Part 5: Dweomer

Adventures of the 13th SET
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Pender Lumkiss
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Part 5: Dweomer

Post by Pender Lumkiss » Thu Apr 18, 2019 9:06 am

The crew aboard the Morose seem to get the idea on how to secure Lucretia and make sure the 13th has their radio frequency and their dead drop PO box in Merctown just in case they can’t reach them. The flight down to Dweomer is relativly uneventful, Marcus, Flint, and Sir Merikh wave goodbye and you have to wonder if given your desire to venture deep into CS territory if you will ever see them or the mountain again.

The city itself is a spectacular creation of magic might. Tall buildings form the various academies and institutes that make the city famed. One of these large academies seems to be in the midst of phasing out of exisitance. You can see lots of folks surrounding the building casting enchantment after enchantment on it to little avail. Three large spires form the seats of power for the three Lords of Magic that make their home and rule over the city. It looks like several large groups of automatons patrol the surrounding country side, and it looks like a small group of them are escorting refugees into the city itself. Three large gates form all the ways in and out of the city, and after Air Control 12 contacts the flyer the group is directed to get in line behind three other flying vessles. An air ship of similiar design to the Morose, and two other TK flyers. You are directed towards a large tower, one of the highest in all of Dweomer. Large eagles and other birds flock arround you, and you land on a platform towards to the top. About fourty feet above is a leyline that barely touches the tippy top of the landing spire, it provides ample power to the flyer on its final approach.

A small weesle of a man flanked by two atamatons each about the size of a grackle tooth and looking like a slick metallic dragon come up to the flyer as you guys are getting out, ”Pip pop. Looks like one TK flyer, modified with a techno wizard particle beam cannon... Very suspect. One technowizard with strange staff, and a tail... Suspect. A headhunter with a red gauntlet, one of the legendary fists of the blazing iron gauntlet... Very suspect. Ahh a pretty boy with charismatic prism stealth suit. And rifle with a Tibetan prayer crystal...” He eyes Jude for a moment and raises his eye brow, ” Veeerrry suspect. From the start I pegged you as disreputable. 25,000 creds to dock for the day plus 10,000 credits for every day after.”

From a nearby platform getting out of one of the other TK flyers a centaur with many cybernetics, commonly called an Ixion, gets out of the custom seat. Cantrell immidiatly recognizes her as Lysandra. She yells accross the way, ” Common Aberdine, Thats robbery. About four times the usual fees.” She winks at Cantrell gathering her gear and clops down to join the group. She gives Cantrell a mock salute and then moves in for a hug. ” Nayda great to see you. I really owe you guys something fierce.” She shudders slightly recalling her time at the hands of Butcher the dog boy. ”Its good to be home, what brings you guys to Dweomer?”

The little weezle of a doc master holds out a cred chip scanner and hurmphs not liking being ignored or that the female Ixion was using his name, ”Strange bedfellows... Very suspect. We are in a bit of a crisis here so the fees are the fees... Pip pop what brings you trouble makers to town, an answer to the Lord’s call?” He seemed rather hopeful that the group was here to answer whatever call had been put out. His two autamatons hovering near seem to be air to air designed ones called called Ice Drakes.
Lsyandria
A cyber centaur, or Ixion you may have last seen her as the Big Mikey’s base was blowing up. She was helping get civilians into bunkers.
Libertas
You will notice that your tail has gone awefully quiet. No response from Lady V after you locked out Temporal magic.

Feel free to RP a bit here. I’ll get us to the tailor next week.
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Libertas Magicum
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Re: Part 5: Dweomer

Post by Libertas Magicum » Thu Apr 18, 2019 9:58 am

During the flight to the dock, Libertas took full advantage of the opportunity to 'charge up' off the Ley Line, enjoying the surge of being utterly full of PPE, ready to rumble if necessary. He also took a very long look at the academy building that seemed to have some issues with its stability. He also tried very hard not to think about the silence from his tail. He'd hate to think Lady V. had to... die? Cease to be? Have never-been? Just to get rid of Temporal Magic's threat. Maybe, once I get the table back, I can figure out how to carve out exceptions....

Libertas grins at being the only person or object not ruled "VERY suspect" by the dockmaster--but, well, there are principles involved her. And money. And principles about money. He tilts his head at the man. "Well, I COULD be here about the Lords' Call--if said Call happens to involve waiving the docking fees. If, on the other hand, it's common for the Lords to demand fees even from those who arrive to help, well, I'm sure we can pay the fees and then go about our own business without getting in the Lords' way. Lords' ways? Meh, whatever. Here, discuss it with my associate." And he steps back to let Jude do the thing.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Jude Maverick
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Re: Part 5: Dweomer

Post by Jude Maverick » Tue Apr 23, 2019 3:23 am

Take your pick
Intimidation 1d10+2 = 9: 7
Wild 1d6+2 = 7: 5

Persuasion 1d12+10 = 13: 3
Wild 1d6+10 = 14: 4

Taunt 1d8+2 = 4: 2
Wild 1d6+2 = 4: 2
Dweomer/Geist Mountain cave
Night
Round 0

Jude stepped up, giving the dockmaster an annoyed look. “Really? You really want to do this, mister? All hopped up on petty authority? We just saved your goddamn city! If you just put on your magic goggles for a minute and look up, you’ll see there’s a fracking invisible mountain about to drop on your head. Yeah, that’s what we saved you from, you spineless, trumped up pencil pusher.

“We’re the Tomorrow Legion 13th. We’re the fucking Dries Marbles Left. We’re big goddamn heroes! So if you don’t want to just be tossed aside off this dock to plummet down into the craphole you call a city, maybe you should be a bit more reasonable. And respectful. And then I can deal with your manager.”

Jude wasn’t in the mood to kissy face with some bureaucrat. I mean, he wasn’t even an attractive woman!
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • 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.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

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Cantrell
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Re: Part 5: Dweomer

Post by Cantrell » Tue Apr 23, 2019 11:42 am

Cantrell is too happy to see Lysandra to get involved as the boys negotiate with the dock inspector.

"We're here to do some shopping. Surely they'll validate parking? Just consider it an advance on the sales taxes I'm sure you'll collect," she says, before returning the centaur's hug.

"I'm glad to see you whole again, Lysandra. And I'm sorry for the pain you were caused because of me ... I owe you so much, and much better than that. If it makes any difference, the one who hurt you won't be hurting anyone else, ever again ..."

