Serenity

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Stoic
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Posts: 254
Joined: Fri May 25, 2018 8:58 am

Serenity

Post by Stoic » Mon May 13, 2019 7:32 pm

"Why the name change?" Lenny chuckles, a nice friendly type of laugh that just makes you want to be friends with him. "Don't the place feel serene to you, suh?"

Lenny flinches when Doc activates the goggles, eyeing them curiously. Doc glances about and notices no magical activity whatsoever. In fact, the absence of energy is somewhat alarming, as Doc has never seen such a thing before.

Lenny wrinkles his brow. "Scooby Snacks? I can't say I ever did hear of such, but you're welcome to see if we have them in the store."
The General Store

The general store has a basic selection of items that can't be grown on a farm, along with a decent selection of weapons (anything in the tomorrow legion book under 50,000, excluding TW items, is available). However, you can't seem to find any prices. If you inquire into this, the clerk will inform you that he can tell you the price of any item you would like to buy, and if you ask him to do so, he excuses himself for a few moments before coming back and offering an absurdly low price, 50% of list value.
Jenny blushes and curtsies before scampering away. The Mayor nods politely and excuses himself, allowing you all to explore the town. There are eight buildings, two of which have three stories (The City Hall, and the Logistics Company). The town is mostly vacant, but a pair of two young men (late teens) who look a little bit like Lenny seem to be following you around. They each have a laser rifle of some sort slung over their shoulder, but that's hardly rare for these parts of the world.
OOC Comments
Feel free to explore, do whatever you would like. A Common Knowledge Roll will make your character realize that there isn't any farm activity taking place, which is quite odd due to the season, etc. A successful notice roll will help you spot a few trees that have an odd hole in the foliage, and a raise will even let you see that the remaining leaves are slightly burnt. If you have any questions or concerns as always message me on hangouts or via the site.
GM Bennies 9/9
Wild Card Bennies ?

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Danny
Posts: 72
Joined: Sun Jun 10, 2018 2:51 pm

Re: Serenity

Post by Danny » Mon May 13, 2019 7:57 pm

Common Kn: 1d8 = 6: 6 wild 1d6 = 5: 5

Notice 1d8 = 1: 1 wild 1d6 = 6: 6 ace 1d6 = 6: 6 ace 1d6 = 4: 4

Danny’s eyes narrowed. Towns out in the wilderness were too often prey for cults, demons and worse. No one was farming, and the trees at the edge of town had burn holes 10-12 feet in length. Something happened and no one was willing to spill the beans thus far.

The entire scene comjured up his first mission during the war. Danny opens up to zdoc, Sig, and Lance sharing his memory and concern, ” Fellas this strange town reminds me of my days of the war. Before the end we did a bit more that fight the CS. As I recall the general of the western front, General Geist had just returned back to the theater of war after a brief sabatical. Some say she had ventured back home up to Ste Marie up in the Iron Heart territories of the coalition. Rumor even was Geist had at one time been part of the coalition, an officer to boot. I got a disbatch, by way of owl, ordering me to report to the command tent.” Danny pauses take a moment to really look at the burn marks on the trees before continuing.

”Geist had her back to me when I entered. Her blond hair tied in a tight bun and her hands were manipulating a tw holographic display showing troop movement and counter strategies. I am no tactical mind but I knew enough to be impressed by her designs. I sort of did one of those soft grackle coughs and she started in on the mission she wanted me to go on. Turns out she had heard of my scholarly works in both the sciences and arcane, and thought I could visit the town of Shamlin. She had passed by there on her travels and all she would say was that something was odd.”

Danny continued to walk the burned trees taking stock of each one as he continued his story, ” A weird town, Shamlin, about 50 miles south east of Dweomer’s fabled location I reckon. It was built out of an old earth automobile graveyard. Well as it turned out something horrible was happening at the town when I arrived. A giagantic Red Dragon, one of the kings of Freehold had lost his mind and had enslaved the entire village. The red ravager, Rex himself!”

