Serenity

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Stoic
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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: 78
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: 4/3
+1 Lucky
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: 79
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: 81
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: 83
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: 6/4
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
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife

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Stoic
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Posts: 310
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: 78
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: 4/3
+1 Lucky
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: 310
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: 83
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: 6/4
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
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife

User avatar
Lance
Posts: 81
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. Seeing how far it is, he pulls out the laser rifle while closing the distance.
OOC Comments
Run Die for Steed 1d10 = 1: 1
Moved 11" this round
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: 78
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: 4/3
+1 Lucky
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.

User avatar
Stoic
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Bronze Patron
Posts: 310
Joined: Fri May 25, 2018 8:58 am

Re: Serenity

Post by Stoic » Wed May 22, 2019 7:34 pm

The automated gun slumps over on its side. In spite of this, the gyro system still tries to take aim at Danny and fires a laser beam in his direction
OOC Comments
Shooting 1d8-2 = 0: 2
The Beam goes wild, hitting the broad side of the barn cutting a hole through it.
Inits
Inits
Gun 1d54 = 17: 17

Danny 1d54 = 39: 39
Level Headed 1d54 = 41: 41
Improved Level Headed 1d54 = 30: 30



Lance 1d54 = 11: 11
Reroll due to Quick
1d54 = 7: 7
Reroll 1d54 = 23: 23

Sig 1d54 = 51: 51

Initiative Order:
Sig goes first and pulled a Joker. Everyone gets a benny, Sig's next Action and Damage is +2
Danny
Lance
Gun
OOC Comments

The rest of the group (aside from Doc) is En-route. Danny is roughly 40 squares away so please adjust your travel time accordingly. In 20 Squares Sig will need to make a driving roll at a -2 to avoid running over the Gumbo boy that was shadowing Danny.

Sgt, please let me know what Doc would like to do in response to the portly gentleman who has confronted him at the TW Generator container
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Lance
Posts: 81
Joined: Fri Jun 29, 2018 9:25 pm

Re: Serenity

Post by Lance » Wed May 22, 2019 8:57 pm

OOC Comments
Unstable Platform:
Shooting 1d10-2 = 2: 4 Wrong Die
Shooting 1d8-2 = -1: 1
Wild Shooting 1d6-2 = 0: 2
Would be an Innocent Bystander situation, but Danny's not close enough to the turret for it to be an issue.

Steed Run Die: 1d10 = 5: 5 15" this round
Total movement: 26", now 14" from Danny
Lance urges a bit more enthusiasm out of Steed, and levels the laser rifle to fire. Sadly, with all the bouncing, it's tough to get off a decent shot, or even a lousy one; the laser lances out, passes far afield of the target, and produces a yowl from the next farmstead over. Verily, I hopeth that was not someone's family cat.
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
Doc Olliday
Posts: 79
Joined: Sat Aug 18, 2018 11:07 am

Re: Serenity

Post by Doc Olliday » Wed May 22, 2019 9:37 pm

Stoic wrote:
Wed May 15, 2019 7:48 pm
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."
Doc's eyes never leave the big man's face and his voice is smooth as silk,

"Well that all depends on what you can tell me."

Persuassion _
Charisma +3
[*] Persuassion 1d8 = 1: 1
[*] Wild 1d6 = 6: 6
[*] Aced! Wild 1d6+6 = 10: 4
While Doc is talking, his left hand has moved the duster behind the holster of his "Thunderer" and his right hand has retrieved a curved block of plastic from his left duster pocket.
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
Edit Signature

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Stoic
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Bronze Patron
Posts: 310
Joined: Fri May 25, 2018 8:58 am

Re: Serenity

Post by Stoic » Wed May 22, 2019 9:49 pm

The man looks at Doc and frowns, visibly relaxing. "Look, just get out of here, ok?" he pleads. "I won't say anything if you and your buddies leave right now... so just go ok?"
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Doc Olliday
Posts: 79
Joined: Sat Aug 18, 2018 11:07 am

Re: Serenity

Post by Doc Olliday » Wed May 22, 2019 9:56 pm

Stoic wrote:
Wed May 22, 2019 9:49 pm
The man looks at Doc and frowns, visibly relaxing. "Look, just get out of here, ok?" he pleads. "I won't say anything if you and your buddies leave right now... so just go ok?"
Doc steps away from the door he had just closed and walks to the other side of the large man so that he has to turn towards him.

"Got one more question before I leave, How good are you at making scenary and props?"

Not waiting for an answer, Doc saunters back out into the street and finds his way to @Sig, @Danny, and @Lance.
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
Edit Signature

User avatar
Danny
Posts: 78
Joined: Sun Jun 10, 2018 2:51 pm

Re: Serenity

Post by Danny » Sat May 25, 2019 9:43 am

Danny looked down the scope of his rifle aiming at the gyrostabilizer of the weapon system.
Last time I saw something this small was when Smith... Danny chuckled. It had taken him sometime to come to grips about what when down at the Tawdry photo shoot. But his time in kingsdale had given him a chance to put it into prospective.

