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: 2/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation 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:
Current Effects: Adrenal system activated

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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: 2/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation 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:
Current Effects: Adrenal system activated

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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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Pender Lumkiss
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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
1/3
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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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: 2/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation 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:
Current Effects: Adrenal system activated

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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
1/3
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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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
1/3
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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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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Pender Lumkiss
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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
1/3
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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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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Pender Lumkiss
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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
1/3
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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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
1/3
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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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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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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Pender Lumkiss
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Re: Part 5: Dweomer

Post by Pender Lumkiss » Wed May 22, 2019 8:51 am

” Libertas? Ksshhhhh...” Muted as if she was talking to someone else, ” Hey what was was your name? Banthero? Turn up the volume on that radio.”

A bit more clearer, ” Libertas is that you? I hope it is.”. Sounds of explosions and little popping, ” Damn... Something has happened Lib. I... Ksshhh.”

The radio goes silient and Libertas realizes he had never heard fear in crystals voice until now. Faintly he can hear, ” Hey Mrs. Viggo recalibrate... Recalibrate...”

Crystal comes back On one last time, ” If this is you Libertas. Something is causing the temporal science academy to... Uhh too cease to exist. A few of us are trapped... Some others just appeared out of nowhere a few hours ago... Mages outside are doing what they can... I can see Elrond outside my window here... He’s...” A loud explosion comes over the radio. Lib and Jude can hear the explosion as well.

Softly Lib hears Crystal say, ” Goggles I’ve always Loved y—-“ silence.

The Borg crackes his neck feeling like himself. A vibro sword extends from his forearm. ”Time to kill some heroes. No way I’ll tell you Angriman’s place is on Friday street... Fuck.”

Poppy hits him in the face severing his Cyber jaw and one eye pops out. ”No one touches my Jude.” The Borg drops as Poppy reveals why she is called Poppy.

Lysaandra chimes in amused ”We can take him to the right people.”
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Libertas Magicum
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Re: Part 5: Dweomer

Post by Libertas Magicum » Wed May 22, 2019 12:54 pm

OOC Comments
TW (Swift Flight) 1d12+5 = 10: 5
Wild TW 1d6+5 = 8: 3
11 PPE, +1 each for Jude or Cantrell if they want to come along

Anyone who accepts has a flight speed of (Pace+2)x8 (so Pace 6 Lib, for instance, has a total flight speed of 64").
Lib curses soundly as the radio cuts out; he's practically out the door by the time Poppy subdues the Cyborg. "Boss, Jude, I gotta help her--this is probably my fault." He pulls out the Beetle Box. "We can travel faster this way, if you're coming with me."

He activates the Box, and small blue-white sparks emerge, landing on the shoulders of anyone coming along and then turning into expansive wings of electrical energy. A heartbeat later, he's racing over the rooftops at top speed, wings crackling with power.
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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Cantrell
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Re: Part 5: Dweomer

Post by Cantrell » Sun May 26, 2019 8:12 am

" ... if you're coming with me."

Cantrell shakes her head, clearing digital cobwebs. The crash in the Mountaineer hadn't been enough to leave bruises, thanks to her heavy armor, but must have knocked something loose in her head. She felt like a skipping data disc, stalled in limbo for a period of time before catching back up in a rush. She still wasn't sure if letting that gnome dig around in her cyberware had made things better or worse.

"Sure Lib, you lead the way and we'll follow," she says, checking her gear and making sure the Red Gauntlet has a good charge.

The mention of Camp Kander had caused all sorts of vague and unpleasant thoughts to surface, but as her hand brushes over the hilt of her ornate, magic dagger, something that had been niggling at the edge of her mind coalesces.

"Hey, anybody else pick up on the fact that Angri-Asshole kept mentioning his "Family." You could almost hear him putting a capital letter on it. Wasn't that the dragon mob or whatever that we tangled with back at Mikey Danger's base? The one's with the funny crest?"

Curious, she digs in her bandoleer until she finds the matchbook with the stylized "F" on the front.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 2/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation 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:
Current Effects: Adrenal system activated

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Pender Lumkiss
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Re: Part 5: Dweomer

Post by Pender Lumkiss » Wed May 29, 2019 7:44 pm

Got to get Crystal!

As the trio flew over Dweomer they caught site of the multitude of academies. Great tall buildings governing the learning of magic and occult. It was as if each branch of magic had one dedicated to its pursuits. They were ornate monoliths with an array of sweeping colors. One in particular was a blue grey marble spanning 1000 feet in height, it crackled with energy unbound as if it lost the capacity to ground itself and now it swarmed with whatever energy it had been stuck with. This building was also becoming more and more transparent as the trio flew towards it. If anything it reminded you of a fade town slowly fading out of existence.