Danny chuckles remembering the hard time he had, ” Here I was, just a wilderness scout. Did not even have my gracklepack... Fortunately some timely allies showed up. A warlock named Stormforge looking in on his daughter. And a grackletooth decked out in a custom one if a kind glitter Boy! It was not easy but like I said the dragon had lost part of himself and so while fierce and formidable was susceptible to a bit of trickery. In the end the warlock was able to bring it down with a rune knife and a sleep spell. Touch and go for a hot second but we got the job done...”

Danny paused again wondering what could have been but never was and nodded to his allies. ” Suppose its my way of saying don’t drink the water or eat the food before we know what is making these people so serene. I am going to check out the farming fields. Seems weird no one is out there given the time of year.”
Danny Stat Block
Attributes: Agility d10(3), Smarts d8(1 FG,1), Spirit d6(1), Strength d8(2 race), Vigor d12(1 Race, 1FG, 1MARS, 1 advance)
Charisma: 0 (-4 with CS); Pace: 10 d10; Parry:5; Toughness:20(7); Strain: 0
Skills of Note: Notice d8, shooting d10, fighting d6, stealth d8
Edges of note: quick, level headed, improved level headed, deadshot, champion, elan, marksman, tail(extra action)
Hindrences:Curious, Doubting Thomas, Vengful(minor), Heroic, Stuff ain’t made for me, Issues with the cold
Bennies: 3/3
+1 hi post rate
-1 persuation in the GS
Armor Tx-11
  • +2 ranged attacks
  • 1d12+2 str
  • enviormental protection
  • take 2 hours to recharge 96 hours of continuous use
  • +2 pace(factored in)
  • 7 armor 3 toughness(factored in)
  • It also has built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision.
Weapon Gracklepack
KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item)
Image
The brain child of the KLS corporation, this rail gun design is a miniaturized version of the RG-14 Electromagnetic Mass Driver. It's flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
• Range: 125/250/500
• Damage: 3d10+5
• • In addition to other effects, characters wounded by this are at an additional -2 to heal their wounds due to the depleted uranium shell's innovative tearing design.
• AP: 15 (Goes through up to 12" of heavy steel plate)
• Rate of Fire: 1; Shooting is a full round action.
• Payload: Helical magazine containing 12 APDS rounds (Armor-Piercing Discarding Sabots)
Features:
• • Integrated laser targeting and advanced optics scope offsets two points of Range and/or Darkness penalties.
• Modifiers: Double the benefits of the Aim action.
• Weight: 20 lbs.
Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each.
Magic Heavenly Speaking Flute
A flute, often carved out of bamboo, bone or wood, with no obvious marks or signs to show it is special. Some Taoist and Shinto mystics create this item to facilitate communication with entities, ghosts and other spiritual beings. As such this item has many great powers but at its core it allows its user to potentially understand any language, especially those of the spiritual realm.
  • Base Item: Translator: functions as a universal translator allowing those that hold it to understand and speak the most common languages in North America, this magical flute operates with a d12+2 skill for most translation work. It can only operate with audio. Use the same process as for the cybernetic Language Translator to teach the system new languages.
  • Song of Heavenly Senses, Detect Arcana(Major)
    • Trappings: A heavenly song that sharpens the senses and reveals even supernatural evil within line of sight.
  • Song of Banishing, Banish (Major)
    • Trappings: A haunting Song that is highly unpleasant to demons and evil spirits. If successfully banished the creatures will not come back while the flute is played as if under the fear power. Goodly creatures gain a level of arcane resistance against this power.
  • Song of Spiritual Comfort (Minorx2): A Musician finds playing the music peaceful and serene. +2 spirit.
  • PPE: 10, uses agility or notice as the quality of the song played affects the powers.

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Doc Olliday
Posts: 67
Joined: Sat Aug 18, 2018 11:07 am

Re: Serenity

Post by Doc Olliday » Mon May 13, 2019 8:48 pm

Riddle Me This, Common Knowledge 12 _
Hero's Journey +2
[*] Common Knowledge 1d12 = 10: 10
[*] Wild 1d6 = 2: 2
Eyes Wide Open, Not Even Close _
[*] Notice 1d8 = 3: 3
[*] Wild 1d6 = 2: 2
Doc knows something is gnawing at the back of his mind. What it is, who knows. But something just ain't right with this town.