Lying prone in the dirt he fired his rifle trying to disable to gyrostabalizer.

Shooting -4+2 armor+2aim= 1d12 = 11: 11 wild 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: 4/3
+1 Lucky
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.

User avatar
Stoic
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Posts: 310
Joined: Fri May 25, 2018 8:58 am

Re: Serenity

Post by Stoic » Sun May 26, 2019 8:27 am

Danny hits the servo. The gun suddenly tilts into the air and wobbles, almost certainly out of comission. Lance and Sig arrive and Doc if so inclined can mosey up as well. Doc notices that the townspeople are making a hasty retreat, returning to their various homes or businesses and shutting the doors and pulling the curtains.
The Gun
The gun is of a highly advanced design. It has three spindly legs, one of which is broken in half by Danny's shot, and a spot for another. The rifl is a sleek design and you can't quite make its origin (-4 common knowledge to tell it's a Kittani Automated Rifle, a Super-Tech Item.

It is a Vehicular Light Laser, with a pace of 8 if fixed. It has the Danger Sense and Marksman Edges.
OOC Comments
What would you like to do now?
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Doc Olliday
Posts: 79
Joined: Sat Aug 18, 2018 11:07 am

Re: Serenity

Post by Doc Olliday » Mon May 27, 2019 4:26 pm

Stoic wrote:
Sun May 26, 2019 8:27 am
Danny hits the servo. The gun suddenly tilts into the air and wobbles, almost certainly out of comission. Lance and Sig arrive and Doc if so inclined can mosey up as well. Doc notices that the townspeople are making a hasty retreat, returning to their various homes or businesses and shutting the doors and pulling the curtains.
The Gun
The gun is of a highly advanced design. It has three spindly legs, one of which is broken in half by Danny's shot, and a spot for another. The rifl is a sleek design and you can't quite make its origin (-4 common knowledge to tell it's a Kittani Automated Rifle, a Super-Tech Item.

It is a Vehicular Light Laser, with a pace of 8 if fixed. It has the Danger Sense and Marksman Edges.
OOC Comments
What would you like to do now?
"Hey @Sig if you are looking for new vehicular weapons, seems @Danny wrangled you up one."

Under his breath and very quietly, "How does that saying go? Two is company but three is a crowd. We are about to meet party number two."

" @Lance how are you for finding people based on their powers?" Doc hands Lance the cover plate to one of the TW generators.
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
Edit Signature

User avatar
Lance
Posts: 81
Joined: Fri Jun 29, 2018 9:25 pm

Re: Serenity

Post by Lance » Tue May 28, 2019 2:21 am

OOC Comments
Notice/Scent 1d4+4 = 7: 3
Wild Notice 1d6+4 = 5: 1
Lance shakes his head at Doc. "I feareth the gifts of Merlin had one cost, and that was my ability to tracketh supernatural energies. However, I might be able to pick up the mundane scent of the builder, if he hath handled it recently."
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
Sig
Posts: 83
Joined: Mon May 28, 2018 5:41 am

Re: Serenity

Post by Sig » Thu May 30, 2019 1:03 am

Common Knowledge #
-4 difficulty
Smarts 1d6-4 = 0: 4
Wild 1d6-4 = -1: 3
Largo
Morning
Round 0

Sig pulled up in the newly armed Canyonero just as Danny took out the automated gun that was firing at him.

“What the heck is that, brah?” Sig asked, eying the high tech weapon. “I haven’t ever seen any gun like that.”

He glanced over at Doc. “And after I got such a good deal on the last. Well, there’s still room for it on the Canyonero,” he said. “We can add it on. But it might be better for defense, with those walker legs or whatever. Let’s see if we can fix it.”

Sig picked up the gun and slid it into the Canyonero for when they had time to make the necessary repairs.
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: 6/4
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
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife

User avatar
Danny
Posts: 78
Joined: Sun Jun 10, 2018 2:51 pm

Re: Serenity

Post by Danny » Thu May 30, 2019 12:24 pm

Common kn 1d8-4 = -1: 3 wild 1d6-4 = 1: 5
Stealth 1d8 = 6: 6 wild 1d6 = 4: 4

Danny shrugged at Sig and motioned for everyone to hit the comma and stay low. He sling his rifle and pulled out the Gracklepack knowing this was just the beginning. Folks did not but out some kind of sentry unless there was something worth protecting. ” Keep low. Approach the barn with caution. Spread out don’t clump up. Someone is not looking to be disturbed and we aim to spoil that.”

Danny started move in on the Barn keeping low in the field and sticking tot he shadows or tree covering when possible. ” You all saw those trees right? Like something burned a hole through them... This field hasn’t been worked like it should have, overgrown... Something went down here mighty fishy.”
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: 4/3
+1 Lucky
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.

