 for different disciplines)
Psionics 1d12+2 = 11: 9 = Success
Wild 1d6+2 = 5: 3

Psionics 1d12+2 = 3: 1
Wild 1d6+2 = 7: 5

Kid 2 uses Wild Card benny to soak vs. the Wound from Tito
Vigor 1d6 = 1: 1
Wild 1d6 = 5: 5 = Success

Kid 3 uses Wild Card Bennies to try to soak 5 wounds from Jack
Vigor 1d6 = 3: 3
Wild 1d6 = 4: 4

Vigor 1d6 = 2: 2
Wild 1d6 = 1: 1

Kid 4 uses Wild Card Bennies to try to soak 2 wounds from Jack
Vigor 1d6 = 5: 5
Wild 1d6 = 5: 5

Vigor 1d6 = 3: 3
Wild 1d6 = 3: 3

How many does Kim's LBT catch?
1d3 = 2: 2

Kim's Ex. Dispel 9 vs. Kid 5
Psionics 1d12+2 = 3: 1
Wild 1d6+2 = 7: 5

Kim's Ex. Dispel 9 vs. Raider 1
Psionics 1d12+2 = 7: 5
Wild 1d6+2 = 6: 4
Crossing the room in the blink of an eye, Blurre leaps between two of the hulking beastmen and plunges his psi-blades first into the skull of one, then the other. Both go down, unconscious, as the cyber-knight turns to scan the battle unfolding in the darkened vault.

Sparking with electricity, Seswarick blasts the possessed child in the central pillar with a stunning blast, incapacitating him.

Nearby, Orrin senses psionic mind-control at work and uses a powerful spell to try to break the enchantment on the other two beastmen. One snorts and shakes his head in confusion, then opens its eyes wide in fear before fleeing down a side passage. The other remains dominated -- the controlling entity is no slouch! -- and lowers its head to charge the mage ... but not before a transformed Tito pounces on it and caves its skull in with Whomper.

Things go south as the berserking chihuagoyle begins smashing at the closest pillar. The rain of blows knocks something loose in Whomper, which shorts out and sends a potentially-deadly charge into the metal pillar. The child in the cage at the top absorbs the jolt, but remains conscious -- and controlled, judging from the blank expression on her face.

Jack, meanwhile, sends two other children to sleepy-time with well-placed (and non-lethal) shots from his psionically-charged rifle.

Using a spell-disrupting gizmo, Kim manages to catch another child and one of the malnourished raiders in its blast. Both are freed from control -- the raider drops his rifle and runs while the child begins screaming in fear and shaking the bars of her cage.
Enemy Turn
Beastmen are all fleeing or dead. Four raiders remain, and attack with a variety of weapons:

Plasma rifle vs. Blurre
Shooting 1d8-4 = -1: 3
GM Benny for Extra Effort 1d6-1 = 5: 6 = Ace! 1d6+5 = 9: 4 = Hit with a Raise
Damage: 3d10 = 15: 6, 8, 1+ 1d6 = 6: 6 = Ace! 1d6+21 = 22: 1 = 2 Wounds vs. Blurre

L-20 vs. Orrin
Shooting 1d8-2 = 5: 7 = Hit
Shooting 1d8-2 = 1: 3
Shooting 1d8-2 = 2: 4
Shooting 1d8-2 = 6: 8 = Ace! 1d8+6 = 12: 6 = Hit with a Raise

Damage 1 3d6+1 = 9: 2, 4, 2 = 9, AP2, nothing
Damage 2 4d6+1 = 15: 4, 6, 2, 2 = Ace! 1d6+15 = 19: 4 = 19 damage, AP 2 = 1 Wound vs Orrin

Ion Pulse Rifle 3RB vs. Kim
Shooting 1d8+4 = 12: 8 = Ace! 1d8+12 = 18: 6 = Hit with a Raise
Damage 4d6+3 = 14: 1, 1, 6, 3 = Ace! 1d6+14 = 19: 5 = 19 damage = 1 Wound vs. Kim

NG-L5 double-tap vs. Seswarick
Shooting 1d8-2 = 2: 4 = Miss

Kid 2 (controlled) uses Confusion on all but Kim
Psionics 1d8 = 4: 4
Wild 1d6 = 4: 4
Wild Card Benny used for Extra Effort = 1d6+4 = 8: 4 = Success with a Raise
All but Kim must make a Smarts roll at -4 or be Shaken

Kid 6 (possessed by Father), ignores 1 MAP; Father's Psionics 1d12+2 and can use kid's ISP and Bennies