As the trio zipped round they noticed through one impenatrable window a good 100 feet up a familiar face: Crystal Clad. Through it they could see Crystal at a control panel fiddling with it. Behind her a glowing blue arrow: Time’s arrow was hooked up to a diagnostic relay. She neither saw or could hear the group. On the ground next to her were Bane and Lady Viggo injured by some kind energy that had aged half their body to the point of old age. They were slowly getting up trying to warn her of something beneath them floors below. Two floors down the group saw an individual keeping to the shadows but able to move through objects at will. His eyes were the kind of soulless evil and shown brightly as they were searching for something. In one hand he was dragging Crystals damaged techno wizard armor.
5E75C73D-22CB-43AE-949E-062B2925F836.jpeg
At the base of the towering temporal academy was a great big black hole of rubble that has exploded the steps all the way to where the normal sized black front door is. Lots of people were on the ground hurt and injured. Several members of the Dweomer defense force were garrisoned around the tower. The spied the no nonsense driven Captain Banthero. He and a well armed cadre of wizards were blocking a purple portal that had opened up on the side of the academy and were not letting anyone through, least of all members of the tomorrow legion.

If anyone tries to fly in, teleport through, or blast there way in through the portal a dozen ley line walkers, shifters, and technowizards under bane’s command react as one barring the way through the portal. Bane would curtly explain, ” No one goes through... We already had a temporal raider kind of fellow pass into the portal. We have since tripled the gaurd. Elrond before he blew himself up said it was the door way in.” Bane looks over at the fading fast sign of the Temporal Acadamy with some amount of distain, ” Good riddance to timey wimy bullshit I say. Lord of magic said no one goes in... No one goes in.” Unless they have an iron clad reason.

From under some rubble nearby a muted voice called, ”Fool, I am not dead! I am just buried. I know of them... The Tomorrow Legion’s 13th SET, heroes you dolt. Let them through.” Bane seems to need more than the word of a pile of rubble.
Time’s Arrow
Few folks don’t know about this creation of temporal magic. Some say it can alter the flow of time, or even undo cosmic scale temporal events. Toss in a tale about the arrow that you heard of and earn a benny.
Temporal Raider
Pretty much the baddest big bad out there when it comes temporal magic. A being of wretched villainy that only takes on other vile apprentices. Mostly likely it was the thing you saw carrying crystal clad’s armor. Could it be that is has come for Time’s Arrow???? What could it do with such an artifact? Uhhh could it undo the lockout the 13th effected??? Only time will tell...
Match Book F
As Cantrell flies after Lib and Jude, she glances at the match book. It seems to be phasing out of existence too. However as the trio flies over the district of Dwemer call Red Light, it solidifies for the briefest of moments as if it was close to home.

Dramatic Task Here:

Three Successes Needed per category. Players can choose 1 task to participate in and tell us what it looks like? Each task must be attempted. How did they overcome the obsticle or fail to over come it depending on if they succeed or fail. If all success are not garnered we progress to a dire straight round 2 where the shit hits the fan. Any task can be attempted in any order, simply by having someone attempt the task guarantees the other tasks can be done. However if not all successes are made bad things happen and the dramatic task will in some shape or form continue.

Category 1: Persuasion Mage, Time to get passed the Dweomer Defense force guarding the portal in.
  • Skill: Social
    Scene Modifier: -2
Category 2: Timey Wimey T-Raider: A foe of such temporal power that even with the lockdown on, he still has enough juice to fry a CS batallion. How are you going to deal with this threat?
  • Skill: Combat
    Scene Penalty: -2
Category 3: Time’s Arrow. Not only is it the key to unraveling this mess, it is also the cause! Caught in its own paradox of existence it will surely doom those inside the academy and possibly Dweomer itself! Unless the mystery of how Time can exist when no time can is solved this will be the end.
  • Skill: Arcane
    Scene Penalty: -2
Bonus!! Allies are with you. Feel free to narrate a buried Elrond, a rapid aged Bane and or Lady Viggo help you and gain a +1 via support roll.
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Legends of the Black Bennies
2/2
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1/7

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Jude Maverick
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Re: Part 5: Dweomer

Post by Jude Maverick » Thu May 30, 2019 1:35 am

Persuasion 15
-2 difficulty, +2 Renown, +1 Elrond
Persuasion 1d12+9 = 15: 6
Wild 1d6+9 = 12: 3
Dweomer/Poppy’s Garage
Morning
Round 0

Jude heard Crystal’s plight, and it tugged at his heart strings. “Go, Lib. We’ll catch up.” He looked to Cantrell. “Now that you mention it, yeah. Family. They keep popping up. Maybe we should look into that,” he said with a frown.

Turning to Poppy and Lysandra, Jude smiled. “Thank you for taking care of this lug for me,” he said, kicking the cyborg in the jaw. “Just be careful.”

Jude launched up with Libertas and Cantrell, arriving at the fading Temporal Academy. “One reason not to put magic in the middle of your city,” Jude murmured. He noticed the arrow inside near where Crystal was feverishly working. “Why is that familiar? Oh, right. Crystal mentioned the Time’s Arrow once. I was kind of distracted because of what her hands were doing at the time…”

Jude trailed off and looked at Libertas, giving an embarrassed cough. “I mean, yeah, seems like that could be what we need, if you can handle it, Goggles.”

There was also someone else inside, someone dangerous, heading Crystal’s way.

They landed to find the stick up his butt Bane forbidding any entrance.

“Damn it, Bane! Crystal Clad is inside!” Jude said. He moved over to move some rubble off of the trapped Elrond. “We might just be the only ones who can save her. And maybe save the whole damn Academy. Do you know what’s going to happen when whatever is going on finally hits the crescendo? I don’t. Do you want to find out? Do you really want to risk the entire city because you were too stubborn to pull your head out?”