User avatar
Doc Olliday
Posts: 79
Joined: Sat Aug 18, 2018 11:07 am

Re: Serenity

Post by Doc Olliday » Thu May 30, 2019 9:06 pm

"Found about four TW generators in shed nearby. Unused."

Doc drew out both of his pistols and checked to make sure his shooting skill soft was still loaded. Then doing a mental check he verified each of his gadgets and gizmos were ready and available.

He touched the brim of his hat to activate his Nighty Night Vision (Exalted Detect Arcana).

Activation _
[*] Weird Science (1d10) 1d10 = 5: 5 []
[*] Wild (1d6) 1d6 = 4: 4 []

"I think this town's dance card is full and someone feels we are cutting in on this slow dance."
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
Edit Signature

User avatar
Stoic
Bronze Patron
Bronze Patron
Posts: 310
Joined: Fri May 25, 2018 8:58 am

Re: Serenity

Post by Stoic » Thu Jun 06, 2019 8:07 pm

Doc's Exalted Detect Arcana still doesn't seem to see anything out of the ordinary, which is quite odd for a town seemingly running off of TW Generators. Danny goes over to investigate the barn a bit more and when he puts his arm against it he feels that it is very solid, like steel. The COT spots a door with a lock, that looks pretty new and pretty well constructed. Unfortunately for the lock, the assemble group can pick or simply rip it off with minimal effort. One of the group members solves the problem of the lock and you pull the door open, to reveal a surprisingly modern interior. It is air conditioned and the barn seems to be sectioned off with large moveable walls. A bit of exploring reveals simple cots set up in most of the living areas, though one is quite a bit more elaborate. This particular room has the biggest living area, and the bed is a rather plush affair with a dark wood headboard and a matching wardrobe set. Doc see's flickers of magical energy coming from a walnut trunk at the foot of the bed. The trunk is seamless, and Doc gets a bad feeling that it is trapped in some way. Danny's danger sense is a bit prickly as well, so you're more than cautious.
OOC Comments
A lockpicking roll at a -4 opens the chest. A crit failure results in an explosion of 3d10+4 to a LBT
If the lock is picked and the trunk is opened, you see a dark blue sledge hammer carved out of a single piece of stone. It has mystic runes carved all over it and in fact you recognize it as the Hammer the Raksasha used in the video tape that was acquired from the coalition.
Further searching of the barn reveals that there are probably a couple of dozen living spaces total, with at least two of the cots in each session.
OOC Comments
Please give me a notice check at a -2. If you succeed, you notice that a little square area that is not in any particular living space seems to be devoid of dust... a trap door maybe? If you succeed the combined strength of the grackles alone is enough to pry open the door to reveal a very pale Trimadore Alien in a pit that goes about 20 feet deep. He is chained to an iron stake in the middle of the floor and has a bit of straw for a bed and a bottle to use for relieving himself. Aside from that there is quite a bit of advanced technology set up on a work bench and various gizmos in states of construction. He looks to you with a sad face and says "Help me"
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Doc Olliday
Posts: 79
Joined: Sat Aug 18, 2018 11:07 am

Re: Serenity

Post by Doc Olliday » Fri Jun 07, 2019 9:44 am

Stoic wrote:
Thu Jun 06, 2019 8:07 pm
Doc see's flickers of magical energy coming from a walnut trunk at the foot of the bed. The trunk is seamless, and Doc gets a bad feeling that it is trapped in some way. Danny's danger sense is a bit prickly as well, so you're more than cautious.

OOC Comments
A lockpicking roll at a -4 opens the chest. A crit failure results in an explosion of 3d10+4 to a LBT
If the lock is picked and the trunk is opened, you see a dark blue sledge hammer carved out of a single piece of stone. It has mystic runes carved all over it and in fact you recognize it as the Hammer the Raksasha used in the video tape that was acquired from the coalition.
"Let's just move that out of here. Worry about the lock later."

Doc heads to the wardrobe and begins looking through the clothes, looking for anything that might fit @Danny and could be added to his new boutique.

Stoic wrote:
Thu Jun 06, 2019 8:07 pm
OOC Comments
Please give me a notice check at a -2. If you succeed, you notice that a little square area that is not in any particular living space seems to be devoid of dust... a trap door maybe? If you succeed the combined strength of the grackles alone is enough to pry open the door to reveal a very pale Trimadore Alien in a pit that goes about 20 feet deep. He is chained to an iron stake in the middle of the floor and has a bit of straw for a bed and a bottle to use for relieving himself. Aside from that there is quite a bit of advanced technology set up on a work bench and various gizmos in states of construction. He looks to you with a sad face and says "Help me"
"This looks like a staging area. Something big is going down or will be going down soon."