Onslaught (single bolt) vs. Tito (Edit: Should have had -2 from lighting on this, but doesn't matter)
Psionics 1d12 = 1: 1
Wild 1d6 = 4: 4
Kid's WC Benny to reroll
Psionics 1d12 = 12: 12 = Ace! 1d12+12 = 19: 7 = Success with a Raise
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 11: 5
Damage 7d6 = 28: 3, 2, 5, 6, 6, 2, 4 = Aces! 2d6+28 = 34: 4, 2 = 34 damage = 3 Wounds vs. Tito

Greater Lower Trait (Spirit) vs. all but Tito (using Major Psi for +2 to roll, and +2 Mentalist)
Psionics 1d12+4 = 10: 6
Wild 1d6+4 = 9: 5
Kid 6's last WC Benny for Extra Effort 1d6+10 = 12: 2
So, defenders must roll Spirit 13 or better for no effect; 9-12 is -2d Spirit; 8 or less is -4d Spirit

Puppet vs. Jack (using Major Psi for +2 to roll and +2 Mentalist)
Psionics 1d12+4 = 9: 5
Wild 1d6+4 = 5: 1
Jack needs to roll Spirit 9 or better to avoid being puppeted.
It looks like someone set off a strobe within the shadowed chamber as the remaining raiders counter-strike, lighting up the darkness with deadly blasts from their energy weapons.

The first shooter targets Blurre with a white-hot blast of plasma that wraps around the cyber-knight with a blistering splash. [2 Wounds to Blurre] Another unleashes a volley of laser blasts at Orrin; one strikes the iron-skinned mage a glancing blow, but another hits more directly, carving into his metallic hide. [1 Wound to Orrin]

A third comes around a pillar and fires a three-pulse blast of ions at Kim at close range, burning through her own protections [1 Wound to Kim], while the fourth fires wildly at Seswarick, failing to strike the skyborn warrior.

With three of the trapped children unconscious and another freed from mind-control, only two remain threats. The one atop the pillar that Tito attacked remains blank-faced before opening her mouth and loosing a psychic scream targeting everyone but Kim, filling your minds with buzzing psychic wasps. Confusion with a raise: All but Kim must make a Smarts roll at -4 or be Shaken

The air around the sixth child begins to glow with threads of psionic energy as the Father takes control, causing the boy's eyes to blaze with blue fire.

A blast of telekinetic energy strikes out, slamming into Tito with the force of a Coalition warhead. [3 Wounds to Tito] At the same time, waves of hopelessness wash over the other members of the group, sapping your will to resist. Greater lower trait (Spirit). All but Tito must roll Spirit: 13 or better you're fine; 9-12 you suffer -2d Spirit; 8 or less you suffer -4d Spirit]

As the mental attack fades, Jack feels a presence thrusting at the corners of his mind, trying to force itself inside as a voice whispers: Not so young and tender as these, but there is much fire within you ... Submit, or be consumed! [Jack needs to roll Spirit 9 or better to avoid being puppeted]

Initiative Rolls
Jack (Quick) 1d54 = 30: 30 = 5C = Reroll 1d54 = 39: 39 = Ace of Clubs
Blurre = 1d54 = 20: 20 = 8 Hearts
Kim 1d54 = 27: 27 = 2 Clubs
Orrin 1d54 = 36: 36 = Jack of Clubs
Seswarick 1d54 = 19: 19 = 7 Hearts
Tito (Quick + Level-Headed) 1d54 = 15: 15 = 3 Hearts = Reroll 1d54 = 12: 12 = King of Spades; 1d54 = 50: 50 = Queen of Diamonds

Bad Guys (Level-Headed) 1d54 = 29: 29 = 4 Clubs; 1d54 = 4: 4 = 5 Spades

Initiative: More than half of you beat the bad guys' initiative, so you can all act first. And Jack drew a Joker, so you all get a Benny and Jack is +2 to trait rolls and damage in the second round (but not, unfortunately, for his resistance rolls in the first round). If he was puppeted, this might not be a good thing ...

Foes: A couple of the pillars are within easy movement range -- assume the rest, and any enemies on the floor, start about 10 inches away.
  • There are 6 captive children, one trapped within each pillar about 10 feet above the floor. The pillars provide some protection to the children, but limit their ability to avoid attacks in melee. They are Wild Cards, Toughness 10 (4), Parry 3, -2 to hit at range. Three kids are unconscious, one is free from domination. Two are still active threats, but have used all their WC bennies -- one is clearly possessed by the Father.
  • There are were 4 hulking beastmen ... two are unconscious, one fled and the fourth had his head smashed in by Tito.
  • There are 5 half-starved raiders in heavy, patchwork armor and armed with energy rifles of various sorts. They are Extras, Toughness 13 (6) and Parry 6. One was freed and ran away; four remain active threats.