Lysandra just shakes her head, waving off further discussion.

"The nature of war requires us to deal with such things, but we aren't required to dwell on them after," she says. "If Aberdine is quite done, perhaps I can show you around and we can talk of more pleasant things. Have you eaten? There is a pastry shop around the corner staffed by phantom smallfolk that make the most delightful eclairs."
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 4/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Imp. Level Headed (Draw three cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll an extra Wild Die, don't roll triple 1s)
Adventure Cards: 2 Peace: Your hero is able to improve the attitude of a group in an encounter; It doesn’t work on true enemies—only
“neutrals” who happen to cross paths with your party; 20 Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt; 10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement); 9 Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force; 29 Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
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Pender Lumkiss
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Re: Part 5: Dweomer

Post by Pender Lumkiss » Fri Apr 26, 2019 3:04 pm

PPP Aiberdine and his ice drake automatons retreat with a small happy whistle having confirmed Jude’s ridiculous story leaving Lydandra to take the group out for some delicious pastries. On the way you get a feeling the city is in a small amount of panic, like something terrible had happened that no one is really willing to admit. There is a bit of a haze to the air as if something had caught fire in another part of the city. She takes you to a fine establishment known as Poppies Purple Pastries ran by a large Grackletooth woman with purple lipstick and a quick smile. She has a few heart throb grackletooth full length calendar pics behind the register, and the purple pastries have to be stocked with crack because they taste wonderful. The front door has a small note about being closed starting tomorrow for about two weeks.

The big grackle leans over the counter pulling out a few round puple cream filled freebies for the pretty boy Jude, ”Shit as Sherlock... Jude Maverick in my parts here. Lysandra I owe you a back massage later.” Next to some of the grackletooth tawdry calanders the group can make out a small collection of Jude Maverick clippings and drawings. It would seem his fame is spreading. The female Grackle clearly named Poppie by her name badge is sweet as syrup, ” What brings you to Poppies? We make our pasteries just as good as those jerks up in Salt St. Marie.”

Lysandra laughs slightly one of her cyber eyes zeroing in on a Purple Nurble Delight, ” Some kind of competition going on with you and Salt St. Marie? Ain’t that iron heart CS territory?”

Poppy had always been feirce and prideful when it came to her pastries. She almost growls, ” Yeah I’ll have to stick to the wagon while we are up there but word is some big fancy shin dig is happening in a few days and the powers that be ain’t chosen a cake. They got a local Bakery up there Creme De La Creme. Bunch of posers.” She snorts trying to emphasize a point, ” My boys and I are closing up and heading there tomorrow with a mobile wagon and see if we can sho’ in on some of their business.” She points to two human workers behind the counter who grin and wave.

Lysandra whistles low clip clopping the ground with her cyber legs, ” Wow, Poppies hasn’t even been closed for what about 20 years, thats a long trek up to the CS.”
Feel free to react and RP.
Please include a notice check at -2, and note if you got danger sense.
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Libertas Magicum
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Re: Part 5: Dweomer

Post by Libertas Magicum » Mon Apr 29, 2019 8:47 am

Libertas is munching on a Devil's Heart Tart (red velvet with red-hot cinnamon filling) when Poppie mentions the 'shindig' up north, and grins at Jude. "Weird how fate works sometimes, ain't it? Wagon would be a good way to get to and through the front gate--better than the Flyer, since it stands out as TW design. I got a hunch she wouldn't mind."

Then he looks to Cantrell. "Boss, I should probably at least go over to the college and see if I can help out with whatever's wrong with the college building--at least, I assume that's what's going on with the 'Lord's Call' the dockmaster was talking about." He considers. "I could go see Crystal; I'm sure she's heard about it, even if Diamond was out of the loop because he came up to give us a hand. Just let me know when we're leaving, and I'll make sure to be there."

Assuming Cantrell gives him the go-ahead, he'll snatch up the Baker's Box (a random assortment of half a dozen different cakes) and then heads off, using the contact info he got for Crystal to tell her they're in town and ask if she's available to meet.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Jude Maverick
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Re: Part 5: Dweomer

Post by Jude Maverick » Mon Apr 29, 2019 9:17 pm

Notice 2
-2 difficulty
Notice 1d8-2 = 2: 4
Wild 1d6-2 = -1: 1
Dweomer/Geist Mountain cave
Night
Round 0

Jude looked around the pastry shop, impressed. And quite hungry suddenly. He eyed the clippings of him. “Wow. I’m famous,” he mused. “I’m not sure if that’s good.” He peered closer at the grackle calenders. There was one with a grackle in a red thong and some human man with his shirt off, both very oiled up. “Wow, that...is just more grackle anatomy than I want to see,” he said. “Danny and Mr. Smith.”

Jude flashed a winning smile at Poppie as they ordered. “Are you sure it’s wise to go packing that deep into Coalition territory?” he asked her. “Why do you want to?”

"Weird how fate works sometimes, ain't it? Wagon would be a good way to get to and through the front gate--better than the Flyer, since it stands out as TW design. I got a hunch she wouldn't mind," Libertas noted.

“Maybe…” Jude said. He was loathe to drag some innocent grackle into the heart of the lion’s den though.

“Say hello to Crystal for me,” Jude told Libertas with a smile, having very pleasant memories of the platinum-haired beauty.

Jude settled into a chair with a dark chocolate mocha and a Boston Creme.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • 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.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

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Cantrell
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Re: Part 5: Dweomer

Post by Cantrell » Tue Apr 30, 2019 12:52 pm

Notice 5; Danger Sense
Notice 1d12+4 = 7: 3
Wild 1d6+4 = 7: 3
With the -2, that's a 5
Cantrell sits down with a plate full of apple fritters and some sort of coffee drink doctored with cinnamon cream liqueur. Leaning back in her chair, she can't help groan a little as she thinks about the bomb bath bombs in her pack ...

"It'd be nice to find some place secure to grab a few winks and a bath ... but coffee and pastries is a close second," she says.

She nods around a mouthful of fritter and waves Libertas on when he mentions going to see Crystal.

"Mmmhhmmm. Recon ... Intel ... Good," she says.

Poppy's plan to send a wagon to the Maverick wedding is a little more perplexing.