Notice 5 _
Scene Modifier -2
[*] Notice (1d10) 1d10 = 7: 7
[*] Wild (1d6) 1d6 = 1: 1
Doc is not wasting time and finding the trapdoor, opens it. Seeing the Trimadoe, he asks, "Is that you Roger?"
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
Edit Signature

User avatar
Lance
Posts: 81
Joined: Fri Jun 29, 2018 9:25 pm

Re: Serenity

Post by Lance » Sat Jun 08, 2019 1:52 am

Lance used his drill to pop open the first lock, shredding it to tiny pieces of metal and letting the door swing wide. He was about to do the same to the trunk lock when Doc (fortunately for all) stopped him--just as his own EDS kicked in and warned him about the potential hazard. "Hrmph. There is a bit of cordite in there, most probably a bomb. If this were an electronic lock, I could gaineth access, but the crude mechanical locks are not my forte."

He gives a curl of his lip as the Trimadore is revealed--slave pens generally don't smell very pleasant. Even if toilet facilities are provided, there's usually a dense smell of fear-sweat.
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
Sig
Posts: 83
Joined: Mon May 28, 2018 5:41 am

Re: Serenity

Post by Sig » Wed Jun 12, 2019 5:16 am

Lockpicking 8
-4 difficulty
Lockpicking 1d4-2 = 0: 2
Wild 1d6-2 = 3: 5
Benny for Extra Effort 1d6+3 = 8: 5
Largo
Morning
Round 0

Sig studied the lock as the others found Roger. “I can give that lock a try,” he offered. “Everybody clear away, just in case.”

Once everyone was a safe distance away, Sig sealed up his armor and pulled out his tools to have a go at the lock. It only took a minute and the lock popped. Sig opened the lid to reveal a large blue stone sledge hammer with mystic runes.

“Now what is this?” Sig asked, lifting the hammer carefully from the trunk.
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
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
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: 6/4
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
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife

User avatar
Doc Olliday
Posts: 79
Joined: Sat Aug 18, 2018 11:07 am

Re: Serenity

Post by Doc Olliday » Sat Jun 15, 2019 9:53 am

Doc surveyed the pit and thought better of trying to move Rodger. Quite certain that it was Rodger in the hole, Doc climbed down the ladder into the pit. With his exalted detect aracana up, Doc set to work assessing the situation from ground level.

@Sig @Danny @Lance

"Secure that chest in our ride. And watch the perimeter. I am taking care of the toad in the hole. Keep the radio freq open."

Doc sets to work.


Investigation 11 _
[*] Investigation (1d8) 1d8 = 4: 4
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 11: 5
Healing 8 _
[*] Healing (1d10) 1d10 = 8: 8
[*] Wild (1d6) 1d6 = 3: 3
Medicine 6 _
[*] Medicine (1d8) 1d8 = 6: 6
[*] Wild (1d6) 1d6 = 5: 5
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
Edit Signature

User avatar
Stoic
Bronze Patron
Bronze Patron
Posts: 310
Joined: Fri May 25, 2018 8:58 am

Re: Serenity

Post by Stoic » Thu Jun 20, 2019 8:41 pm

The trimadore looks up at Doc with a mixture of relief and fear.

"Please, you must hurry they'll be back any moment...How did you know my name?"

As you help him up Doc immediately recognizes that the Trimadore is very underweight, probably malnourished to boot. While he isn't physically injured, he can definitely use some rest. The trimadores little black eyes keep blinking as if the small amount of light filtering into the barn is too much for him.

"they they, they kidnapped me..." he shakes his head "They kidnapped me and made me... made me do terrible things..."

The little bit of light coming into the bar all but disappears as the winds outside start to intensify, vibrating the wooden shell of this building. Roger's distress increases, and then the front and back doors of the barn slide back, revealing a dark yellow sky and a half a dozen people in front, and another half dozen in back. With the group in the back is a large imposing figure wearing dark red armor with mystical runes on it, and a hood. You see tufts of fur poking out of the hood. Obviously this is the raksasha from the video.
initiative

Initiative Order:
Lance
Danny
Raksasha
Roger
Sig
Doc


Cultists 1d56 = 3: 3
Raksasha (Quick) 1d56 = 47: 47
Roger 1d56 = 45: 45
Lance (Quick) 1d56 = 49: 49
Danny (Quick) 1d56 = 18: 18
Level Headed 1d56 = 35: 35
Improved Level Headed 1d56 = 49: 49
Sig
Doc 1d56 = 27: 27

I am using Rob's rules for initiative which are:

Initiative in alphabetical order with players at the top, then in the same order with NPCs.

I will roll 1d56 for each of your initiative cards. I do not reroll duplicates, instead there are 2 extra Joker positions.

  • Quick rerolls 20 or less
  • Quickness with a Raise rerolls 28 or less
  • 53, 54, 55, 56 are considered Jokers
  • Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).



GM Bennies 9/9
Wild Card Bennies ?

