Gotta Have Soul: Outset

Adventures and antics of the Joker's Jokers.
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Freemage
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Gotta Have Soul: Outset

Post by Freemage » Tue Jun 11, 2019 12:10 am

And so a month comes to a close, with the team freshly equipped, rested, and as bolstered from the loss of Echo as can be reasonably expected. The violet-hued Montcrief informs you all that it's once again time to meet in the briefing room. As you file in, it's hard to miss the fact that the boisterous Chok'lat is not among you. Montcrief, already there, explains. "The Brodkil is conducting a special assignment, which I am afraid is classified for now. I know this leaves you short-handed, but I'm afraid it can't be helped. The six of you will have to do for now; Mr. Price is still working with the refugees you brought back, to help them get set up, and may very well be retiring from active duty, permanently."

Current Roster
Jacob, Herra, Growler, Ozzati, Roy, Sara.

Ossana comes in, whiskey glass in hand and stogie stub smoking in her mouth as she puffs on it. Montcrief deftly slips a blank manila folder under the offending cheroot stub just before a heap of ash plummets from the tip. "Good to have you back. Good news is, your next job's a bit closer to home--just the far side of the river. Bad news is, we've had word of increased Coalition patrols in that neighborhood. Whether you engage or not is left to your discretion, but keep in mind that a high body-count might just lead to more folks poking around."

She calls up the map, and she really wasn't kidding about how close your patrol zone is. Just to the south of old Branson, Missouri, it looks like you'll be running around a zone about 10 miles square--mountainous terrain, of course, but nothing the Creeper and Sasha can't handle. "Now, you're just getting this as filler duty--we expect to have a standard unit of rank Legionnaires out there in a bit over a week, at which point you can come home and we'll hopefully have you on a more significant detail, and maybe even flesh out the squad a bit--we're expecting a new batch of recruits once the Senior Wing Adjutant Deployment Exams are done with. In the meantime, see if you can figure out what the Coalition's up to, and in general keep the peace. You can get there however you prefer--normally, we'd just send you via that crazy woman's boat again, but if you want to play with your new toy, go ahead--it'll be about the same travel-time either way. Dismissed."

With that, she turns and heads out, as usual leaving Montcrief behind to address any questions you might have.

OOC Comments
This is mostly a filler/set-up post. Feel free to roleplay here or in the Briefing Room for a bit, as you wish. I'll be kicking stuff off later this week with proper adventure, excitement and baked beans!

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Sara Turner
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Joined: Sat Oct 20, 2018 2:46 am

Re: Gotta Have Soul: Outset

Post by Sara Turner » Wed Jun 12, 2019 12:37 am

Briefing Room
Morning
Round 0

Sara walked into the briefing room where she had been summoned with the others. Not much had happened in the last month. She still hadn’t managed to get in touch with her sister to let her know that Caleb and Kim were at Castle Refuge -- well, not exactly. Kim was out west somewhere on a team. Caleb was often out on his own missions. She hadn’t found him yet, either, to tell him his wife was back from the dead -- or that she was, even more literally.

“So we’re babysitting,” Sara mused when told their next assignment. Not a hard job, depending on how uppity the Coalition forces wanted to get.

***

Barrier device
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type

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Herra
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Re: Gotta Have Soul: Outset

Post by Herra » Thu Jun 13, 2019 4:59 pm

"We will discover their intentions," Herra assures Osana with all certainty. As their commander leaves the mind melter nods at Sara's assessment, "It seems we are filling time. However, the Coalition is not stupid. If they have forces so close to Castle Refuge they are seeking something, someone, or preparing an assault. Regardless of their intentions, we will be ready to meet them."

"Shall we take the boat?"
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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SnackHappy
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Re: Gotta Have Soul: Outset

Post by SnackHappy » Sun Jun 16, 2019 7:22 pm

Jacob was already in the briefing room this time well before being called in. Going over each person's file again and again. As each person comes into the briefing room he gives them each a somber look. His attitude was a bit somber and the constant work and visits to the shrink did not seem to have returned his mood to normal.

Once the briefing is over and Montcrief and Ossuna leave Jacob looks to the group "We will take the creeper. I have looked it over and it is in top shape. Be ready to go in 30."
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers

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Ozzati
Posts: 41
Joined: Tue Apr 02, 2019 10:29 pm

Re: Gotta Have Soul: Outset

Post by Ozzati » Sun Jun 16, 2019 9:29 pm

Ozzati has been quiet. His silence fills the briefing room and he still says nothing. His time until now has been consumed with building his recharger.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]

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Roy
Posts: 16
Joined: Wed May 22, 2019 5:49 am

Re: Gotta Have Soul: Outset

Post by Roy » Mon Jun 17, 2019 10:21 pm

Roy looks over the team. No point in stirring up trouble with his words when people are hurting, quiet is your ally.