“Let them play big, damn hero, Bane,” Elrond said as Jude helped him up. “Someone will need to stop that temporal raider, anyway. Who knows what he’s up to.”
Mission Objectives
Save Crystal Clad.
Find Angriman and Kara. Red Light district.
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 30, 2019 8:17 am

Techno-Wizardry 16
Task 3
Scene Modifier -2; Machine Maestro +2; Professional/Expert +2; Lady V Support +1; Staff +1
Techno-Wizardry 1d12+4 = 11: 7
Wild TW 1d6+4 = 7: 3
Spend Arrow Flashback Benny on Extra Effort w/ Elan:
1d6+14 = 16: 2
Final total 16 = 4 successes!
Lib nods to Jude, then glances at Cantrell. "Boss, I'm pretty sure that fist of yours can knock the Raider's nutsack hard enough they come out his eye-sockets; have fun, and make him regret ever learning how to read a clock-face. I'm gonna head try and slip around, then see if I can help out up top, instead. The Time Arrow.... Damn. Angriman had an expert on the thing once at Kandar. I could overhear part of the conversation, too. They really wanted the thing for some reason, I shudder to think what."

He pauses, racking his brain to dig up what he could remember; sadly, that time in his life was often spent contemplating the twin desires of escape and survival, so he only could recall tidbits. "It's not so much an 'arrow' as it is the hand of a clock, from a sort of elemental plane of time itself. The weird bit? According to some of the folks who've studied it, the positioning suggests that it's been used at least once to do a rollback--but no one who exists knows exactly what happened that caused someone to reset the universe--if they were trying to save it, or making another attempt to destroy it, or what. So, yeah, I think I should be there."

He heads inside, pulling his Shadowcloak around his shoulders; jury-rigging a device on the way to conceal even the magical aura of the cloak itself. With Cantrell getting in the Raider's face (and nutsack), that should be enough to let him slip past unseen.

Entering the room, he smiles in relief at all three of his friends. "Bane--Cantrell's downstairs. She should be able to handle this, but could probably benefit from a little magical back-up, if you don't mind." He smiles warmly at Lady V, tossing her a wink as he takes the now-elderly shark-woman's hand. "Just as I got used to you riding my ass."

Finally, he goes over and takes Crystal's hand. "I'd give you one of those slow, lingering kisses you see in the movies, but honestly, I'm not sure we have the time, and besides--after the three of us beat this thing, you and I will have lots of time for that." Not Jude-smooth, but at least a confident delivery.

With that, he turns his full attention to the crisis at hand. Crystal knows this look, of course--it is the face he always wore back in their apprenticeship days, when he would seem to be completely unaware of anything but the problem in front of him. This hyper-focused state was very useful in coming up with solutions to even the most vexing problems, and this one was a doozy.

"Okay, so, near as I can tell, we're having a five-d interference cascade, causing macro-scale quantum instability in the probability matrix...." Even Crystal, brilliant as she is, has to work at keeping up with him on this front, though she manages with effort to at least understand enough to assist as he makes requests for readings and help adjusting the position of the Arrow. Lady Viggo, of course, has far more to contribute, with hard-earned insights into the exact nature of the temporal magic coursing through the building. As he works, he connects the wiring from the Staff to the Arrow to help analyze the etheric flow.

He has to wipe his brow a few times as he's working, and there's a point where everything but he and the Arrow seem to 'grey out', as he gets the positioning just a bit off, but then he makes a final adjustment and everything snaps back into place!

He turns, grinning at Crystal. "Now, about that kiss...."
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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Cantrell
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Re: Part 5: Dweomer

Post by Cantrell » Fri May 31, 2019 3:19 pm

Shooting 15
Shooting is 1d12+5, +2 from armor, +1 Old Bane help, -2 scene = 1d12+6
Shooting 1d12+6 = 15: 9
Wild 1 1d6+6 = 9: 3
Wild 2 1d6+6 = 10: 4
"Can't be any worse than busting out of hell, or storming that frost giant fortress," Cantrell says as the time-slipping tower comes into view. Leaving the timey-wimey arrow to Lib, and entry negotiations to Jude, she does her best to track the shadowy figure stalking through the tower as it fades in and out of reality.

The time-soft walls and windows of the tower intermittently block and expose the creature to view, but more troubling -- the temporal raider, if that's what it is, seems to randomly appear and disappear at different locations within the tower. As she enters, her rifle raised and blazing with energy from the Red Gauntlet, she begins to understand why.

Goddamn timey-wimey bullshit, she thinks, several minutes after she begins climbing the stairs within the tower. The next moment, she's back at the base of the stairs, starting the journey for the first time. Seconds after that, she's diving for cover in a third-floor lab, trading shots with the shadowed raider.

"The raider is manipulating local temporal conditions, moving through time in an erratic pattern meant to confuse you," the magically-aged Bane says as he props himself against the wall of the fourth-floor stairwell, clutching the scorched hole in his shoulder.

"Well, it's fucking working," Cantrells yells as Bane appears next to her, unwounded, while she charges into some kind of dormitory on the second floor, spraying glowing laser blasts at the dark figure in the opposite doorway.

"He was in the atrium a few minutes from now. You can trap him, if you take take the north stairs after I was shot upstairs."

Bane is gone when Cantrell turns to look at him, but his tangled words buzz in her mind. She runs for the stairs, then finds herself in the dormitory again.