Part way through the walk around with the sons of Lenny with Guns, escorting Doc stops. Turning around to face the two boys, he leans up against one of those trees (Dang It Jim! I'm a doctor not a horticultralist).

Bedside Manner, Persuassion 9 _
Charisma +3
[*] Persuassion 1d8 = 6: 6
[*] Wild! 1d6 = 2: 2
"So boys, which one of you is going to be first to tell me about what is going on here in SERENITY NOW?"

while he waits for a response from two boys who are clearly out matched by two grackles and a knight, Doc takes a peek around.

For Science , K/Electronics 9 _
Jack of all Trades, Untrained d4
[*] K/Electronics 1d4 = 1: 1
[*] Wild 1d6 = 6: 6
[*] Aced! Wild 1d6+6 = 9: 3
Doc Olliday
Doc Olliday
Pace: 6; Parry: 2 Toughness: <10>(<0>)
Combat-Relevant Edges & Abilities:
  • na
Wounds: 0/3 ; Fatigue: 0/2 ; ISP/PPE: 15/15
Bennies: 3/3
Adventure Cards
  • 52: Payback
    Play on an opposing Wild Card. Your attacks and damage against him are made at +2 for the duration of the scene.
  • 38: Folk Hero
    Play after you save a group of people from dire circumstances. The community adopts you and your party as local heroes, and you can always find aid there.
  • #: Card - Effect
Doc Olliday
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Lance
Posts: 75
Joined: Fri Jun 29, 2018 9:25 pm

Re: Serenity

Post by Lance » Mon May 13, 2019 11:06 pm

CK 8, Notice CritFail!
Common Knowledge 1d6 = 6: 6 ACE 1d6+6 = 8: 2
Wild CK 1d6 = 1: 1

Notice 1d4+4 = 5: 1
Wild Notice 1d6+4 = 5: 1
Lance had seen the lack of farming activity on the way in. Clearly, the serfs should be toiling in the fields right now, not off being 'serene'. Soundeth laggardy to me....

Then the prospect of finally tracking down some Scooby-Snacks distracts him from further observation, and the dogboy leaps off his horse and ducks into the general store. There' he fails to find any of the fabled treats, but he does manage to come across an IMRSS, and when told he can have it for a mere 21K, he grins, wags his tail and declares, "Sold, good merchant!" Securing his purchase, he wanders back outside, surprised to realize that the others are beginning their investigation already.
Lance
OOC Comments
Dog-Boy Techno-Warrior
Agility d10, Smarts d6, Spirit d10, Strength d12, Vigor d8
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 18 (8) or Ranged 22 (12)
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter, Trademark Weapon (Drill), Imp. Counterattack
Hindrances: Code of Honor, Minor Delusion (Knighthood), Quirk (Faux-Courtly Speech), Outsider
Preferred Attacks:
  • Primary Attack: Drill, Fighting d12+6, Strength (d12) + 2d6 MD, AP 10, Reach 1 (if needed)
    Mounted Attack: Drill, Mounted Lance Mode, Fighting d12+6, Strength (d12) +2d6, AP 12, Reach 2
    Hard Target: Drill, Fighting d12+6, Strength (d12) +2d6 MD, Ignores Armor (Full Round Action, only vs. Vehicles/RA/Inanimate objects)
    Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
Cybernetics (12/14 Strain):
  • EDS, Optics Package, Core Electronics Package, Wilderness Scout Package, x2 Wired Skill Ports (4-step Fighting, Riding), HtH Reaction Wiring, Reinforced Frame, Cy-Wi Reflexes, Drill
Bennies: 3/3
  • Q2/19 Adventure Cards:
    Cutting In Line Draw 3 initiative cards and keep the highest.
    Inspiration Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
“Steed” (Heavy Warhorse with Cybernetics)
[list] Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
[*]Fighting d8; Notice d6
[*]Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
[*]Size +3
[*]Kick: Strength +2d6 MD [/list]

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Sig
Posts: 77
Joined: Mon May 28, 2018 5:41 am

Re: Serenity

Post by Sig » Tue May 14, 2019 2:49 am

Common Knowledge 3
Smarts 1d6 = 2: 2
Wild 1d6 = 3: 3
Notice 9
Notice 1d6 = 6: 6
Ace 1d6+6 = 9: 3
Wild 1d6 = 2: 2
Largo
Morning
Round 0

Sig sipped his lemonade as he looked around the general store. He noticed a few things he wouldn’t mind buying. “How much for the mini rail gun?”