When the order is given Roy nods. "Yes sir. He says the drawl making the simple phrase sound like a sentence.
Resources
PPE: 40
Wounds: 0
Bennies: 3
Main Enchanted Bag of Holding
  1. Attachment: Shard Pistol
  2. Attachment: NG-33 Laser Pistol
  3. Attachment: Magic Optic System
  4. Attachment: Wooden Cross
  5. Attachment: Altess Eviscerator
  6. Attachment: Magic Amulet (altaran)
  7. Attachment: Mental Incapacitator
  8. Attachment: Vibro-knife
  9. Attachment: Flaming sword
  10. Attachment: TW Enchanted Cookware
Roy Andrew Wilson
Roy Andrew Wilson
Player Name: Rob Towell
Google Handle: Ndreare
Rank: Veteran Experience: 47 Advances Left: 0
Race: Human
Iconic Framework: Ley Line Walker
Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
Charisma: +0 Parry: 4 Toughness: 14 (7)

Skills
  • Fighting (Ag) d4
  • Healing (Sm) d4
  • K/Arcana (Sm) d8
  • K/History (Sm) d4
  • Notice (Sm) d8
  • Persuasion (Sp) d4
  • Repair (Sm) d6
  • Spellcasting (Sm) d12
  • Stealth (Ag) d4
  • Streetwise (Sm) d4

Edges & Abilities
  • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
  • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
  • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
  • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
  • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
  • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

Hindrances
  • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
  • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
  • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
  • Code of Honor: Character keeps his word and acts like a gentleman.
  • Quirk: Obsessed with stuff, specifically anything arcane.
  • Big Mouth: Unable to keep a secret, blabs at the worst time.

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Freemage
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Re: Gotta Have Soul: Outset

Post by Freemage » Thu Jun 20, 2019 8:59 pm

So, the team drives to the Rift-cave in an uneventful 2-day trip, and sure enough, there's a small group of Legionnaires posted there, behind the illusory cliff-face but outside the chamber with the rift proper. The vault door is open--apparently, the idea is that if the Rift ever opens up on its own, they can shut the vault quickly, while if attackers come from outside, they can retreat into the vault and close the door behind them, using that to hold out for a time while signaling Castle Refuge for assistance.

They salute smartly as you arrive, and with only brief iD checks let you pass inside. Activating the Rift is fairly trivial for Oz, now that he's attuned to it, and the shimmering light of an open portal appears inside the archway, showing the ruins of Branson, Missouri, beyond.

Moving through, and letting the Rift collapse once you're sure there's no immediate hostiles in the area, you're able to do an initial patrol of the ruins themselves, just to make sure there are no enemies of any sort hanging around. The only thing you find, though, is an old blind woman with (to Growler and Herra's senses) a mild magical aura. She has a small peddler's cart, fitted with a motorbike on the front, sitting next to her, and tilts her head as the Creeper and Sasha come around a collapsed building.

"Wares for sale, wares for sale." While the woman herself radiates faint magic, the wares do not--they appear to be a mish-mash of camping gear, survival rations, some staple foods, miscellaneous tools and the like.

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Ozzati
Posts: 41
Joined: Tue Apr 02, 2019 10:29 pm

Re: Gotta Have Soul: Outset

Post by Ozzati » Thu Jun 20, 2019 10:49 pm

Ozzati is quick to dismount from the Creeper and appraoch the peddler woman. Curious about the wares that such a person would have, he does approach her with caution.

"Lady you do seem to be way out in the middle of no where. Why?"

Ozzati stops short of her but in easy viewing distance of her wares.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]

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Roy
Posts: 16
Joined: Wed May 22, 2019 5:49 am

Re: Gotta Have Soul: Outset

Post by Roy » Fri Jun 21, 2019 7:11 am

GM Info
Activate Exalted Detect Arcana (Free action, cost 2 PPE, auto raise effect)

At they ley line he would have filled up to 105 PPE, how many hours have passed?


.


The strange sense of magic on the lady stimulate Roy's always over flowing curiosity. Enhancing with awareness with only a thought and the smallest dab of energy from the well he filled within himself at the castle. Suddenly everything became clear as can be to his mind. "Hello miss, nice set up you have here." Looking over the goods he nods at a few items, even purchasing one via trade if it seems of particular worth. "Just a fair warning, we heard the Dead boys are poking in these parts, might want ta be alert."
Ozzati wrote:
Thu Jun 20, 2019 10:49 pm
Ozzati is quick to dismount from the Creeper and appraoch the peddler woman. Curious about the wares that such a person would have, he does approach her with caution.

"Lady you do seem to be way out in the middle of no where. Why?"