"It would be good cover. But I can't imagine a Grackletooth hailing from one of the most magical cities in the Zone is going to be welcomed in with open arms at a Coalition wedding," she says. "Maybe ... Poppy, how skilled are your human assistants? Do you really need to go with them? As dangerous as it is, perhaps they could go alone, with us as escorts?"
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 4/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Imp. Level Headed (Draw three cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll an extra Wild Die, don't roll triple 1s)
Adventure Cards: 2 Peace: Your hero is able to improve the attitude of a group in an encounter; It doesn’t work on true enemies—only
“neutrals” who happen to cross paths with your party; 20 Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt; 10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement); 9 Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force; 29 Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
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Pender Lumkiss
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Re: Part 5: Dweomer

Post by Pender Lumkiss » Thu May 02, 2019 11:09 am

Tick tick tock goes the old clock.

Poppy nods her head, ” I got to be the one who bakes. I got magic in these natural weapons.” She laughs and wipes her tail putting down a rolling pin. ” But if Hank and Frank don’t mind I could take you with instead. Any of you guys drive?” Hank and Frank seemed relieved. Poppy licked her lips at the chance to have Jude Maverick close... Really close.

One Mississippi
Poppy grins a downward smile at the mention of Crystal and points to a stack of four boxes of pastries, ” Crystal? Crystal Clad? She is a regular for the last two weeks. Apparently working on some project called Time’s arrow. Was suppose to pick up those boxes for the Temporal Acadamy...” She pauses looking out the window.

Two Mississippi, Door Chime as Libertas exits.

Libertas can smell a bit of an acrid smell coming from further down town. A black van rolls up, it’s interesting like a converted Mountaineer. Uncleared powered if you had to guess. Someone seems to be waving something and a sliding door is opening.

Jude, damn that Pastry tastes good. Warm and gooey to the point of maybe you should just stay here and eat more. Don’t even think about putting down that mocha. It’s like solid gold and would you trade your TW mini ultimate max for another large cup? 50/50 split. Poppy seems to have been eying you for a bit and more than willing to let you guys come in stead of her two helpers that seem more than relieved to not go into the CS.

Cantrell the shit is going to hit the fan. As soon as that pastry hit your mouth all you could taste was the metallic adrenaline. Something bad was going down. That’s when you see a black van roll up in front of Libertas. A door open up with two men, one looks like a borg the other has the stature of ex militiary. Both dressed in black and are about to grab Lib. The peaanger window rolls down and a Starfire miningun pops out ready to fire. They are well coordinated. Agility roll for men/van: 1d10 = 8: 8 extra effort with Elan 1d6+2 = 4: 2, roll it as a group. So agility of 12.

Three Mississippi, players go or react.

So Cantrell was on Hold needs to beat the agility roll of men/van otherwise they are grabbing Libertas and speeding away and firing on the diner. (Reaction would be appropriate if you do not beat agility)

I assume if Cantrell does beat the agility roll she will do something dramatic like kill everyone

Libertas, +1 Benny you did not even roll notice. But include a reaction(not action).

Jude, failed notice. So you get to include a reaction to the scene(not action).
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Libertas Magicum
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Re: Part 5: Dweomer

Post by Libertas Magicum » Thu May 02, 2019 11:53 am

OOC Comments
Danger Sense 1d4-2 = 2: 4 Ace 1d4+2 = 4: 2
Wild Notice 1d6-2 = 0: 2
Starts combat On Hold. I hope you'll like this even better than him just getting grabbed like a chump, Jon.

Agility 1d6 = 2: 2
Wild Agility 1d6 = 6: 6 ACE 1d6+6 = 9: 3
Extra Effort Benny 1d6+11 = 14: 3

Exalted Boost Smarts 1d12+5 = 8: 3
Wild Techno-Wizardry 1d6+5 = 11: 6 ACE 1d6+11 = 15: 4
Raise = +4 DT Smarts

Trick Gunman 1d12+4 = 6: 2
Wild Smarts 1d6+4 = 7: 3
Extra Effort & Elan 1d6+7 = 10: 3 Er, 12 with Elan. Lousy rolls.
Time's a funny thing for a Presci. Libertas is now walking down the road with a box of pastries. Now the van is pulling up. And now the men are jumping out, and grabbing him. And one of them is shooting his gun into the shop with a bunch of innocent civilians, not to mention Lib's teammates.

So that doesn't happen. Instead, what happens is this: As the van pulls up, he triggers his right-hand gauntlet, making himself very, very clever. Then Libertas throws his cupcakes into the air (one or two maybe landing on top of that nice, clean black van's roof) and shouts, "About time you assholes showed up!" and he jumps into the van even as the door is still opening. As he gets inside, he continues to shout. "Go, go, go!"

It's a funny thing, timing. The intended kidnap victim jumping into a van might just be enough to throw off a gunman's aim so he doesn't get a shot at your teammates.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Re: Part 5: Dweomer

Post by Pender Lumkiss » Thu May 02, 2019 12:18 pm

Gunner trick resist: 1d8 = 5: 5 shaken! GM Benny to Unshake. 2 GM bennies spent.
13th GM bennies GM Bennies
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Vampire Kingdoms GM Bennies
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Legends of the Black Bennies
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Re: Part 5: Dweomer

Post by Cantrell » Thu May 02, 2019 12:23 pm

Agility 17; Exalted Dispel 10
Agility 1d12 = 3: 3
Wild 1 1d6 = 6: 6 = Ace! 1d6+6 = 12: 6 = Ace! 1d6+12 = 17: 5
Wild 2 1d6 = 1: 1

Using the Red Gauntlet to cast Exalted Dispel to shut down the TW cannon
Spirit 1d12+1, -2 since it's not temporal; 6 PPE; Target number is 4 (or 6 if cannon counts as a "major item.")
Spirit 1d12-1 = 0: 1 = It's an Enchanted Item, so assuming it works like AB: Magic she suffers Backlash and is Shaken
Wild 1 1d6-1 = 4: 5
Wild 2 1d6-1 = 5: 6 = Ace! 1d6+5 = 10: 5
Cantrell is beginning to nod as Poppy suggests bringing them along as her assistants. Jude may not like it, but turnabout's fair play when it comes to being propos ...

Her eyes slide toward Libertas on the sidewalk outside as the world shifts into slow-motion. A sound -- the squeal of run-flat tires on pavement as the driver executes a rapid stop -- triggers it. Cantrell's hand is going for her gun before the van is even in view, audio sensors picking up the tell-tale scrape as its door slides open, the unnatural hum of a TW cannon powering up. Targeting reticules home in on the driver, the gunner, the pintel mount on which the cannon rests. The cybernetically-enhanced nerve centers in her brain stem are already pulsing out commands when she sees Libertas move, jumping in, hears his words, translated faster than thought, considers the consequences, alternatives, makes a decision.