Sig was surprised it only cost 22.5k. That was a steal! “I’ll buy!” he said quickly.
Purchase
I’ll buy a vehicular mini rail gun for 22.5k credits. I assume it takes a repair roll to mount it? Might have to be done later.
Sig followed the others outside. He noted the damaged trees. “Lightning?” he wondered. He hadn’t noticed that the farmers weren’t out and about. He guessed that was weird, but he didn’t know anything about farming.

“Well, I already drank the lemonade,” Sig told Danny. “It was good, too.”

“Anyone care to help me mount this thing?” Sig asked, hefting the mini rail gun into the Canyonero and getting his tools.
If there’s time
Repair 1d8 = 2: 2
Wild 1d6 = 5: 5
Clues
Sgt. John Less
Gammon - cyber-doc tattoo artist, messed up with a cult?
Wro’etth - demon looking to be summoned
Roger - Trimadore cyber doc; missing
Largo, town west of Kingsdale; dangerous
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 5/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife

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Stoic
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Posts: 254
Joined: Fri May 25, 2018 8:58 am

Re: Serenity

Post by Stoic » Wed May 15, 2019 7:48 pm

Lennys dull eyed spawn aren't the sharpest tools in the shed. They make little to no effort at being subtle and follow the group when they can, even going to far as to have one of them head after Danny as he turns his attentions to the farms.

"Hey, this ain't no tourist trap now, you here? Leave them folks alone, they got the right to be undisturbed!"

Danny being Danny ignores the hayseed and continues toward the farms. He sees one in particular seems to be in a state of advanced disrepair, and heads for it. As he does so his "escort" yells again for him to stop and when he doesn't the young man runs back to the general store.

Danny's grackle sense perks up a bit as he sees the plot for this particular farm is nothing but dirt with hay shredded and sprinkled over the dirt. Obviously no one has used this for farming for some time. The building is an old two story farm house, the red paint peeling and cracking. There is a root cellar underneath, with a newish looking chain and heavy lock on the door.


Doc pokes around a bit himself as Sig and Lance install the new mini gun (and during which are asked a dozen times about when they plan to "leave us all alone" by various town people). He gets a good look at the tree hole (his escort tells him it was lightning, which Doc finds suspect). Doc looks around a bit and finds a small container behind the general store which from the sound of the humming, is probably a generator of some sort. His escort rushes back suddenly and Doc cracks the door open. He sees a few TW Generators set up, enough to run a town ten times this size, but again, no indication that there is any magical energy whatsoever. He's about to close the door none the wiser, when he hears a voice a few feet behind him.

"Boy, what the HELL do you think you're doing?!" it says, and Doc turns to see a giant rotund man looking at him, hand at his hip an inch away from his Ion Pistol."[/b]
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Danny
Posts: 72
Joined: Sun Jun 10, 2018 2:51 pm

Re: Serenity

Post by Danny » Wed May 15, 2019 8:06 pm

Danny was in the middle of telling the young brusque hayseed all about the latest and greatest, ”You see son, when you flex it about shine and time. How long you can hold it and for how long can your muscles stay glistening.” But then for some reason the hayseed ran off when approached the spooky two story death trap cleverly disguised as a barn out in a field needing some desperate attention.

Watching the hayseed running off yelling something about leaving people alone and private property Danny just shook his head. He muttered, ” After the war son, nothing was private. Demons on the loose, shifters summoning things that could betwix your neathers as fast as your mind... Heroes got to be nosey.”

Well has it would happen his grackle sense perked up as he approached so he went into stealth mode hitting the ground with the a self made grackle gilly suit and his fantastic gracklepack ready to deliver a puncher’s chance. Using the time before whatever danger lurked sprung its ugly head Danny opened his eye ball real wide...