Ozzati stops short of her but in easy viewing distance of her wares.
Also interested in the answer Roy waits and listens for a response. His rich southern accent filling a lull. "We are a bit from everything."
Resources
PPE: 40
Wounds: 0
Bennies: 3
Main Enchanted Bag of Holding
  1. Attachment: Shard Pistol
  2. Attachment: NG-33 Laser Pistol
  3. Attachment: Magic Optic System
  4. Attachment: Wooden Cross
  5. Attachment: Altess Eviscerator
  6. Attachment: Magic Amulet (altaran)
  7. Attachment: Mental Incapacitator
  8. Attachment: Vibro-knife
  9. Attachment: Flaming sword
  10. Attachment: TW Enchanted Cookware
Roy Andrew Wilson
Roy Andrew Wilson
Player Name: Rob Towell
Google Handle: Ndreare
Rank: Veteran Experience: 47 Advances Left: 0
Race: Human
Iconic Framework: Ley Line Walker
Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
Charisma: +0 Parry: 4 Toughness: 14 (7)

Skills
  • Fighting (Ag) d4
  • Healing (Sm) d4
  • K/Arcana (Sm) d8
  • K/History (Sm) d4
  • Notice (Sm) d8
  • Persuasion (Sp) d4
  • Repair (Sm) d6
  • Spellcasting (Sm) d12
  • Stealth (Ag) d4
  • Streetwise (Sm) d4

Edges & Abilities
  • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
  • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
  • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
  • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
  • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
  • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

Hindrances
  • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
  • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
  • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
  • Code of Honor: Character keeps his word and acts like a gentleman.
  • Quirk: Obsessed with stuff, specifically anything arcane.
  • Big Mouth: Unable to keep a secret, blabs at the worst time.

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Freemage
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Re: Gotta Have Soul: Outset

Post by Freemage » Fri Jun 21, 2019 11:13 pm

The old woman chuckles at Ozzati. "Oh, I just go where I think my goods will be needed. You never know, do you? You know, I've got some chocolate bars here that might appeal to you."

Then she turns her head slightly to apparently address Roy in turn. "Now, now, there's naught there for me to worry about. I've heard about them, but our paths never seem to cross."

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Sara Turner
Posts: 69
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Re: Gotta Have Soul: Outset

Post by Sara Turner » Tue Jun 25, 2019 2:49 am

Ruins of Branson
Morning
Round 0

Sara was surprised to find a peddler woman in the middle of the ruins of the city where no one would likely be. The woman mentioned chocolate, and Sara sighed. Oh, how she missed chocolate! And sex. She paused. She’d never tried sex with her new body. Still, the chocolate wouldn’t really work either.

Sara leaned out the window of the Creeper. “So you know about the Coalition poking around. Can you tell us where they might be?”

***

Barrier device
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type

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Freemage
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Re: Gotta Have Soul: Outset

Post by Freemage » Tue Jun 25, 2019 10:32 pm

The old woman smiles warmly at Sara. "Oh, I'm sure they're around these parts someplace. I try not to meddle in their affairs. Especially since they're usually so well-equipped. Hardly anything on an old woman's cart they would find interesting, really."

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Ozzati
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Re: Gotta Have Soul: Outset

Post by Ozzati » Wed Jun 26, 2019 5:35 am

Ozzati a little miffed but none the less reassured that the old lady knows what she is doing, looks back to @Herra and @SnackHappy, "Any harm in looking at what she has?"

Ozzati carefully covers up the Altaran Forearm blasters that he has been trying to integrate into his armor. The charger works but he can only recharge his equipped squid gear. Oz makes a visible shudder at the thought of squids and tentacles.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]

User avatar
Roy
Posts: 16
Joined: Wed May 22, 2019 5:49 am

Re: Gotta Have Soul: Outset

Post by Roy » Wed Jun 26, 2019 7:34 am

"Well, I ain't one to be pushing. Just needed to be sure you knew." Roy says as he finishes up his trade. Buying a few nick knacks off the lady could always be useful. Heck, you never know he may turn some of them into the real thing. Looks like her gift helps her avoid them, so that is goo enough. Hopefully that gift will send her somewhere safer that out here.
Resources
PPE: 40
Wounds: 0
Bennies: 3
Main Enchanted Bag of Holding
  1. Attachment: Shard Pistol
  2. Attachment: NG-33 Laser Pistol
  3. Attachment: Magic Optic System
  4. Attachment: Wooden Cross
  5. Attachment: Altess Eviscerator
  6. Attachment: Magic Amulet (altaran)
  7. Attachment: Mental Incapacitator
  8. Attachment: Vibro-knife
  9. Attachment: Flaming sword
  10. Attachment: TW Enchanted Cookware
Roy Andrew Wilson
Roy Andrew Wilson
Player Name: Rob Towell
Google Handle: Ndreare
Rank: Veteran Experience: 47 Advances Left: 0
Race: Human
Iconic Framework: Ley Line Walker
Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
Charisma: +0 Parry: 4 Toughness: 14 (7)