User avatar
Lance
Posts: 81
Joined: Fri Jun 29, 2018 9:25 pm

Re: Serenity

Post by Lance » Thu Jun 20, 2019 9:08 pm

Fear Check 12 less penalties; thumping three Cultists' heads
Fear Check if needed 1d10 = 10: 10 ACE 1d10+10 = 12: 2
Wild Spirit 1d6 = 2: 2

Rapid Attack -4 vs. three of the guys to the back, Non-Lethal -1
Fighting 1d12+1 = 11: 10
Fighting 1d12+1 = 9: 8
Fighting 1d12+1 = 2: 1
Wild Fighting 1d6+1 = 6: 5
Two Raises and a Hit
Raise 1 1d12 = 4: 4 + 2d10 = 12: 3, 9 + 1d6 = 4: 4, NO AP (drill isn't spinning) TOTAL 20
Raise 2 1d12 = 8: 8 + 2d10 = 11: 7, 4 + 1d6 = 5: 5, NO AP (drill isn't spinning) TOTAL 24
Hit 1d12 = 4: 4 + 2d10 = 12: 5, 7, NO AP (drill isn't spinning) TOTAL 16

Three Cultists drop, unless they're all WCs, in which case they take 2 Wounds, 3 Wounds, 1 Wound.
Lance, seeing that the ambushers appear to be mortal threats, decides not to cut them down savagely, in case they are ensorcelled or coerced. Leaving the drill-bit still, he extends the shaft and brings the head down, sideways, on three of the cultists standing between him and the demon in the rear. "I would appreciateth if the rest of though cultists dire wouldst stand aside and let me engageth the demon in honorable combat."
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: 78
Joined: Sun Jun 10, 2018 2:51 pm

Re: Serenity

Post by Danny » Thu Jun 20, 2019 9:17 pm

Danny looked at the guy in the back... IT had been a few years since he had tangled with someone with that kind of mystic mojo. But he knew what to do... Back in the early days of the war for Tolkein before it had gone sour Danny had run with a group of Aces... Real pretty boys and tom cats. Smith, his better looking brother Jones, and Luke. Ladies swooned and hearts loomed as they strode from town to town picking up fresh recruits... Young men, budding wizards, bucks that did not know enough to say get lost. Last town they visited before the war got hot... Yeah Danny remembered something similar to what was looming in the back... He remembered the screams it wrought, and the terror it embedded in his heart. The women it smoked, and children it cut open in a blood bath. He remembered it all...

The Grackle Tooth gurggled something incoherent as all its muscles flexed at the same time... ” Arggghhhhhhhh! You’ll pay you fucking bastard! Raaaahhhhhh!”

Was Danny even carrying his gracklepack, was it loaded? It didn’t matter it was in his hands and he pulled the trigger putting the Rak creatures horrific looking face right in the cross hair... Money Shot.
Invoking Hindrence: Fear Check Fail result is Adreniline, Shooting 20 in the head, Damage 29 or 31 if champion applies AP 15 MDC
Shooting with marksmanx2, trade mark weapon, +2 shooting, +2 adrenaline, -4 headshot: 1d12+5 = 17: 12 ace 1d12 = 3: 3 wild 1d6+5 = 8: 3
Damage forgot +2 adrenaline: 3d10+9 = 23: 6, 7, 1 (maybe plus 2 from champion) raise: 1d6 = 4: 4 AP 15 MDC
Fear check Spirit: 1d6-2 = 1: 3 wild 1d6-2 = -1: 1
Fear Table Roll: 1d20+2 = 3: 1
Adrenaline: +2 trait rolls and damage on next action.
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: 4/3
+1 Lucky
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.

User avatar
Stoic
Bronze Patron
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Posts: 310
Joined: Fri May 25, 2018 8:58 am

Re: Serenity

Post by Stoic » Fri Jun 21, 2019 8:26 pm

OOC Comments
Soak
Vigor 1d10 = 5: 5
Wild Die 1d6 = 4: 4

Benny to reroll
Vigor 1d10 = 2: 2
Wild Die 1d6 = 3: 3
The Raksasha drops to the ground, his head resembling a handful of burger. As he lays there, the runes carved into his armor glow, and Lance and Danny's Danger Sense fires off.
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Doc Olliday
Posts: 79
Joined: Sat Aug 18, 2018 11:07 am

Re: Serenity

Post by Doc Olliday » Fri Jun 21, 2019 9:21 pm

Doc by this point in time is climbing out of the pit to see what the ruckus is all about. All he sees is the Raksasha hit the floor.

Doc grabs a circular device strapped to his back and under his duster. Pressing a button, he tosses it like a frisbee across the floor and towards the cultists, trying to get it in front of @Lance.