Her finger comes away from the trigger as she balls her fist around the butt of the gun, pointing at the Starfire cannon not with the barrel but with the gem mounted in the back of the Red Gauntlet. A thought, half-conscious, summons a flash of light that streaks out from gem, envelops the cannon, robbing it of potential, draining its magical ability and suppressing its fire. It's jarring, and for a moment her vision is skewed, like she's watching the same moment playing out over and over. She watches as the gunner's fingers pull uselessly at the trigger, as the doors close behind Libertas and the speeding van disappears around the corner.

She blinks, and slowly puts her gun back in its holster.

"I don't know what the hell just happened, but I hope Libertas knows what he's doing."
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 4/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation d10+2, Persuasion d10+2
Edges and Abilities of Note: Brave (+2 to fear tests); Danger Sense (Notice roll at -2 to detect surprise attack or ambush); Dodge (Attackers are -1 to hit with ranged attacks unless Nadya is surprised, +1 to Agility rolls to evade area effects); Imp. Level Headed (Draw three cards for initiative); Quick Draw (free action to ready weapon); Marksman (Gain the benefits of Aiming when don’t move); Nano-Repair System (Heals one wound per day; +4 to resist Bleeding Out; 50 percent chance to reject poison or disease); Fortune Favors the Bold (+1 Benny per session); Strong Willed (+2 to resist Tests of Will); She Who Fights Monsters (+1d6 damage vs supernatural evil and has The Drop on first round of combat, +1 bonus to resist powers and are more difficult for them to hit by that bonus); Crapsack World (Roll an extra Wild Die, don't roll triple 1s)
Adventure Cards: 2 Peace: Your hero is able to improve the attitude of a group in an encounter; It doesn’t work on true enemies—only
“neutrals” who happen to cross paths with your party; 20 Last Stand: Your hero and any adjacent allies gain +2 Parry and Toughness. Allies who move into contact after the card is played gain the bonus as well. The effect ends when a Joker is dealt; 10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement); 9 Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force; 29 Bullseye!: Play after damage is rolled to double the total of a successful ranged attack.
Current Effects:

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Re: Part 5: Dweomer

Post by Libertas Magicum » Thu May 02, 2019 12:57 pm

OOC Comments
Resist Exalted Dispel for Boost Spirit 1d12+5 = 9: 4
Wild TW 1d6+5 = 11: 6 ACE 1d6+11 = 16: 5
Resisted!
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Re: Part 5: Dweomer

Post by Pender Lumkiss » Sun May 05, 2019 6:47 pm

Time to Grab Libertas and Get out! Surprise Round.

Gunner: She is a short haired raven skinned woman. She scowls at the tw starfire machine going inert. She gets a bit confused when Libertas tells the team to go go go. But yet as the Van gets going she cannot help but to bat her eyes at Jude Maverick should they meet.

Combat Cyborg: He laughs slightly clad in his so called matte black stealth suit. Three arms pop out from the body trying grapple Libertas[TN 8 or 10 if Lib is unarmed]. ”Hold still, do not resist.”
Grapple Rules
  • Game Rules: Grappling is an opposed Fighting roll that causes no damage. If the attacker wins, he's entangled his foe. With a raise, his foe is also Shaken.
Other Kidnapper: A man in a black stealth suit and ski mask. He swears in a squeaky voice, ”Damn. Get us out of hear Angriman. I am almost positive in that shop I can see Commander Jude Maverick and his ace Sidekick Cantrell. What have you gotten us into? Remember what they did against Geist! Blast, I can’t cast anything with this anti magic affecting us.” He hits a button closing the side door and pulls out a Neural mace. The man also has several syringes on his belt. He swings the mace at Libertas a bit awkwardly[Hit 6 or 8 if unarmed, make a vigor roll or go unconscious].

Driver Seat: A man about 50-60 wearing sun glasses that barely hid the scars behind them. A cold calculating voice came from him... A voice that Libertas had not heard since camp Kandar. ” Indeed Libertas.” He pulls the shades down slightly turning to look at the technowizard with his seared gaze. Cybernetic implants had replaced the left side of his face. ” Stockwell was not too kind to me that day. But I survived. Now I have another special project for you.” He guns the engine taking off down the road pulling in front of light traffic. In fact it knocks a messenger riding a bike to the ground.

The Mountaineer Mk II Van: It lurches forward as the door shuts with Libertas inside struggling with a combat cyborg. It weaves in and out of light traffic knock a bike messenger to the ground.

Inside the Pastry Shop: Poppy reaches under the counter and pulls up a mini rail gun. ” Color me purple. What is your friend Libertas doing?”

Outside in the street: Light traffic, a few hover cycles parked nearby out front a hover ball hall. Normally there would be more cars zipping too and fro, or at least peaople walking to all the shops but it is strangly light today. Just a handful of people, a couple of TW jeeps and a few folks on horse back. A loud explosion from the direction of the academies goes off.

Notice-2
Something, catches your eye out in the street. A wisp of green gas or an emerald shadow. But when you focus in on what you thought you saw it is gone. A cat nearby meows yawning lazily.
OOC Comments
Fighting 1d10+2 = 8: 6
Fighting 1d6 = 4: 4 benny extra effort 1d6 = 1: 1 +1 gangup +2 touch-2 MAP

Summery:
  • The mountaineer Mk II moves 10” down the street weaving in and out of traffic
  • Unstable platform on the vehicle.
  • Libertas needs to make a grapple check and a vigor roll vs unconscious.
  • End of Surprise Round!

Round 1 Fight!

Poppy leaps over the counter knocking down bowl of fruit, and pastry platters! She runs out the door spraying the back of the fleeing mountaineer with rail gun rounds. Fortunately she does not hit anyone else. The messenger on the ground huddles near his bike moaning about a twisted ankle.

Inside the vehicle, Angirman yells over the rail gun fire, ” Get him unconsious we need him to fix whatever problem he caused. I don’t care if they single handedly killed Victoria Geist. I will not give up on our Family so easily! Kara lay down some cover fire”
Initiative, and general thoughts on badguys
Initiative: Players please roll 1d56 for your own card. This represents 4 jokers, this means we will not waste time with rerolls on duplicates or reshuffling.
Cards act in order, Quick allows reroll on 1 through 20, Raise on Quickness allows reroll on 1 through 28. Every Card divisible by 4, except the Joker 56, is considered a club. Level headed edges increase the number of rolls. 53-56 is a joker.