Lighting Conditions: It is Dark inside the chamber, imposing a -2 penalty on ranged attacks and Notice rolls, which can be countered with nightvision, etc.

Cover and Terrain:
Cover is plentiful, thanks to the pillars, but getting close enough to benefit (anything from Light to Heavy Cover, depending on your actions) comes at a price, as the grasping hands of the wailing bodies are a distraction -- you suffer a -1 penalty to all actions while in Light or Medium Cover, or a -2 penalty if in Heavy Cover. The walls and pillars are easy to climb -- a simple success on Climbing is all that is needed, although doing so counts as an action for MAP purposes.
GM Bennies: 6/6

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Sir Blurre
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Re: Day 19: Free Marron

Post by Sir Blurre » Sun Jan 13, 2019 3:19 pm

Rollin rollin rollin
Starting stats:
10/30 ISP2/4 Bennies
Deflection/Boost Trait Fighting Round 2
Parry 9, -2 to be hit, -4 if using technological weapons
Toughness 14 (4), +2 if attacker counts as Supernatural Evil
+1 DT Fighting
Joker gives one bennie, spent for Soaking w/Elan:
Soak 1d6+2 = 7: 5
Wild Vigor 1d6+2 = 7: 5
1 Wound Soaked, 1 Wound taken, Still Shaken

Resist Confusion--no point, already Shaken, can't get any worse.

Resist Lower Trait/Spirit: Base Spirit d12, +3 from Crucifix, -1 from Wound, TN 13
Spirit 1d12+2 = 12: 10
Wild Spirit 1d6+2 = 4: 2
Extra Effort Bennie: 1d6+14 = 18: 4

End of enemy action: 1 Wound, Shaken, not affected by Lower Spirit
Bennies 1/4

Roll to Unshake 1d12+2 = 5: 3
Wild Spirit 1d6+2 = 7: 5
Success, unshaken

Actions:
Again, move-and-dual-strike to try to KO a couple of the Raiders. Parry 6, Toughness 13 (6), AP 4 = Toughness 9
Fighting d12, -1 Wound, +1 Boost Trait, Non-Lethal Damage -1, Wild Attack +2 on each
Raider 1 1d12+1 = 6: 5
Wild Fighting 1d6+1 = 3: 2
Hit: 1d6+2 = 7: 5 + 3d12+3 = 29: 11, 10, 5 AP 4

Raider 2 1d12+1 = 4: 3
Wild Fighting 1d6+1 = 3: 2
Miss!

36 Non-Lethal to Raider 1, Miss Raider 2.
Final Stats:
10/30 ISP; 1/4 Bennies
Deflection/Boost Trait Fighting Round 2
Parry 5, -2 to be hit, -4 if using technological weapons
Toughness 14 (4), +2 if attacker counts as Supernatural Evil
Blurre takes the shot on the chin, knocking him a silly for a moment (and leaving a nasty mark on his face). He's so off-balance, in fact, that he scarcely notices the psychic assault of angry wasps in his head. However, he does manage to fend off the more direct attempt to break his spirit; as he does so, his sister's crucifix momentarily seems to catch the light, flashing brightly.

Shrugging off the pain, he again dashes at the mind-slaved minions, this time taking out one before swinging wildly at the second. Unfortunately, he is definitely off-balance, and his haste to try to end the battle has left him wide open to retaliation.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 2/4
Red Bennies: 1/1 (Additional +1d6 to roll when used)
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q4/18 Adventure cards:
Peace - Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
Flesh Wound - Play to cause a wounded Extra to rise immediately, un-Shaken and unharmed. The Extra must have been wounded in the current “scene” (typically a combat or immediately thereafter).
Villainous Verbosity - Play to make an opposing Wild Card lose his next action by gloating or talking about his master plan.[/list]

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Jack 'Bullet' Jones
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Re: Day 19: Free Marron

Post by Jack 'Bullet' Jones » Sun Jan 13, 2019 11:02 pm

Resistance is almost Futile
Smarts to resist Confusion
1d12-4 = 7: 11

WD Smarts
1d6-4 = 1: 5

Spirit to resist GLT
1d8 = 2: 2

WD Spirit
1d6 = 5: 5

Red Benny EE with Elan, prior, -1 for Fatigue - failed, -2 die type Spirit
2d6+6 = 11: 1, 4