Throwing 11 _
Unskilled -2
[*] Throwing (1d4) 1d4 = 4: 4
[*] Aced! Throwing (1d4+4) 1d4+4 = 8: 4
[*] Super Aced! Throwing (1d4+8) 1d4+8 = 12: 4
[*] Super Saiyan Aced! Throwing (1d4+12) 1d4+12 = 13: 1
[*] Wild (1d6) 1d6 = 4: 4
Bouncing Betty - Stalwart Walls (Greater Barrier) _
4 of 5 PPE
Range 24"
2 Wall Sections
10 Toughness per section
12 MDC per section
"Step back Lance!"
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
Edit Signature

User avatar
Sig
Posts: 83
Joined: Mon May 28, 2018 5:41 am

Re: Serenity

Post by Sig » Mon Jun 24, 2019 4:38 am

Largo
Morning
Round 0

“Good job, Danny,” Sig said as the other grackle turned the Rakshasa into Hamburger Head. But that caused the runes on his armor to glow dangerously. Doc put up a magical barrier.

“Alla you better clear out!” Sig yelled at the townsfolk. “We didn’t come for no trouble, but we’re more than willing to dish it out if you still want some.” With that, he lifted the Rakshasa’s hammer. “An’ I got this now!”
Intimidation #
Don’t know if there are any situational bonuses
Intimidation 1d4-2 = 1: 3
Wild 1d6-2 = 3: 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
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
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: 6/4
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
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife

User avatar
Stoic
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Posts: 310
Joined: Fri May 25, 2018 8:58 am

Re: Serenity

Post by Stoic » Wed Jun 26, 2019 7:34 pm

Doc's bouncing betty causes a shimmering light blue transparent wall to appear between the angry mob and Lance. They press up against the force filed, but can not seem to go through it. Outside a loud CRACK is heard, a bolt of lighting surely, but then a few planks that make up the ceiling of the barn are torn off, whipping away into the wind and revealing a dark green angry sky. You glance up and notice there are two dead men, crawling on the ceiling, eager to drop down on your side of the barrier to cause havoc.
OOC Comments
A common knowledge roll at a -2 will help you realize that these are murder wraiths.
Initiative
Stolen from Rob
Roll d56 for your initiative card.
Quick rerolls 20 or less
Quickness with a Raise rerolls 28 or less
53, 54, 55, 56 are considered Jokers
Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


Lance 1d56 = 37: 37
Danny 1d56 = 25: 25
Level Headed 1d56 = 3: 3
Improved Level Headed 1d56 = 43: 43
Sig 1d56 = 42: 42
Doc 1d56 = 49: 49
Townspeople 1d56 = 5: 5
Murder Wraiths 1d56 = 3: 3
Quick 1d56 = 27: 27
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Sig
Posts: 83
Joined: Mon May 28, 2018 5:41 am

Re: Serenity

Post by Sig » Thu Jun 27, 2019 11:25 pm

Common Knowledge 3
Smarts 1d6-2 = 2: 4
Wild 1d6-2 = 3: 5
Growth 33
K. Electronics 1d6+1 = 2: 1
Wild 1d6+1 = 7: 6
Ace 1d6+7 = 13: 6
Ace 1d6+13 = 19: 6
Ace 1d6+19 = 25: 6
Ace 1d6+25 = 31: 6
Ace 1d6+31 = 33: 2
Largo/Barn
Morning
Round 0

“Heads up!” Sig yelled to the others, looking up at the ceiling of the barn that had been ripped open. Two undead things were crawling up there.

Sig handed the runic hammer off to his tail and reached down to activate his Titan belt. He grew to even more massive size and pulled out his plasma ejector
Actions
Transfer hammer (tail action, no MAP), activate belt (free), draw plasma ejector (action)
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
***

Titan: Size 4, Toughness Melee 24 (8)/Ranged 26 (10), Strength d12+4
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
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
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: 6/4
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
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife

User avatar
Pender Lumkiss
Diamond Patron
Diamond Patron
Posts: 2885
Joined: Thu Mar 09, 2017 9:00 pm

Re: Serenity

Post by Pender Lumkiss » Sun Jun 30, 2019 3:11 pm

Team work makes the dream work.

Smarts for common KN: 1d8 = 4: 4 wild 1d6 = 3: 3
Kn arcana 1d8 = 1: 1 wild 1d6 = 2: 2 Benny for extra effort 1d6 = 3: 3
13th GM bennies GM Bennies
4/4
Vampire Kingdoms GM Bennies
4/4
Legends of the Black Bennies
2/2
77th GM bennies
1/7

User avatar
Doc Olliday
Posts: 79
Joined: Sat Aug 18, 2018 11:07 am

Re: Serenity

Post by Doc Olliday » Mon Jul 01, 2019 7:02 am

Doc looks up into the rafters. Damn. Juicers gone bad. I so like Juicers.

Scrambling out of the Trapdoor, he motions to Rodger to stay put and be quiet. Doc pulls out his Harmonizer (Greater Smite) and heads after @Lance. Runs attempting to follow the path of the Bouncing Betty and reach Lance in time before he strikes out.