Since his companions must have grown weary of his interlude, Danny just softly chats to the empty wind, ” Reminds me of the time I was assigned to Victoria Geist’s personal protection. I was just a private then, snot nosed wet behind the ear hole, and nothing but a dusty wilks laser rifle and a cracked energy clip to my name. Shoot even my guns had yet to evolve. I found her one night in her study reading some book and muttering to her self about Mind slaves... Didn’t think anything of it then but when her eyes looked at me they seem strange, purple even. I shook it off ignoring my sense about such things. First sign she was a murdering psychopath if you ask me.”
Notice 6 or 4(danger sense) 1d8 = 6: 6 wild 1d6 = 2: 2

Something catches his eye sure as if it were Smith walking around shirtless. He hits the comms knowing when to call for back up and explains the situation, ” I hate to be the one who gives ya’ll some bad news, but looks like I found our problem here. You guys know how I got the gracklesense? Well I am up at the McCreepy Farmstead... No one been tillin the field recently and the two story barn lacks pride of ownership. Plus there are some reminants of black body armor, and laser rifle left on a weird looking turret... If I had to guess—“ Danny’s radio goes dead.

Agility: 9 1d12 = 4: 4 wild 1d6 = 6: 6 ace 1d6 = 3: 3
Danny Stat Block
Attributes: Agility d10(3), Smarts d8(1 FG,1), Spirit d6(1), Strength d8(2 race), Vigor d12(1 Race, 1FG, 1MARS, 1 advance)
Charisma: 0 (-4 with CS); Pace: 10 d10; Parry:5; Toughness:20(7); Strain: 0
Skills of Note: Notice d8, shooting d10, fighting d6, stealth d8
Edges of note: quick, level headed, improved level headed, deadshot, champion, elan, marksman, tail(extra action)
Hindrences:Curious, Doubting Thomas, Vengful(minor), Heroic, Stuff ain’t made for me, Issues with the cold
Bennies: 3/3
+1 hi post rate
-1 persuation in the GS
Armor Tx-11
  • +2 ranged attacks
  • 1d12+2 str
  • enviormental protection
  • take 2 hours to recharge 96 hours of continuous use
  • +2 pace(factored in)
  • 7 armor 3 toughness(factored in)
  • It also has built-in mini-computers for basic functions; a communications system with a 10 mile range; public-address loudspeakers; a laser distancer; and a nightvision mode for vision.
Weapon Gracklepack
KLS-RG-15X Manpack Electromagnetic Rail Gun (Patron Item)
Image
The brain child of the KLS corporation, this rail gun design is a miniaturized version of the RG-14 Electromagnetic Mass Driver. It's flexibility, efficiency, and relatively light weight make it the most potent man-portable, anti-armor & anti-demon weapon system ever produced. The only drawback is the delay in discharge as the capacitors spool up to release the hypersonic sabot payload. Several cases of these rifles have been released for field testing.
• Range: 125/250/500
• Damage: 3d10+5
• • In addition to other effects, characters wounded by this are at an additional -2 to heal their wounds due to the depleted uranium shell's innovative tearing design.
• AP: 15 (Goes through up to 12" of heavy steel plate)
• Rate of Fire: 1; Shooting is a full round action.
• Payload: Helical magazine containing 12 APDS rounds (Armor-Piercing Discarding Sabots)
Features:
• • Integrated laser targeting and advanced optics scope offsets two points of Range and/or Darkness penalties.
• Modifiers: Double the benefits of the Aim action.
• Weight: 20 lbs.
Helical magazines must be custom made by highly skilled weapons shops and have a base cost of 1000 credits each.
APDS rounds must be custom made by highly skilled weapons shops and have a base cost of 250 credits each.
Magic Heavenly Speaking Flute
A flute, often carved out of bamboo, bone or wood, with no obvious marks or signs to show it is special. Some Taoist and Shinto mystics create this item to facilitate communication with entities, ghosts and other spiritual beings. As such this item has many great powers but at its core it allows its user to potentially understand any language, especially those of the spiritual realm.
  • Base Item: Translator: functions as a universal translator allowing those that hold it to understand and speak the most common languages in North America, this magical flute operates with a d12+2 skill for most translation work. It can only operate with audio. Use the same process as for the cybernetic Language Translator to teach the system new languages.
  • Song of Heavenly Senses, Detect Arcana(Major)
    • Trappings: A heavenly song that sharpens the senses and reveals even supernatural evil within line of sight.
  • Song of Banishing, Banish (Major)
    • Trappings: A haunting Song that is highly unpleasant to demons and evil spirits. If successfully banished the creatures will not come back while the flute is played as if under the fear power. Goodly creatures gain a level of arcane resistance against this power.
  • Song of Spiritual Comfort (Minorx2): A Musician finds playing the music peaceful and serene. +2 spirit.
  • PPE: 10, uses agility or notice as the quality of the song played affects the powers.