Spirit to resist Puppet
1d4 = 1: 1

WD Spirit
1d6 = 2: 2

Benny to reroll with Elan, -1 Fatigue
1d4+1 = 3: 2

WD Spirit
1d6+1 = 7: 6
Ace with prior
1d6+7 = 11: 4
Jack Strikes Back
Greater Boost Trait - Shooting, spending 4 extra ISP for +2, -1 Fatigue - success and raise, +4d to Shooting
1d12+1 = 11: 10

WD GBT - Shooting
1d6+1 = 7: 6

Shooting LSR-250 at the remaining kids, ROF 3, -1 Fatigue, -2 cover, net -1 from GBT Shooting
Shot 1: 1d12-1 = 1: 2

Shot 2: 1d12-1 = 2: 3 - add +2 for Joker
Damage with Greater Smite - Taser and Joker
3d6+12 = 23: 6, 1, 4

Shot 3: 1d12-1 = 6: 7
Damage with Greater Smite - Taser
3d6+10 = 23: 5, 6, 2
One Ace
1d6+23 = 27: 4 - add +2 from Joker

WD: 1d6-1 = 3: 4 - add +2 for Joker
Damage with Greater Smite - Taser and Joker
3d6+12 = 23: 5, 2, 4
Jack squints as his mind is attacked by psychic wasps. His keen mind, though squelches the minor irritation, and he lifts the rifle to his shoulder again. "Come on now, youngins. Getcha a little...nap...hell..." The gambler lets the rifle slack as his spirits deflate. He mumbles to himself. "Shucks. What'm ah doin' here? Ain't no place...fer...dadgummit! Ah hate to see them kids like this. Reckon there ain't nothin' ah can do 'bout it." He shakes his head vigorously, trying to get his mind right, but the wind has been sucked from sails.
At his weakest, the voice enters his mind. It promises an easy way out. Lay down my rifle, just let this father take over. Ain't so bad, is it? Just slip off, let the horse take me home, so to speak. Reckon ah might get a wink or two of sleep. Ah'm damn tired of all this runnin' 'round... The weakness, though, can't completely crush the gambler's desire to set the children free. He grits his teeth, focuses on the fundamentals of marksmanship, peers down the sights of his rifle, and lets off another burst. This time, he uses his mind to drive the blast through his targets, spreading tasery-laser unconsciousness between the last two children. "Y'ain't takin' Bullet Jones out that way, an' ya sure as shootin' ain't usin' kids ta do yer dirty work! What kinda coward are ya?!"
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 0
Red Bennies: 1
Wounds / Fatigue: 1 / 0
Parry: 5
Toughness: 14 (6)
ISP: 0/40
Active Powers: Exalted Quickness (2/3); Greater Deflection (2/3); Greater Smite - Lightning on HHC and PHC (2/3); Telekinesis (2/3); Smite - Lightning on LSR (1/3)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: TW Hellfire Hand Cannon - Technical Difficulties (-1)
Left hand: Pearl Handled Colt
Telekinesis: LSR-250
Adventure Cards:
  • Renown: Insert description here
    Turncoat: insert description here
    Folk Hero: insert description here
Edit Signature

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Seswarick
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Re: Day 19: Free Marron

Post by Seswarick » Sun Jan 13, 2019 11:18 pm

Resist rolls from last turn
Smarts -4 vs confusion 1d6-4 = 0: 4
Wild 1d6-4 = -2: 2
Spend bennie to remove shaken

Spirit vs lower trait 1d10 = 8: 8 Bennie for EE 1d6+10 = 14: 4
Wild 1d6 = 3: 3
The "Fathers" psionic assaults disorients Seswarick for a second, arresting his flight and sending him spinning to the ground but he shakes them off before hitting the floor and pulls out of the dive. Skimming along the floor he sees Jack stun the remaining children and Blurres disoriented struggles. Landing near the quickflex he quickly combines an EM field with his new stun ability.
KAZERT!! 3 raiders save vs stun with a -4 tn 17!!
Action One; Psionics for EM field 1d12 = 5: 5 catching 1d3 = 3: 3 targets
Wild 1d6 = 6: 6 Ace 1d6+6 = 12: 6 Ace!! 1d6+12 = 16: 4