Pace + Run, 12" _
Pace 6
[*] Run 1d6 = 6: 6
Doc strikes the two tined fork, thinking that in the Golden Age they used these for something other than weapons. But Doc was not exactly sure what. He had found a very effective use that worked for nearly any weapon.

Greater Smite, +4 DAM, Mega Damage _
MAP - 2
[*] Weird Science (1d10) 1d10 = 7: 7
[*] Wild (1d6) 1d6 = 3: 3
The fork vibrates as Doc strikes it and he is able to reach a long section of Lance's drill. Activating the magnet he set on the drill and watching as the machine vibrations begin matching the Harmonizer.

"There that should get you clear of our next hurdle. Go Lance."
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
Edit Signature

User avatar
Lance
Posts: 81
Joined: Fri Jun 29, 2018 9:25 pm

Re: Serenity

Post by Lance » Mon Jul 01, 2019 7:16 pm

OOC Comments
Rapid Attack--Strike 1 & 2 on MW#1, Strike 3 on MW#2
RapAtt -4, Fighting d12+6
Fighting 1 1d12+2 = 12: 10
Wild Fighting 1 1d6 = 4: 4
Raise: Damage 1d10 = 1: 1 + 2d12 = 14: 8, 6 + 1d6 = 4: 4 +4 for GS = 23 AP 10 MD vs. 19 (6) = 10 points above net Toughness = 2 Wounds

Fighting 2 1d12+2 = 4: 2
Wild Fighting 2 1d6 = 1: 1
Miss

Fighting 3 1d12+2 = 4: 2
Wild Fighting 3 1d6 = 3: 3
Miss
Lance, seeing the threat on the ceiling, nods to Doc as the fork strikes his drill, turning the normal whine into an almost infernal squeal, and again pistons the lance to strike upwards. Only one of the blows strikes true, but that one is a solid hit against the nasty thing.
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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Stoic
Bronze Patron
Bronze Patron
Posts: 310
Joined: Fri May 25, 2018 8:58 am

Re: Serenity

Post by Stoic » Mon Jul 01, 2019 7:44 pm

The dead man is perforated by the enchanted drill bit. A black viscous liquid sprays from the wound, and he falls to the ground, dead. Probably.
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Doc Olliday
Posts: 79
Joined: Sat Aug 18, 2018 11:07 am

Re: Serenity

Post by Doc Olliday » Mon Jul 01, 2019 9:11 pm

The Murder Wraith falls and Doc sees an opportunity to do some surgery, I mean uh er some research. Juicers were the reason he got into medicine and weird science in the first place. Time to see what makes a Murder Wraith more than a Juicer.
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
Edit Signature

User avatar
Danny
Posts: 78
Joined: Sun Jun 10, 2018 2:51 pm

Re: Serenity

Post by Danny » Tue Jul 02, 2019 7:25 am

Kn Arcana 9, I need some magic too...

Danny stood and quickly moved to Doc while shootimg his laser rifle with his tail up at the last murder wraith getting ready to drop. Not to hit him or anything, but to damage the wood in a few spots so the creature would come crashing down stunned.

Danny called to Doc grinning at him, ” Pure determination ain’t gonna kill these things Doc, load me up and I’ll get to work.”

Agility trick on other wraith: 1d12 = 6: 6 wild 1d6 = 4: 4
Move: 10” plus run die 1d6 = 2: 2
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: 4/3
+1 Lucky
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.

User avatar
Doc Olliday
Posts: 79
Joined: Sat Aug 18, 2018 11:07 am

Re: Serenity

Post by Doc Olliday » Tue Jul 02, 2019 8:17 am

Doc tilted his hat to @Danny, "Why certainly my big boned friend."

"Interesting thing about the Harmonizer. When I found the first fork, it was in a set."

Pulling another fork from the gun belt under his duster, Doc strikes the fork on the pistol butt of Thunderer. The vibrations ring out and Doc looks for the right place to Harmonize Danny'e weapon.

Greater Smite, +4 Damage, MD _
[*] Weird Science (1d10) 1d10 = 4: 4
[*] Wild (1d6) 1d6 = 5: 5
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
Edit Signature

User avatar
Stoic
Bronze Patron
Bronze Patron
Posts: 310
Joined: Fri May 25, 2018 8:58 am

Re: Serenity

Post by Stoic » Thu Jul 11, 2019 7:17 pm

OOC Comments
Resist Trick 1d12 = 11: 11

Throwing 1d8 = 3: 3

Clockface 1d12 = 10: 10
The Murder Wraith grins, revealing a mouthful of rotted and broken teeth. The eerily green sky has enough light to show him nimbly move out of the way of the laser blasts. He tosses a grenade down amongst the group but it takes a weird bounce and does not hit anyone, but does blow up a bit more of the barn, which you swear wobbles.
Initiative
Stolen from Rob
Roll d56 for your initiative card.
Quick rerolls 20 or less
Quickness with a Raise rerolls 28 or less
53, 54, 55, 56 are considered Jokers
Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


Lance 1d56 = 5: 5
Quick 1d56 = 51: 51
Danny 1d56 = 18: 18
Level Headed 1d56 = 18: 18
Improved Level Headed 1d56 = 56: 56
Sig 1d56 = 1: 1
Doc 1d56 = 13: 13
Townspeople 1d56 = 38: 38
Murder Wraith 1d56 = 23: 23
Quick 1d56 = 3: 3
GM Bennies 9/9
Wild Card Bennies ?