Stop thinking. You've already been there.

She shuts her eyes, and opens them to find herself in the empty atrium. Her rifle's clip is empty. Drawing her pistol, she wills the power of the temporal lodestone into the weapon, then points to the far wall and squeezes the trigger.

The temporal raider doesn't even have a chance to look surprised as it pops into the room. The shot burns a smoking hole like a third eye in its forehead, then it hits the ground with a reverberating thud that seems to solidy the timestream.

"Thanks, Bane," Cantrell says. "Then and now, and whenever the fuck that was."

Holstering her weapon, she heads up to see what Libertas has been able to do to stop the place from going timey-wimey bullshit belly-up.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 2/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation 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:
Current Effects: Adrenal system activated

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Pender Lumkiss
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Re: Part 5: Dweomer

Post by Pender Lumkiss » Mon Jun 03, 2019 7:02 pm

Must be wednesday because after all that the city threw the three members of the 13th a parade and little kids go their foreheads signed by Jude. The folks of Dweomer and lords of magic made Jude give a speech and everything. Lib finally got the girl all to himself, and Cantrell got one last smoke with Bane before he clapped an invisible hand on her shoulder and disappeared.

As an aside Lady V, because Libertas kept tabs vanished after a few fleeting moments. However, Libertas could not help shake the feeling she would one day return.

Down at the Cafe Poppy was wearing her bakers get up and a freindly face Sono Klause came in with her. He had three tidy packages for each of the heros. Cantrell’s a nice getup complete with a dimentional hidehole pistol compartment. Libertas’ was gentalmeny like with a small button that was guaranteed to hide whom he really was. Sono just grinned at the Precsi with a wink. Jude... Jude’s was invisible, until Sono Klause tapped the uper right lapel pin. Turned right as rain, dark and pretty like perfect for Jude and making the ladies swoon.

Sono grinned at the heroes lowering a set of shades over his eyes in an attempt to hide the shinner he had received from a think fist. ” Wow, look at you. I found Poppy right after the parade and she said you guys needed something special for a fancy event. Hope I got the colors right, I got an eye for sizes.”

Poppy clapped him on the back gently, ” Not bad kid, I like it... Make’s my Jude look all pretty like. Well... Wagon’s loaded with my supplies, I hope one of you can drive. When you are ready lets get the get out of here. Only 8 days left heroes.”

Poppy pauses and looks at Sono Klaus, ” Oh hey kid. Your uncle was pretty adamanet that I pay him before we left... Whats this gonna cost.” Poppy pulled out her cred stick just as the jingle jangle chim of the cafe rang...

Ol Alan Iron guts missing a hand of course face all red from the drink starts bellowing, ” Damn right baker... You’ll pay... Top dollar too. I don’t make those clothes for free... Sono, if she don’t pay it gonna come out of yer hide!” He starts to wind up his meaty fist, but pauses as he sees who the clients are... ”Oh fuck.”

Feel free to RP here and provide a little glimpse to the parade activities and or extra activities if you like. This is the last chance to do anything in Dweomer. Get your shopping done! f nothing dramatic we head out. Get your baking on!
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Cantrell
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Re: Part 5: Dweomer

Post by Cantrell » Tue Jun 04, 2019 12:03 pm

Cantrell endures the public celebration, smiles through Jude's speech and tries to savor her last chance for a quiet smoke with Bane. His voice and spirit have been a companion for so long, she wonders if he's truly gone -- or whether some vestige will stick around, a product of spiritual connection or psychological degeneration, take your pick.

The mellow, contemplative mood persists when the group returns to Poppy's and receives the custom-made threads for the wedding. But something white-hot and deadly sparks in her chest when she sees the dark bruise around Sono Klause's eye.

"Make sure you give little Klaus a good tip, Poppy, from me. I'll settle up with you shortly ... I've got another debt to deal with presently," she says, shooting the grackletooth a tight smile.

Alan Ironguts' last "Oh fuck!" trails off abruptly as Cantrell drags him outside, into the street in front of Poppy's bakery. Cantrell doesn't bother to see if there are bystanders -- the more the merrier.

She draws her pistol and jams it into Alan's face, into the same eye socket in which Sono was sporting a bruise.

"Found yourself a punching bag, have you?" she asks, her voice quiet and calm, even as death hangs over Alan's head like an engine block on a creaking chain.

"I think you've seen enough of me to know I don't go in for half measures, especially not with stuffed maggots like you who like to beat on little kids," she says, making sure the last part is loud enough for any bystanders to hear. "I'm inclined to just vape the shit soup in your head that passes for a brain. Or maybe take that other hand. But I like that boy in there -- the one with your fist tattooed on his face -- and I wouldn't want to burden him with funeral expenses, or a worthless worm of an uncle with no hands left to wipe his own ass. So I'm going to say this one time:

"If I ever even suspect that a hair on that boy's head has been harmed, by you or the gods or a fucking mosquito, I will come back here from the deepest hell to put an end to you, slowly and with great attention to delivering the most profound experience of pain and despair imaginable. Am I clear?"


Cantrell can smell the piss soaking Alan's pants as he slowly nods.

"Good," she says, withdrawing the pistol and letting it fall to her side. "I think you understand. But that doesn't mean I trust you."