Action Two; Spend 2 ISP to cast stun in same spot
Psionics 1d12 = 9: 9
Wild 1d6 = 6: 6 Ace 1d6+6 = 12: 6Ace!! 1d6+12 = 17: 5
His anger at the illusions and the harm to both the innocent and his new friends shows in the titanic blast that rips through the raiders. Bolstered by th EM field electricity bathes the area leaving the raiders twitching and smoking a little, but alive.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 12/30
Bennies: 1/3 1 red bennie
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode

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Kim Black
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Location: Wheaton, IL

Re: Day 19: Free Marron

Post by Kim Black » Fri Jan 18, 2019 2:52 am

Soak 4; soaked the wound
-1 Fatigue
Vigor 1d10-1 = 4: 5
Wild 1d6-1 = 0: 1
Spirit 12; Damn. Just short!
-1 Fatigue
Spirit 1d6-1 = 2: 3
Wild 1d6-1 = 5: 6
Ace 1d6+5 = 7: 2
Benny for Extra Effort 1d6+7 = 12: 5
New Mexico/Eb/Ziggurat temple
Afternoon
Day 31
Round 2

Kim grunted as the raider’s laser fire impacted her armor, jolting her back. She felt the heat scorch her, but shook it off.

And then Kim felt a crushing despair slam into her. She staggered under the weight of it. We’re all going to die here! I’ll never see my dad again! I’ll...I’ll never even have my first kiss!

Kim stares numbly as Blurre, Jack, and Seswarick take out the last of the children and raiders. With the fighting over, Kim walked over and picked up her device and slipped it onto her belt. Then she went and sat against the wall, hugging her knees as she stared straight ahead blankly. What was she even doing here? She was so useless! She hadn’t even taken anyone down, and got shot herself, though her armor had taken the brunt of it. She poked a finger in the singed hole where the laser blast had caught her.
Character Tracking
-1 Fatigue
Spirit d4 (3r)
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 20/20
Bennies: 1/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Dispel Magic device
  • PPE 9
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Contact: Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
  • 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.”
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
550,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma
4 High Explosive
4 Armor Piercing
4 Frag

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Orrin Truthseeker
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Re: Day 19: Free Marron

Post by Orrin Truthseeker » Fri Jan 18, 2019 10:27 am

Soaking 6 - Success
Soaking 1 wound (-1 fatigue +2 elan)
Vigor 1d6+1 = 4: 3
Wild 1d6+1 = 6: 5 = Success
Resist Confusion - 4 - Success
Smarts 1d10 = 9: 9 -5 (with fatigue) = 4 success
Wild 1d6 = 3: 3
Resist Lower Spirit = 12 - Success (Killer Instinct)
Spirit 1d8 = 8: 8
Ace! (with fatigue) 1d8+7 = 12: 5
Wild 1d6 = 1: 1
Orrin's pulse races as the psychic powerhouse - for it must have been to have resisted such a potent spell - unleashes it's counter attack. He watches as a psionic wave washes over his team. Thanks to his arcane sight, he can see that it's intent is to demoralize the legion, making them susceptible to more psychic attacks.

Whether its a knowledge of where the influence is coming from, or a new found drive to press on after the terrible visions he had when he entered the ziggaraut, Orrin resists the influence of the wave as it crashes over him.

It's trying to weaken us! But we've got this, just stay focused! Orrin shouts, though there is little need.

Jack and Ses make quick work of the remaining beast men and children. But Orrin keeps on his toes.

Don't relax yet... This "Father" is still out there, and something tells me he isn't going to just let us walk out with these children. Tito, get a hold of yourself and see what you can do to break open these cages and free the prisoners."

Meanwhile, eyes still on the lookout for trouble, Orrin walks over to Kim who is still sitting on the floor, eyes unfocused. He kneels down and puts a hand on her shoulder.

"It's alright." He says softly. "I saw what that thing his you with. Give it a minute, and it will pass."

Orrin frowns, wishing he had more useful words to share.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 19/20; Staff PPE: 10/10; Armor PPE: 10/10 [/size]

Parry: 4+1[/size]
Pace: 6[/size]
Toughness: 15 (6)[/size]
Active Powers [/size]
Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2; Spells [/size]

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)[/size]
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor[/size]

Bennies: 2/3 [/size]
-1 for rerolling Dispel

Aventure Cards:
Extra Effort: Add 1d6 to trait roll - this may ace
Powersurge:: Regain all spent Power Points
Villianious Verbosity: Play to make a Wild card lose his next action gloating

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