User avatar
Danny
Posts: 78
Joined: Sun Jun 10, 2018 2:51 pm

Re: Serenity

Post by Danny » Fri Jul 12, 2019 8:30 am

Sometimes a moment comes where everything is made crystal clear... ”Boom...” Next to Doc Danny takes aim with his magically engulfed gracklepack at the murder wraith above the trio. Moments like these never really did happen much... There was the photo shoot in Tolkien where Danny had earned enough creds, doing things that he would rather not speak of, to get his gun and armor... But this was different, Danny could see the spit drop from the murder wraith. It’s growl seemed low and extended. Time froze and he alone was in it to win it. One clawed finger press and his gun ejected a supersonic round magically harmonized thanks to @Doc Olliday. Its called the Zone.
Shooting 14, damage 74AP15 MD
Shooting (ignores two points of range or darkness penalties) 1d12+7 = 12: 5 wild 1d6+7 = 8: 1

Damage 3d10+9 = 23: 3, 5, 6 ace 1d6 = 6: 6 ace 1d6 = 4: 4 +4 from smite doubled due to wild card edge and joker to 74 AP 15!
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: 4/3
+1 Lucky
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.

User avatar
Sig
Posts: 83
Joined: Mon May 28, 2018 5:41 am

Re: Serenity

Post by Sig » Tue Jul 16, 2019 1:16 am

Intimidation 1
Any bonus for being big and scary?
Intimidation 1d4-2 = 1: 3
Wild 1d4-2 = 2: 4
Wild 1d6-2 = 1: 3
Largo/Barn
Morning
Round 0

Sig was a bit disappointed he didn’t get to try out his new enchanted hammer on those murder wraiths and the demon. The giant sized grackle tooth turned to the cultists and villagers on the other side of the barrier.

“Now are we gonna all settle down an’ discuss this like adults, or do I gotta come ‘round this wall and put you all over my knee?” he asked. “Or maybe I just start launching grenades over this wall and tell my fortune in the grisly spray of blood and tissue? I’m feeling lucky.”
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
***

Titan: Size 4, Toughness Melee 24 (8)/Ranged 26 (10), Strength d12+4
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
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife
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: 6/4
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
Kittani Automated Rifle (Vehicular Light Laser, Pace 8, Danger Sense, Marksman, Super-Tech, needs repair)
TK Revolver
Portable Rocket Launcher
Vibrosword
Vibroknife

User avatar
Lance
Posts: 81
Joined: Fri Jun 29, 2018 9:25 pm

Re: Serenity

Post by Lance » Tue Jul 16, 2019 8:04 am

On Hold, Interrupt roll 9 going forward
Going On Hold
Interrupt (if necessary):
Agility 1d10 = 9: 9
Wild Agility 1d6 = 1: 1
Lance, realizing that attacking through the wall would be counterproductive, instead opts to simply wait for orders or for the situation to change.
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
Doc Olliday
Posts: 79
Joined: Sat Aug 18, 2018 11:07 am

Re: Serenity

Post by Doc Olliday » Tue Jul 16, 2019 12:52 pm

Doc nods towards @Lance, "When we are ready the barrier will come down."

@Sig and @Danny, "We ready to negotiate with these townsfolk face to face?"
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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User avatar
Danny
Posts: 78
Joined: Sun Jun 10, 2018 2:51 pm

Re: Serenity

Post by Danny » Tue Jul 16, 2019 10:44 pm

Danny was reminded of another time he hung out with some crazy town people. Some place called Shamlin south of Dweomer where he spent the night being chased by crazy fan girls and one man named pervy peete.

Danny shook his head forgetting the experience and whispered with a certain amount of tersness, ” Drop it Doc.”
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: 4/3
+1 Lucky
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.

User avatar
Doc Olliday
Posts: 79
Joined: Sat Aug 18, 2018 11:07 am

Re: Serenity

Post by Doc Olliday » Thu Jul 18, 2019 1:01 pm

Doc stomps his right foot a couple of times on the barn floor. The third time he loosened a floor board that launched the Bouncing Betty Greater Barrier Device. When it was fifteen degrees of angle the device shut off and then slid down the board plank to Doc's foot.

Doc let the board down and picked up his device, which he promptly stored.

Pulling Thunder and Lightning from their holsters, " @Danny I got you covered. Let me know if you need me to talk them down ... without the side arms."
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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