Bad Guy initiative 52!: 3d56 = 141: 52, 42, 47, they will be knocking Libertas out in some fashion either by knock out poison or neural mace. If that fails they will try to teleport out of the vehicle with him. The vehicle is driving 5” forward and then will need to make a driving roll to accelerate and turn the corner. The woman with the starfire TW mini gun will pull out a laser rifle.

Player Directions:

Feel Free to Roll your initiative, then post your actions.
Libertas, I don’t know if seeing Angriman is a shock to you or not. But +1 benny if you want to start your turn shaken.
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2

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Re: Part 5: Dweomer

Post by Libertas Magicum » Sun May 05, 2019 8:11 pm

OOC Comments
Resist Grapple (TN 10) 1d6 = 3: 3
Wild Fighting 1d6 = 1: 1
Grappled And Shaken by attack

Resist Stun (TN 4) 1d6 = 4: 4
Wild Vigor 1d6 = 4: 4

Initiative (Quick, Level-Headed): 2d56 = 34: 28, 6

Unshake 1d8 = 2: 2
Wild Spirit 1d6 = 4: 4

Unshakes on his action.

Legendary Ability to inflict TD on the van: 1d12 = 4: 4
Wild Smarts 1d6 = 1: 1

Technical Difficulty 1d6 = 1: 1
Libertas finds himself snagged by one opponent, but manages to resist the jolt from the neural mace. Still, he's staggered by the sudden onslaught (and possibly by the appearance of Angriman), and a bit slower to act than he might have been, otherwise.

As the van starts to move away, it starts thumping as one wheel seems to have something jammed in it. Poppy had looked strangely at Lib when he had her add a "Dragon Crunch Candy Special" to the box, but somehow, he'd known it would come in handy. Gemstone-hard crystals poking out of the wheels make it just a wee bit less easy to maneuver.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Re: Part 5: Dweomer

Post by Jude Maverick » Wed May 08, 2019 3:29 am

Notice 2
-2 difficulty
Notice 1d8-2 = 2: 4
Wild 1d6-2 = 2: 4
Initiative 53 Joker
1d54 = 53: 53
Teleport into the van 6
-4 for not having seen the place before
Smarts 1d12-4 = 1: 5
Wild 1d6-4 = 1: 5
EE Elan 1d6+3 = 6: 3
Cooperative Persuasion check 12; +3 to activation roll
+2 Renown
Persuasion 1d12+10 = 11: 1
Wild 1d6+10 = 14: 4
Benny to reroll to avoid that 1
Persuasion 1d12+10 = 12: 2
Wild 1d6+10 = 12: 2
Smarts to activate 13 opposed by Borg's Spirit
+3 Persuasion
Smarts 1d12+3 = 5: 2
Wild 1d6+3 = 9: 6
Ace 1d6+9 = 10: 1
EE Elan 1d6+12 = 13: 1
Dweomer/Geist Mountain cave
Night
Round 0

Jude sighed as he ate his delicious pastry and drank his mocha. So much better than trail food! He gave Poppy a lazy smile. “This is so delicious…” Then Jude sat up abruptly as he suddenly noticed the black van roll up outside and the minigun aimed at the shop. “Oh shit! Everyone down!”

And then Cantrell was blasting at the van, and it sped off, with Libertas inside.

“Did...Did Goggles actually jump into the van?” Jude asked with astonishment as he caught the eyes of the attractive, short, raven-haired beauty behind the gun. He couldn’t help but smile back at her as she batted her pretty eyes.

Then Poppy ran out into the street firing a railgun after the fleeing van.

“Wait! You’ll hit someone!” Jude called out. Then there was an explosion in the direction of the academies. “What is going on?”

“Nadya, I’m about to do something extremely stupid. Can you follow?” Jude asked. "Or you can come with me." He offered her his hand.

With that, the lights in his new Nike Airs lit up and he tapped the heels together. He disappeared with a SWOOSH sound and reappeared inside the van with a SWOOSH as well.

Jude did a quick survey of the scene. Gorgeous with a laser rifle. Combat borg. Bad news. Man in black. Old man with a scarred face driving.

“Hey, gorgeous.” Jude winked at the raven-haired woman before he turned his attention to the combat cyborg, definitely the biggest threat to a squishy Maverik.

“Shoot the man in black,” Jude instructed the Borg, the purple gem in the choker at his neck flashing with magical power as he tried to capture the Borg’s mind.

“Did you call for an Uber, Goggles?” Jude quipped, reaching for his teammate.
Cantrell
Jude rolled well enough he can take Cantrell with him on the teleport if you want her IN the van.
Mission Objectives
Attend Nici’s wedding at Sault Ste. Marie in Iron Heart
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • 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.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

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Re: Part 5: Dweomer

Post by Pender Lumkiss » Wed May 08, 2019 7:07 am

The combat borg, Hank the Tank nods at the real boss in charge. His dispassionate voice drones, ” Yes Sir... Commencing Firing.” The borg’s 3rd arm changes into a pump pistol with a cool chrome sheen. Clearly modified by someone with some high tech skills. ” I never liked Kenny.”

Kenny appenently the other man in black’s eyes go wide realizing the borg must have turned on them. He stumbles back a bit oxne of his vials coming loose and clattering to the ground. ” Damn moving vehicles! Angriman hold us steady. Fuck there are two back here and Hank turned on us! Damnit Agriman fracking Jude Maverick and Cantrell! Who the fuck takes them on you crazy bastard!” The modified mountaineer lurches and swerves avoiding a car and Kenny nearly falls into Jude!

Angriman shouts at the person in the passenger seat, ”Kara get us out of here now!” Angriman guns the engine accelerating even more as he recklessly hurtles down the street towards an intersection that breaks left or right. Forward is a large brick building that says Dragon’s Savings and Loan in gold plating that takes up much of that block(fortunately the entrance is not right there). Angriman turns to the back taking his eyes off the road and impending crash if he does not turn. His red cyber eye zooms in on Lib. He cooly says, ” Libertas I know you have something to do with their disappearance. My Family... My wife. You will pay and then I’ll have you undo it. We were parted too soon at came Kandar.” He nods and the gunnder reaches over touching his shoulder.