The hand holding the pistol twitches as Cantrell puts a blast through Ironguts' left knee, the shot disintegrating the joint and cauterizes the hole left behind. The gnome crumples, falling into a heap in the puddle of his own urine.

"Just a little insurance policy, in case you were ever tempted to chase after him again," she says, turning to go back inside.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 2/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation 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:
Current Effects: Adrenal system activated

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Libertas Magicum
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Re: Part 5: Dweomer

Post by Libertas Magicum » Wed Jun 05, 2019 2:14 am

During the brief period of adulation, Lib's concerns about the fate of Lady V are mitigated by the fact that he finally gets to spend a little quality time with Crystal. Before taking full advantage of it, he does stop off to inform the local constabulary that they've got a former CS war criminal--the former applies to the 'CS' part only--with teleportation magic running around the city. "Angriman should eventually leave, but this guy is seriously of the 'leave skinned corpses on your doorstep' school of villainy, so your folks should absolutely be on the lookout, and if you see him, only engage in full force."

Civic duty done, he links up with Crystal. After a bit of playful chattering and longer time spent in serious canoodling, he sighs, stroking her cheek with his tail. "I'd invite you to the wedding, Clever Girl, but given that it's deep in CS territory, even if nothing actually goes wrong--not likely--your dad would probably build a new type of automaton to kill me just for taking the risk."

He thinks for a bit. "That said, you and your dad should both watch out." He explains the Angriman situation. "Angriman's gone from ruthless zealot to full-blown megalomaniac villain; he'd absolutely try to use you to try to get to me. My advice--build a teleportation belt, keep in on you at all time. If Angriman or one of his goons shows up, just teleport out of there, and rouse the authorities. You promise me that, and I'll promise you to return as soon as I possibly can, safe and sound."

Having made his pitch, he returns to the aforementioned snogging until such time as he gets the call that it's time to meet up at Poppy's. He invites her along to see how he looks in the monkey-suit, and is, himself, quite impressed with the work done. Then things go a bit sideways with the arrival of the abuse gnome.

When Cantrell takes Ol Iron Guts outside for a little chat, Lib nudges Jude towards the kid, who can probably use a sympathetic ear. Then he turns to Crystal, and chats with her a bit. After a few moments, she smiles and nods, and heads over to Sono, speaking in a friendly tone. "Hey, Sono, right? How would you like an employer who is a little less into beatings and a little more into making amazing stuff? Judging by these outfits, you're actually a bit above most of the novice apprentices in my father's shop, but you'd have to spend a little while proving yourself before getting journeyman status. Think you'd be up to it?"
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 » Wed Jun 12, 2019 4:04 am

Dweomer/Poppy’s Garage
Morning
Round 0

Jude was always meant to be the center of attention. So the parade was his natural habitat. They were given the key to the city by Miss Dweomer, and Jude chatted the beauty up as he signed the foreheads of the kids and watched Libertas and Crystal finally getting close. Jude made sure to slip a couple prophylactics into Libertas’ pocket as he passed.

After the parade, Jude spent the afternoon with Miss Dweomer getting a little horizontal exercise until he got the call to return to the bakery for his new duds.

“Sonos! Good to see you!” Jude greeted, but he frowned when he saw the shiner the boy sported. Cantrell seemed to have it handled, though, in her way.

“Invisible?” Jude asked, looking at his new duds curiously. “That will be a hit with the bridesmaids. Maybe with Cantrell.” He grinned. Then Sonos tapped the lapel and the clothes became an elegant tuxedo.

“Much more like it,” Jude said, going to dress. He emerged from the lavatory looking astonishingly dapper as he tied his bow tie and adjusted his cufflinks. “The name’s Maverick. Jude Maverick.” He pulled out a credstick and handed it to Sonos. “Should cover the clothes and a generous tip. Take your girl out for something nice,” he said, ruffling the boy’s hair.
Mission Objectives
Find Angriman and Kara. Red Light district.
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.
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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Pender Lumkiss
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Re: Part 5: Dweomer

Post by Pender Lumkiss » Wed Jun 12, 2019 4:35 am

With Sonos on the path to travel toward Gloom with his smelly uncle in tow because family is family (and girl friend). He headed off for better days learning from one of the best: Diamon Clad himself. In the years to come Sonos would revolutionize the fashion industry with a line of enchanted apparel making Gloom a fashion center mecca.

Crystal and Lyssandra come down to the cafe for a bit of breakfast after Sonos and his uncle leave. Crystal seems in a great mood and sits really close to Libertas. Lyssandra chuckles at the young love. She had seen her fair share of romances and been in war enough to know how precious it was.

Lyssandra remarked, ” Saw what you did for Sonos. That kid has a future. Makes some of the most amazing clothes, even for me. I got this bath robe from him that does...” Her voice trailed off and she blushed looking at Cantrell. ” Yeah, real nice of you to stand up for him.”

Crystal chimed in too, ” Oh yes Sono, a real wizard. I have tried to give him some tips here and there but... I just don’t have the time with my research. I sent a leyline transmission to Gloom to let my dad know he was coming. Just a great idea Libby...” And so the pet names start...