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Stoic
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Bronze Patron
Posts: 254
Joined: Fri May 25, 2018 8:58 am

Re: Serenity

Post by Stoic » Wed May 15, 2019 8:32 pm

Agility 5
WIP
Agility 1d8 = 5: 5
Out of the corner of his reptilian eye, Danny sees the gun on the tripod skitter to it's right as it swivels and aims right toward him (It is about 70 squares away).
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Sig
Posts: 77
Joined: Mon May 28, 2018 5:41 am

Re: Serenity

Post by Sig » Thu May 16, 2019 4:37 am

Largo
Morning
Round 0

Sig tightened the last bolt attaching the mini-gun to the Canyonero. He tested the swivel rotation and the targeting controls inside the vehicle. He wasn’t about to let loose with it in town, of course, but it was a nice piece of work.

Finishing the project meant the others had wandered off, exploring the town. The radio crackled to life with a message from Danny, and then cut out.

“Danny?” Sig called into his radio. “You still there? I’m on my way.”

Sig hopped into the Canyonero and revved the engine to life, putting it into gear and leaving a cloud of dust as he took it off road toward the direction Danny had gone.
Clues
Sgt. John Less
Gammon - cyber-doc tattoo artist, messed up with a cult?
Wro’etth - demon looking to be summoned
Roger - Trimadore cyber doc; missing
Largo, town west of Kingsdale; dangerous
Character Tracker
Sig Character Sheet
Parry:10 (-1 cover); Toughness: Melee: 20 (8)/Ranged: 22 (10)
Assassin: +2 damage vs unaware
Battle Hardened: +2 Soak
Brave: +2 vs. Fear
Combat Reflexes: +2 to unshake
I Know a Guy
Improved Arcane Resistance: +4 Armor vs. magic, +4 to resist magic
Improved Nerves of Steel: Ignore 2 Wound modifiers
Prehensile Tail: Extra non-movement action, no MAP
Titan Belt: +2 Size, +4 Toughness, +2 die types Strength
Thunderer: 7/8 x 2 reloads (8)
Plasma Ejector: 48/48 x 2 reloads (48)
NG-59 Ion Pistol: 18/20 x 2 reloads (20)
  • Grenade: AP 1/1
NG-LG6: 20/20
  • Grenades: Plasma 6/6
Rockets Launcher: 2 normal rockets, 2 anti-vehicle rockets
IRMS: 4/4
First Aid Kit: 2/3
Rations: 14
Bennies: 5/4
Adventure Card:
  • Peace: Your hero is able to improve the attitude of a group in an encounter, perhaps by recognizing someone in the crowd, showing respect, or offering a bribe. It doesn’t work on true enemies—only “neutrals” who happen to cross paths with your party.
  • Ace: Play instead of rolling to make a trait test with a single automatic raise.
  • Turncoat: Your hero somehow convinces or bribes a minor foe to perform a small favor—such as helping the hero escape, revealing the location of the “boss,” etc.