The ebony beauty in the passenger blows jude a kiss, ” See you later lover boy. I’ll always remember our first time.” She giggles as she mumbles some words and draws on her arcane powers.

Kara and Angriman begin to disapear in a brilliant flash of white light. Angriman laughs cooly, ” I don’t know what you did Libertas but it is a bit sluggish!” The brick wall hits the vehicle head on going 20” just as they disappear. ” I’ll find you if you survive. I hope you do.”
Vehicle Crash Damage: 13 MD AP 14
Vehicle Crash! 4d6 = 13: 4, 4, 1, 4
”Angriman! Fracker! Don’t leave—-“Kenny goes through the window of the Mountaineer splatting on the brick wall of the famed bank.


The cyborg hits the back of a seat stunned still looking to kill the black man.

In the distance sirens echo but not coming to the heroes aid, but in fact calling for aid from deeper in the heart of the academic center.

Poppy and Lysandra are running down the street yelling for people to get out of the way.

Players: everyone takes 13AP14 MD.

Essentially combat is over, you got a cyborg, a slightly damaged vehicle, and a vial of knockout poison, oh and a stun baton.

What is next?


OOC Comments
Combat cyborg: spirit 1d6 = 2: 2 3rd GM benny: 1d6 = 5: 5
Head shot: shooting 1d10 = 1: 1 vs parry of 5

Spirit to unshake 1d6+2 = 8: 6
Spellcasting 1d8+2 = 5: 3
WIP will post more when Cantrell’s decision to go into the van is resolved.
13th GM bennies GM Bennies
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Vampire Kingdoms GM Bennies
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Legends of the Black Bennies
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Re: Part 5: Dweomer

Post by Jude Maverick » Wed May 08, 2019 10:31 pm

Memory 10 Who is Kara again? I remember Kander and Agriman. I don't know any of the others.
Smarts 1d12 = 10: 10
Wild 1d6 = 5: 5
Dweomer/Crashed Van
Morning
Round 0

“Oh, shit. Maybe I didn’t think this through…” Jude muttered as the van smashed into a wall. He was thrown from his feet to slam into the wall. His personal force field flared, absorbing some of the impact, and his armor absorbed the rest, though it left him shaken.

“Who the hell was that? He’s got some beef with Goggles,” Jude said groggily, trying to jog his memory. Camp Kander sounded vaguely familiar. And that gorgeous woman, Kara, certainly implied she knew him intimately.

Jude remembered he still had an ace up his sleeve. “Hold!” Jude told the borg. “Is he still alive?” He pointed to Kenny. “We need some questions answered. Who are you, and what is this all about? Where did those two teleport to? Did you have a rendezvous or bolt hole?” Jude was a bit pissed. His head still rang from the crash, and his coffee and pastry had been ruined!

“Cantrell, you okay?” Jude asked. She was tougher than he was, but he wanted to make sure. “Goggles? You have all your parts?”
Mission Objectives
Attend Nici’s wedding at Sault Ste. Marie in Iron Heart
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • 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.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

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Re: Part 5: Dweomer

Post by Libertas Magicum » Wed May 08, 2019 11:17 pm

OOC Comments
Lib takes the Wound.

Bee Better Stinger 1d12+5 = 13: 8
Wild TW 1d6+5 = 9: 4
Forgot the -2 for being wounded, but still enough to heal one Wound.
Lib lets loose with a stream of invective at the disappearing Angriman. "You penguin-sodding coward! Come back so I can cut some more bits off of you!"

As the van slams into the wall, he grunts in pain--feels like something popped out of place, there. He takes a moment to clear his head, then pulls out his Bee-Well Stinger, zapping himself once to clear his head--the muscle-spasm that accompanies the jolt also seems to force the joint back in alignment before the bruises disappear in a wave of enhanced metabolic activity.

He sighs at Jude. "That, my friend, was Captain Angriman--or at least, that was his rank the last time I saw him. He was the asshole in charge of the death camp I was imprisoned in during the Tolkeen slaughterfest--Camp Kandar. He was also the one who made me build that device that the assholes tried to use to poison the air in Whykin. Guess he blames me for his new look."

LIb shakes his head. "Apparently, using the Table and the Blade to shut down temporal magic has had some other effects, too--I think that's what's wrong at the Academy--you know, the building that kept phasing in and out as we were landing? I need to talk to someone who knows what's going on on that front. But yeah, we need info from the borg, here." It's almost reflexively that he picks up the vial of knockout poison--for later analysis, of course.

"I think he killed Kenny, that bastard, so head-o-lead here is the only one here we can look to for intel, I'm afraid. Running out on his own man like that--typical for the vile sack of shit."

He looks around, getting on the radio. "Cantrell, you here, Boss?"
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Re: Part 5: Dweomer

Post by Jude Maverick » Thu May 09, 2019 2:36 am

Dweomer/Crashed Van
Morning
Round 0

“Cantrell is right behind you,” Jude pointed out to Libertas with amusement. “Captain Angriman? Oh, geez. No wonder he’s so messed up, with a name like that!” Jude gave a wry chuckle. “Camp Kander. I vaguely remember going there with my father after I was first commissioned. I was acting as General Beauregard’s aide at the time. I guess I probably met him.” Jude paused to consider. “And the woman, Kara? Now I’m starting to remember her. I worked with her a long time ago. She was with me at Carlsbad when -- well, whatever happened at Carlsbad.” He shook his head. Kara and her friend Sarah, who Cantrell put a bullet through her head to save his life. “She’s mercenary, so maybe hired by Rageman. If we can’t figure out where they went, we’ll check out the academy, talk to Crystal. If he’s got that mad a hard on for you, Goggles, Rageman will be back for you.”

Jude paused. “Maybe we should put some kind of tracker on you.”
Mission Objectives
Find Angriman and Kara.
Check in at the academy
Attend Nici’s wedding at Sault Ste. Marie in Iron Heart
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • 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.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

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Libertas Magicum
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Re: Part 5: Dweomer

Post by Libertas Magicum » Thu May 09, 2019 3:05 pm

Lib considers. "Not a bad idea--for all of us, actually. Now that you've been ID'ed as my companions, I could see him trying to capture one of you in order to get leverage on me, since apparently I'm the one he really wants." He gives a wry grin. "It's so nice to be desired, really."