Poppy looked at the heroes with a grin, ” I like your style with that kid...” She pulls out a map, and marks off Salt Ste Marie up in the Iron Heart region of the CS. It was in the south west of Iron Heart nestled against one of the great lakes of old earth Michagan. She tapped the map slightly as it rested on one of the cafe tables, ” Seems to me we can’t completely avoid Coalition patrols, I am hopeing with you three being human it should not be a problem. My wagon is more of a sanctuary to the culinary arts than a war machine.” She licked her lips slightly giving Jude an appraising eye before continuing. It was clear she would like to see you wearing that tux right now. ”Jude... Honey if you have time, I know this great photo shoot place. Took all my photos there of the big strong grackles, but you honey are so delicious. Let me know.” She cleared her throat gesturing to the mostly nude photos of grackletooth behind the counter. She pivoted and got back on track, ”I had been considering this trip for a hot second before you came into my cafe, so way I figure it we got three ways we can get to the shindig in time. We can approach via water, maybe hire a barge or some such at one of the towns on the south end of the lakes. Or we can roll through this forest here. Lots of cover and the wagon is an all terrain vehicle. Third, perhaps the most direct route is this old interstate that runs from just north of Dweomer all the way up to Iron Heart.”

As you look at the map, their are otherways, but given the time constraint about 8 days now, the three Poppy outlined do seem the most logical. One of these ways strikes your fancy and you seem to know a bit more about it.



Go a head and RP as you will, but go into detail about one of the three ways, make a kn history roll to provide some historical facts, what was it called in old earth etc... make a kn politics roll to describe the CS forces generally found in that area and the type of commander (as well as name). Regardless of any rolls, Fill the location with something you would find interesting to encounter. Next post after this we decide on which one and get ready to roll out. +1 HJ experience and wisdom roll if you include a little personal story about a time you visited that location.

Note: Not all paths need to be described, I will assume any path not described is not interesting and will not be considered as a choice.
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Jude Maverick
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Re: Part 5: Dweomer

Post by Jude Maverick » Thu Jun 13, 2019 3:06 am

K. Politics 11
K. Politics 1d10 = 6: 6
Wild 1d6 = 6: 6
Ace 1d6+6 = 11: 5
Dweomer/Poppy’s Bakery
Morning
Round 0

”Jude... Honey if you have time, I know this great photo shoot place. Took all my photos there of the big strong grackles, but you honey are so delicious. Let me know.,” Poppy said.

Jude blinked and looked at the calendar. “Oh,” he said with surprise. “Well, I guess I’m not averse to it.” He gave a confident smile. “What do you think, Cantrell?” he asked the team leader. “Though I’m not sure we’ll have the time,” he admitted.

Jude listened to Poppy lay out the routes. They only had eight days, so it would be tight. Jude pointed to the lake route.

“My uncle used to be high up in the Navy,” Jude said. “We went up to visit them often. Sault Ste. Marie is a popular place for Iron Heart big muckity-mucks to build summer homes. Big, palatial lakeside villas, docks with yachts, the works. The Navy patrols the strait there, and there is some security on the villa property. But many of them aren’t in residence through much of the year, and security is minimal. I can’t really name drop with the Navy, as I’m wanted, but talking past some rent-a-merc who doesn’t get the latest CS Wanted listings shouldn’t be too hard. We might even be able to lie low in one of the empty manors until the wedding if we arrive early. Maybe claim we’re renting the place.”
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.
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 » Mon Jun 17, 2019 10:14 am

CK 7; Kn: Politics 4
Common Knowledge with +2 for people/geography of North America
CK 1d8+2 = 5: 3
Wild 1 1d6+2 = 7: 5
Wild 2 1d6+2 = 6: 4

Kn: Politics 1d6 = 3: 3
Wild 1 1d6 = 4: 4
Wild 2 1d6 = 3: 3
"The Highway to Hell? Or I guess heading this way, it'd be the Highway from Hell," Cantrell says, tracing her finger over the old series of interstate highways linking Dweomer and Iron Heart.

"That brings back some memories. Back when I was in boot in Chi-town, they'd take the higher-performing recruits on long-range 'field trips' before transferring you on for MOS training. One of the ones everyone wanted to pull was the Highway to Hell. They'd load a couple dozen recruits in a Mark V with as much ordnance as we could carry, and then just cruise up and down the highway for a couple of days shooting up smugglers and go-gangs and Federation types making the run to Lazlo. It was nuts, usually -- in hindsight, I'm pretty sure the real purpose was to identify soldiers with command potential, see who was enthusiastic but kept a cool head when everyone else went batshit playing with the railguns."

She frowns.

"I heard the CS stopped those field trips after some son of a higher-up fell off the roof of a Mark V and got squashed by the support van. Still, the go-gangs and smugglers were plenty dangerous themselves, if they decided to start something. How fast does this wagon of yours go, Poppy? Cause if we can't outrun 'em, we'll need to out gun 'em, instead."