Loadout
  • Main Weapon (hand): Thunderer Combat Hammer
    • 2 reloads
  • Backup Melee Weapon (hip/tail): Vibrosword
  • Backup Melee Weapon (boot/tail): Vibroknife
  • Long arm (back): Pulse Plasma Ejector
    • 2 reloads
  • Spare longarm (back): NG-LG6
    • Grenades: Plasma x 6
  • Sidearm (hip/tail): Ion Pistol/integral grenade launcher
    • 2 reloads
    • Armor Piercing grenade
  • Rocket Launcher (back): Loaded standard
    • Standard rocket x 2
    • Anti-vehicle rocket x 2
  • Chest rig
    • Plasma grenade x 3
    • High explosive grenade x 3
    • Armor Piercing grenade x 3
    • Frag grenade x 2
    • Big Bore reload
  • Triarius Heavy Armor
  • Titan Belt
  • Trauma kit
  • Survival Pack
  • Kingsdale security badge
  • Kingsdale wi-fi access chip (in armor)


Canyonero SUV
  • Size 4
  • Acc/TS 20/40
  • Toughness 27(16)
  • Remaining Mods 3
  • Notes: All-Terrain, Handling 1, Sensor Suite, M.D.C. Armor
  • Mini Rail Gun (can be made Fixed to get +1 Mod back)
    • Damage: 2d8+4 AP 6
    • Range: 75/150/300
    • ROF 4
    • Shots: 32

[/list]

Shopping list
Stun grenades
Smoke grenades
EMP grenades
Rockets
Vehicle mods
Loot
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife

User avatar
Lance
Posts: 75
Joined: Fri Jun 29, 2018 9:25 pm

Re: Serenity

Post by Lance » Sat May 18, 2019 12:22 am

As Sig is moving to start the Canyonero, Lance responds over his own radio. "We cometh anon, Danny! You shall have our aid as soon as we can get there!" By the time he's done speaking, he's swung up onto Steed's back, and launches at a full gallop. He waits until the house is in sight before extending the drill to its full length.
Lance
OOC Comments
Dog-Boy Techno-Warrior
Agility d10, Smarts d6, Spirit d10, Strength d12, Vigor d8
Charisma: 0 (but effectively +2); Parry: 7; Toughness: 18 (8) or Ranged 22 (12)
Fighting d12+6, Shooting d8, Riding d12+1, Notice d4+2 (+4 Scent/Vision), Repair d4, Tracking d6+4, Streetwise d6+2, Persuasion d6+2, Survival d4+4, K: Politics d8
Edges: Danger Sense, Beast Master, Nerves of Steel, Quick, Improvisational Fighter, Trademark Weapon (Drill), Imp. Counterattack
Hindrances: Code of Honor, Minor Delusion (Knighthood), Quirk (Faux-Courtly Speech), Outsider
Preferred Attacks:
  • Primary Attack: Drill, Fighting d12+6, Strength (d12) + 2d6 MD, AP 10, Reach 1 (if needed)
    Mounted Attack: Drill, Mounted Lance Mode, Fighting d12+6, Strength (d12) +2d6, AP 12, Reach 2
    Hard Target: Drill, Fighting d12+6, Strength (d12) +2d6 MD, Ignores Armor (Full Round Action, only vs. Vehicles/RA/Inanimate objects)
    Ranged Attack: Shooting d8, Portable Rocket Launcher (5d6 AP 6 SBT) or JA-9 Variable Rifle (3d6+1 AP 3)
Cybernetics (12/14 Strain):
  • EDS, Optics Package, Core Electronics Package, Wilderness Scout Package, x2 Wired Skill Ports (4-step Fighting, Riding), HtH Reaction Wiring, Reinforced Frame, Cy-Wi Reflexes, Drill
Bennies: 3/3
  • Q2/19 Adventure Cards:
    Cutting In Line Draw 3 initiative cards and keep the highest.
    Inspiration Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.
“Steed” (Heavy Warhorse with Cybernetics)
[list] Agility 6; Smarts d4 (A); Spirit d6; Strength d12+2; Vigor d10
[*]Fighting d8; Notice d6
[*]Pace 10/d10; Parry 6; Toughness 22 (12 MDC)
[*]Size +3
[*]Kick: Strength +2d6 MD [/list]

User avatar
Danny
Posts: 72
Joined: Sun Jun 10, 2018 2:51 pm

Re: Serenity

Post by Danny » Wed May 22, 2019 7:35 am

Danny’s tail fished out his wilks 447 snapping in his hands. He aimed using his targeting sensors in his helm and fired. Not trying to hit the weapon trained on him but one of the legs of the tri pod so that it would just fall to the ground. No sense completely destroying a fine gun like that.

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

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