He nods to Cantrell. "Hey, sorry, Boss, didn't see you come in behind me."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Re: Part 5: Dweomer

Post by Pender Lumkiss » Sat May 11, 2019 1:30 pm

The borg, Hank the Tank, still under persuasion puppet of Jude sees his friend’s bloody smear sadwhiched between the wall and the front of the mountaineer. Soullessly the borg says, ”Must kill the man in black... Must kill the man in black.” He gets up and crunches his way through the car and out the windshield to smash the man in black some more.

Lysandra the cyber centaur and Poppy the best grackletooth baker finally arrive ready for action. Lysandra has two ion pistols drawn and Poppy has a light rail gun in her two hands. Poppy wrenches the door open with a grunt and Lysandra gallopes forward ready to lay down the hurt!

But of course the 13th are legends and no one gets the drop on them for long. So all Lysandra does is grin putting away her pistols into two secret hind haunch compartments. She laughs, ” Wow... From kidnap to crash huh? Good thing the bank is neigh impenetrable from a physical assault.”

Poppy tries to place the door down as gently as possible. She grins her purple lips curling into a reptillian smile, ” Shoot if you guys are that gun ho, you would be more than welcome to come with me up to Ste Marie if you like.” She points the business part of the rail gun at the borg smashing the face of the man dressed in black. A wet Thwump Thwump Thwump. ” So what is his deal? What was that about.”

Lysandra looks down the street both ways at the T intersection a bit nervously, ” Well whatever is going on with the academies is keeping the Dweomer peace keepers busy but The Dragon’s Saving and Loan keep their own security force. We should probably get out of here. Maybe back to Poppies or... My place is a bit too nice for this kind of guy.” By guy she indicates the borg still punching what is left of Kenny’s chest.


While the street only has a few cars traveling and a few padestrians walking right now, the team probably gets the feeling that may change soon. The mountaineer is relatively unharmed. Just one of the wheels was damaged by Libertas a bit earlier. There is a vial of some liquid on the ground dropped by Kenny, and a TW starfire blaster (heavy weapon) mounted to the front door way. The vehicle’s side door opening to the back passenger is slightly damaged by Poppy, and the front windshield is wrecked.

Last but not least the radio crackles with Angriman’s cold calculating voice, ”I will find you 897... When you least expect it, I will make you return my Family.” 897 was of course Libertas’ prisoner number.

The way I see it you got a few things you could do.

1) check out the academies
2)head to Ste Marie
3)go to the taylor
4)interrogate the borg (probably not in the middle of the street)
5) try to salvage the van
6) if there of course other things as well just post what you want to do in character and we will go that way.
13th GM bennies GM Bennies
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Legends of the Black Bennies
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Re: Part 5: Dweomer

Post by Libertas Magicum » Sat May 11, 2019 9:00 pm

Lib deftly plucks up the vial of whatever Kenny was trying to inject him with. He then turns to the others. "Poppy, do you have someplace we could stash this van? If not, we should probably just leave it here. If so, it's probably worth some decent cash, if nothing else, and it's possible Angriman left behind something useful."
OOC Comments
Repair 1d6+6 = 12: 6
Wild Repair 1d6+6 = 9: 3

If Poppy says Yes, she can stash it, then the repair roll is to get the van moving as best he can, while removing the radio and tossing it out; if she says no, the roll is to remove the Starfire Cannon as a memento.

Poppy says Yes
Lib jumps behind the wheel, and does whatever he can to get the van to a better location, while also ripping out the radio and tossing it away, then following Poppy's directions on where to go, while letting Jude order the 'borg back into it to calm down. He doesn't much worry about Kenny's corpse, though.
Poppy Says No
Lib sighs, then shakes his head. No reason not to get a little something out of this encounter. He pauses a moment--a habit he'd gotten into when the voice in his head would get an answer--then sighs again, and makes an attempt to quickly remove the Starfire Cannon from the door, at least.
"So, let's get the hell out of here, then...."
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Re: Part 5: Dweomer

Post by Pender Lumkiss » Sat May 11, 2019 9:07 pm

Libertas Magicum wrote:
Sat May 11, 2019 9:00 pm
Lib deftly plucks up the vial of whatever Kenny was trying to inject him with. He then turns to the others. "Poppy, do you have someplace we could stash this van? If not, we should probably just leave it here. If so, it's probably worth some decent cash, if nothing else, and it's possible Angriman left behind something useful."
OOC Comments
Repair Original post: 1d6+6 = 12: 6
Wild Repair Original post: 1d6+6 = 9: 3

If Poppy says Yes, she can stash it, then the repair roll is to get the van moving as best he can, while removing the radio and tossing it out; if she says no, the roll is to remove the Starfire Cannon as a memento.

Poppy says Yes
Lib jumps behind the wheel, and does whatever he can to get the van to a better location, while also ripping out the radio and tossing it away, then following Poppy's directions on where to go, while letting Jude order the 'borg back into it to calm down. He doesn't much worry about Kenny's corpse, though.
Poppy Says No
Lib sighs, then shakes his head. No reason not to get a little something out of this encounter. He pauses a moment--a habit he'd gotten into when the voice in his head would get an answer--then sighs again, and makes an attempt to quickly remove the Starfire Cannon from the door, at least.
"So, let's get the hell out of here, then...."
Poppy grins both licking her purple lips at being so close to Jude and nods thoughtfully at Libertas, ” We should probably be able to get it into my Garage behind the bakery. Might be a tight squeeze next to Ma’ wagon.” Her eyes narrow ruthlessly, ” If we sell it, or that fine gun, I get 30% for storing it.”
13th GM bennies GM Bennies
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Re: Part 5: Dweomer

Post by Libertas Magicum » Sat May 11, 2019 10:46 pm

Lib nods. "Normally, I'd haggle, but I obviously can't squawk too much, or we'd get nothing. So, yeah, 30% of any sale. Gimme directions." He makes sure to run over the discarded radio as they pull away--and the first thing he does in the garage proper is give it a full examination for any sort of tracking devices or other chicanery.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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Re: Part 5: Dweomer

Post by Jude Maverick » Sun May 12, 2019 3:21 am

Puppet 16
Smarts 1d12 = 5: 5
Wild 1d6 = 5: 5
Benny for EE Elan 1d6+8 = 14: 6
Ace 1d6+14 = 16: 2

Dweomer/Crashed Van
Morning
Round 0

“Stop,” Jude told the borg. “Sit in the back and write everything you know about what Agriman wants and where he might be.” Jude handed the Borg a notebook and a pen. He looked to Libertas as he worked to get the Mountaineer moving. “I don’t have control forever, so let’s hurry,” he reminded. “Can you remove the mobile actuator from him so we can keep him contained and immobile when he comes around until we can turn him over to authorities? I still want him able to talk.”
Mission Objectives
Find Angriman and Kara.
Check in at the academy
Attend Nici’s wedding at Sault Ste. Marie in Iron Heart
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • 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.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

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Re: Part 5: Dweomer

Post by Pender Lumkiss » Fri May 17, 2019 11:44 am

Literate: 1d6 = 1: 11-4 no, 5-6 yes

The vehicle parks like a tight glove next to Poppy’s wagon which turns out to be a semi sized purple food truck. Poppy gets out and looks at the Borg in the back.