HJ Roll = Quick Edge
1d20 = 9: 9
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 2/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation 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:
Current Effects: Adrenal system activated

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Libertas Magicum
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Re: Part 5: Dweomer

Post by Libertas Magicum » Thu Jun 20, 2019 10:03 pm

Gambling 9
Gambling 1d4+2 = 6: 4 ACE 1d4+6 = 9: 3
Wild Gambling 1d6+2 = 4: 2
Lib is silent for a bit, probably being wistful about leaving Crystal behind, but he eventually snaps his attention back to reality. "Oh! Right, um..." He looks over the map for a moment, blinking owlishly through his goggles. "Oh! Hey, you know, there's a barge-ferry type operation on that lake that also doubles as a casino. Nothing huge, but getting bored people on the water is usually a good way to induce gambling. And it's supposedly profitable enough to pay the local CS goons to look the other way. Maybe Poppy could swing a deal to do a bit of extra catering for the ship in exchange for passage."
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 Jun 23, 2019 7:33 am

Poppy smiled a toothy grin as the team laid out what they knew. Then she responded to their questions, ” Cantrell... The wagon was at some point an oversized Mountaineer, but most of it has been gutted for my kitchen operation. It will still move, if we push it, but at a clip slower than a normal Mountaineer.”

The lake route seemed to intrigue her the most. ”Jude, Libertas I like what you are saying. The lake sounds refreshing and if we can catch some fish I can try my hand at some bakes... Foil wrap the fish with some vegtables and a little white wine. We can even have place to hole up if we get their early.” She traced her clawed finger along the map up the lake route. ” Let’s do it. I sent word to a few folks in the local bazzar, the’ll give you a fair deal if you need anything before we leave. It’ll take me a couple hours before I am ready to go I got pack the essentials and all... Meet back at 1pm...” Her voice trailed off as air raid sirens went off. Poppy bolted toward the wagon yellin, ” Get aboard! They are about to close the city gates!”

Magic created or otherwise a voice sounding like it was coming over a PA loud speaker blasted the area, ” Citizens of Dwemer... This is your benevolent Lord of Magic... We have detected a Death Head Transport 50 miles south... Our air defense force led by everyone’s favorite gero Banethro has engaged them... For your own saftey we will be locking down the city for the time being...”

Before the message could replay Poppy yelled again, ” Shake the led out, last time they did this stunt no one could get in or out for two days!”

Sadly Poppy was not much of a driver, so she got into the back which was surprisingly easy to do because all she has in the kitchen is her rolling pin and a bucket of her purple frosting. So that meant someone else was going to have to drive and drive fast enough to get them out before the gates close tight. No doubt along the way some kind of city official will need to be smooth talked into letting them out. Then... There was the hard on Angriman was nursing for the team... No doubt some shooting or fighting will be required as he sent a couple of hired guns after you all during this dramatic escape.

It would have been nice to say good bye to Sonos, Crystal, and Lyssandra but when did Big Damn Heroes ever get something easy? Cue the eye rolls and lets ride out! Please choose one of the below scenes to act on and finish the story. As a note... As long as one person succeeds you guys will get out of the city, but as to what shape of condition depends on how you all succeed.
Driving
Driving 1d6 = 3: 3 (1-4 a scale of bad, 5-6 good): The Streets of Dweomer are not too narrow and the wagon fits just fine, except... Poppy yells, ” Take a right!” Which takes the wagon up to Dragon Mold Circle which is just a cluster fuck of traffic at the moment. Just down the way from the circle the team can see the big gates of Dweomer’s Northern exit still remain open. Poppy swore! ” Damnit traffic at a time like this! The northern gates stay open the longest. Punch us through! I’ll be damned if I don’t get my bake on!”
  • This scene requires a driving roll at -2 due to the interference of traffic!
Persuasion, intimidation, taunt
The Official: 1d6 = 5: 5 Two ice dragon automatoms flank the Wagon as it races through the streets. Aboard one is the weasly looking man Aberdine the dock master. His voice is being magically projected as he commands the vehicle to pull over or be frozen! ” Pip pop! Pull over now! Poppy this vehicle is not licensed to drive in the streets of Dweomer let alone during a crisis. Pip pop, heave too or I will freeze it solid with you are your merry bakers inside.”

Poppy growls, ” Fuck... I did not even bring my rail gun or... No no... We got to talk our way out of this, I got to come back here after the trip, and can’t just kill a city official.”
  • This is a major issue, so a social roll: Taunt, intimidate or Persuasion at -4.
Shooting, Fighting, Arcane skill
Shootout! 1d6 = 2: 2
Aim small miss small... Just like the days in the coalition before the war. As the wagon races through the street a lone figure atop the Deeber Hotel survey’s the city. The figure has a high powered rifle in one hand... Experimental, and pretty much a small boom gun. It has a large modified barrel that should dampen the sound of the shot. The figure is wearing black armor that glints in the overhead sun light. Fortunately most folks are too busy battening down the hatches to look up... Except for you...

The radio of the wagon crackled briefly with a distinct female voice. Sweet... too sweet, ” Libertas... Angriman says goodbye.”

With a finger on the trigger you got one shot to stop the sniper before they shoot. Its a race against the black sniper!
  • Please make a combat roll, shooting, fighting, arcane: TN is 22 1d10+4 = 14: 10 ace 1d10 = 8: 8
13th GM bennies GM Bennies
1/3
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

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Libertas Magicum
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Re: Part 5: Dweomer

Post by Libertas Magicum » Sun Jun 23, 2019 8:38 pm

OOC Comments
Scene Penalty -2, Machine Maestro +2, Handling 1
Driving 1d4+1 = 3: 2
Wild Driving 1d6+1 = 5: 4

Libertas sighs only a little bit at not being able to give Crystal a 'proper' good-bye, and jumps behind the wheel of the van. If anyone gives him a funny look, he chuckles. "I got a way with these things, and besides, Boss, I've seen you drive. Just make sure no one steals my goggles."

With that, he heads out on the road, following Poppy's directions. When they hit the traffic jam, he veers off as she tells him to, heading towards the north gate. It isn't always pretty--a few pedestrians have to jump back, and there's a very minor fender-bender caused when he cuts off another driver to make a sharp turn to avoid a patrol. Hell, that was probably the one that led to Aberdine deciding to make trouble for them....

"Jude, can you sweet-talk him, already? Maybe set him up with one of your lady-friends, or something?"
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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Cantrell
Posts: 389
Joined: Thu Mar 02, 2017 10:57 pm

Re: Part 5: Dweomer

Post by Cantrell » Mon Jun 24, 2019 11:22 am

Shooting 23
Shooting 1d12+7 = 8: 1
Wild 1 1d6+7 = 9: 2
Wild 2 1d6+7 = 9: 2

Benny to reroll with Elan
Shooting 1d12+9 = 12: 3
Wild 1 1d6+9 = 15: 6 = Ace! 1d6+15 = 18: 3 = Best roll. Three-Round Burst would be another +2 to hit, which would bring it to 20.
Wild 2 1d6+9 = 11: 2

Benny to reroll with Elan
Shooting 1d12+9 = 10: 1
Wild 1 1d6+9 = 10: 1
Wild 2 1d6+9 = 14: 5

Benny to reroll with Elan
Shooting 1d12+9 = 10: 1
Wild 1 1d6+9 = 10: 1
Wild 2 1d6+9 = 11: 2

Benny to reroll with Elan
Shooting 1d12+9 = 17: 8
Wild 1 1d6+9 = 10: 1
Wild 2 1d6+9 = 11: 2

Got the Extra Effort card from Soren, adding that to the above total:
1d6+20 = 23: 3 = Bam! 23
Cantrell throws her gear in the back of the wagon as soon as the sirens sound, then climbs onto the roof to provide overwatch. With her rifle. The streets are a mess, but Libertas gets them moving, Poppy's catering truck lurching through the narrow lanes like a drunken bull.

"Just keep it on the road, Lib! Jude, do you think you can talk that dockmaster into getting the hell out of the way? I'd rather not shoot him, for Poppy's sake."

Keeping an eye out for hostiles, Cantrell spots the sniper on the rooftop as soon as they round the corner. Even so, she's not sure she can get a shot off in time -- and she sure doesn't want to find out what the cannon the sniper is holding will do to the converted van. Letting her augmented reflexes and muscle memory take over, she brings her rifle up and fires, hoping to at least throw off the sniper's aim.

In the space between one heartbeat and the next, a burst of laserfire from Cantrell's rifle strikes just before the sniper squeezes off her shot.
Nadya Cantrell
Quick Stats
Human MARS Mercenary Soldier (Former CS Military Specialist)
Bennies: 2/4
Attributes: Agility d10 (d12), Smarts d8, Spirit d12, Strength d6 (d8) (d12+2), Vigor d10
Charisma: 2 (3 if known); Pace: 8 (10) (1d10) or Flight Pace 30, Climb 1; Parry: 9; Toughness: 24 (10); Strain: 11/16
Hindrances: Cautious; Code of Honor; Wanted (Coalition-Minor); Delusional (Minor-Thinks she's immune to temporal magic).
Notice d12+4, Intimidation 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:
Current Effects: Adrenal system activated

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Jude Maverick
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Posts: 644
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Location: Chicago suburbs

Re: Part 5: Dweomer

Post by Jude Maverick » Tue Jun 25, 2019 2:56 am

I realize I never did my HJ roll
1d20 = 7: 7 Danger Sense Edge
Persuasion 44
+2 Renown
Persuasion 1d12+10 = 22: 12
Ace 1d12+22 = 34: 12
Ace 1d12+34 = 44: 10
Wild 1d6+10 = 16: 6
Ace 1d6+16 = 22: 6
Ace 1d6+22 = 26: 4
Dweomer/Poppy’s Bakery
Morning
Round 0

Well, this was certainly a roaring start to the adventure! Thrown around the wagon -- and into Poppy a few times, who got a little handsy -- Jude righted himself. “You do realize you don’t get points for hitting pedestrians, right, Goggles?” Jude called, taking a moment to admire Cantrell’s firm posterior as she popped up through the hatch with her rifle. “I’m on the busybody.”

Jude sighed and grabbed the PA and leaned out the window to look at Aberdine.

“Seriously, Aberdine? Isn’t this a little out of your jurisdiction? We aren’t even flying. We’re not at the docks. Look, what’s your poison? Drinking? Gambling? Women? Stamp collecting?” Jude dug out his wallet, flipping through a sheaf of old cards and receipts, many with someone’s phone number written on it. “I got just the place for you. Covers all those things. It’s been awhile since I was in Dwoemer, so the coupon might be expired, but just drop my name -- Jude Maverik -- and I’m sure Madam Richilieu will accept it -- maybe even given you even more of a discount!” Jude handed over a coupon for an all you can eat surf and turf, happy ending massage (yes, at the same time) at The French Connection. “And if you like stamps, have her show you her Blue Peter.” He winked at Aberdine.
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
Danger Sense: -2 to detect ambushes
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.
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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