She grins looking at Lib and especially Jude. The days heroics had clearly done something good for her mood. ”So... Looks like you got the Tin Can writing a Shakespearean Sonnet. I’ll get my guys to prep the wagon and I can contact Mr. Marvin about selling the vehicle on the down low.” She frowns briefly, ” Ahh so you guys got anything else to wear? It’s a nice shindig we are going to and I’ll be in the back cooking so you’ll need to look presentable. As it stands you guys look like you have been at war for sometime.” She lowers her voice to Jude, ” Not you hon, you always look fine.”

A few distant explosions can be heard and a gust of wind softly flows through the garage. Lyssandra comes galloping in as the distant sounds of sirens echo through the city. She had come in last making sure no unexpected guests followed. It also gave her a chance to talk to a few folks out and about. ” Shit is really going down town at the academies. Everyone is wondering where the three lords are. You might want to get a move on it if your going to try to get out of the city. The lords of the colleges have been known to put the city on lock down.”

From the van the Borg puts down the writing instrument and says in a strained angry voice full of synthesized hate, ”All done. You guys left Kenny right there! A smear if I get my way I return the favor... Enjoy it goldy locks.”. Unfortunately it is just scribbles as he never learned how to read. Jude can feel his magic waning(as in coming to the last of ppts). Cantrell sees a nice engine block hanging over head near the vehicles. Libertas has a nagging feeling like he forgot something important.
13th GM bennies GM Bennies
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Re: Part 5: Dweomer

Post by Jude Maverick » Tue May 21, 2019 11:18 pm

Dweomer/Poppy’s Garage
Morning
Round 0

”Not you hon, you always look fine,” Poppy said.

Jude flashed her a smile. “Thanks for noticing, love. I try.” He looked to the others. “She has a point. We need to fancy up our duds. But maybe we should help out at the colleges?” He could hear the explosions in the distance. “What is going on?” (Heroic Hindrance)

Then the borg spoke up, and Jude took the paper from him. “Ah, fucksticks. He can’t write.” He shook his head and crumpled up the paper. It was useless. “And I’m going to lose him soon,” he warned Cantrell. “We need to decide what to do with him. We really need the cops here to take him.”
Mission Objectives
Find Angriman and Kara.
Check in at the academy
Attend Nici’s wedding at Sault Ste. Marie in Iron Heart
***
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 3/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • 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.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.
Character Tracker
Jude Maverick Character Sheet
Parry: 6; Toughness: 17 (8 natural, +1 duster, 4 armor, 4 personal force field [nonmagical attacks only, ignores AP)
You Know What to Do: During the first round of combat you gain and extra card draw and +2 to your trait rolls, +2 damage, +2 pace (stacks with a joker).
Battle Hardened: +2 Soak
Brave: +2 Fear
Common Bond: Share bennies
Elan: +2 when spending Bennies
Hard to Kill: When making rolls for Incapacitation or death, ignore Wound modifiers
I Know a Guy
Strong Willed: 2 vs. Tests of Will
Trademark Weapon: +1 Shooting with JA-11
Healing Stone: 15/15 PPE
Armor: 15/15 PPE
Necklace: 9/15 PPE
Nike Airs: Teleport/Teleport Others (K. Electronics roll)
Rifle Ammo: 59 (Spare clips: 2 x 20; 1 x 16; 2 x 30; 2 x 60)
Pistol Ammo: 16 (Spare clips: 2 x 16)
Bennies: 4/7
Adventure Cards
  • We Have the Talent: You gain the benefits of an immediate Advance of your choice. You must meet any prerequisites. This benefit (new skill, increased trait, new Edge, etc.) lasts for the remainder of the session; your next actual Advance must be spent on this same benefit.
  • 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.”
  • 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.
  • Speedy Gonzales: Expend this card to gain +2 to your Pace for the rest of the scene.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.

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Libertas Magicum
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Re: Part 5: Dweomer

Post by Libertas Magicum » Tue May 21, 2019 11:42 pm

Lib sighs. "If you're turning him over to the authorities, I should head out, first. If I can help at the academy, I shouldn't get tied up in this mess, too." He pulls out the matchbook, considering. "I was gonna try to surprise her, but I think it'll be better for me to contact Crystal directly, see if she can tell me what's going on."

He dials in the frequency she gave him on his armor's built-in radio.
Libertas Magicorum
OOC Comments
Presci Techno-Wizard (Appears Human)
Active effects: none
Parry: 6; Pace: 8/d6; Toughness: 13 (6) [Triax Mechanic]
Charisma: 0 (-1 if Kleptomania known; +2 if Comm Band is active)
Edges: Danger Sense, Quick, Level-Headed, Dodge, Imp. Rapid Recharge, Arcane Marksman, Linguist
Additional Edges: Brawny (Helskor); Thief (Cloak); Assassin (Cloak)
Hindrances: Bad Eyes (Glasses), Hard of Hearing, Overconfident, Minor Greedy, Minor Habit: Klepto, Stubborn, Vulnerability: Silver, Enemy: Major (Zee Hail)
Gizmos: Healing, Boost/Lower Trait, Fly, Summon Ally, Pummel, Quickness
Gear Powers: Invisibility, Fear, Puppet, Greater Healing, Greater Armor (lasers/electric only); Intangibility
Arcane Machinist Remaining: 6/6
  • Active Arc. Mach. Devices (Remaining PPE):
PPE: 30/30 + 10 (Staff)
Bennies: 2/2

  • Q2/19 Adventure Cards:
    Seize the Day - The character acts as if he had drawn a Joker this combat round.
    Lucky Break - Play this card to completely negate the damage from one attack.
    Mechanical Malfunction - A device malfunctions in some way: guns jam, bow strings break, etc. The device can be fixed by a Repair roll at -4 and 10 minutes work.
    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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