Skills
  • Fighting (Ag) d4
  • Healing (Sm) d4
  • K/Arcana (Sm) d8
  • K/History (Sm) d4
  • Notice (Sm) d8
  • Persuasion (Sp) d4
  • Repair (Sm) d6
  • Spellcasting (Sm) d12
  • Stealth (Ag) d4
  • Streetwise (Sm) d4

Edges & Abilities
  • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
  • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
  • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
  • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
  • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
  • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

Hindrances
  • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
  • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
  • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
  • Code of Honor: Character keeps his word and acts like a gentleman.
  • Quirk: Obsessed with stuff, specifically anything arcane.
  • Big Mouth: Unable to keep a secret, blabs at the worst time.

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Ozzati
Posts: 41
Joined: Tue Apr 02, 2019 10:29 pm

Re: Gotta Have Soul: Outset

Post by Ozzati » Wed Jun 26, 2019 8:04 am

Roy wrote:
Wed Jun 26, 2019 7:34 am
"Well, I ain't one to be pushing. Just needed to be sure you knew." Roy says as he finishes up his trade. Buying a few nick knacks off the lady could always be useful. Heck, you never know he may turn some of them into the real thing. Looks like her gift helps her avoid them, so that is goo enough. Hopefully that gift will send her somewhere safer that out here.
Oz nods to Roy, "Excuse me ma'am. No intention of being rude. Just a bit cautious is all."

@Freemage "You have anything in carved stone."
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]

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Herra
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Re: Gotta Have Soul: Outset

Post by Herra » Thu Jun 27, 2019 3:52 pm

Ozzati wrote:
Wed Jun 26, 2019 5:35 am
Ozzati a little miffed but none the less reassured that the old lady knows what she is doing, looks back to @Herra and @SnackHappy, "Any harm in looking at what she has?"
Herra shrugs, "Checking her wares seems a good way to win hearts and minds." With that the Mind Melter approaches the lady and begins to look over her items, using both her own senses and her mind's eye.

Detect Arcana (free action) 5, Empathy (Spirit) 10
Psionics 1d10 = 1: 1
Wild 1d6 = 5: 5

Empathy
Spirit 1d8 = 7: 7
Wild 1d6 = 6: 6
Ace 1d6 = 4: 4

Allows psionic to determine the general emotional state of another being within Smarts range by making an opposed Spirit check. On a raise, she can tell if another character is lying or being evasive in a conversation.
After looking over the goods Herra nabs a small trinket and offers to barter for it, "Do you also broker in information for credits or trade?"
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
Edit Signature

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SnackHappy
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Re: Gotta Have Soul: Outset

Post by SnackHappy » Fri Jun 28, 2019 6:53 pm

"I do like chocolate. Did she say she has chocolate?" Jacob stops Sasha and climbs down. Walking over to the woman he looks to see what chocolates she has grabbing a couple of each. "I'll take these."
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers

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Growler
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Re: Gotta Have Soul: Outset

Post by Growler » Sat Jun 29, 2019 12:08 am

Toys Bought/Upgraded
Ring of Precognition
  • Veteran Enchanted Item (Base 10k Credit Ring, 30k Upgrades. Total 40k. 4d6 Days + 6d12 Hours. No Roll Needed.)
    • m: +1 Notice
      m: +1 Notice
      M: Danger Sense
    Adding 1 Stealth Die to TW Cloak of Stealth (10k. 2d6 Days. No Roll Needed)
    • M: +1 Die Stealth
    Tinkering Improvements to Growler's Modified NG-EX10 “Gladius” Light Exoskeleton Battle Armor (5 Minor Tinkering Addons... 25k. 20d6 Hours. No Roll Needed.)
    • m Woodlands Stealth Mode
      m Urban Stealth Mode
      m +1 Pace
      m +1 Pace
      m +1 Toughness
Total Spent... 75k modified by Markups.
Trying to Sniff the woman discretely
Detect Arcana (+2 due Scent, +2 due Ring of Precognition)
  • Notice: 1d8+4 = 5: 1
    Wild: 1d6+4 = 5: 1
    Result: 5 - Critical Failure. Good thing Enchanted Items don't suffer from Technical Difficulties.
"No chocolate for me. One of the things that Lone Star kept from our canine background, or just let slip through was an intolerance to Chocolate. It is poisonous to me."

"I don't trust this, Pack Leader SnackHappy. Something doesn't smell right about this."
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 10 [13] (d12) ; Parry: 8; Toughness: 19 (8)
ISP: 30 / 30

Active Powers:
Quickness with Jazz

Bennies: 2/3
[list]Base Amount
-1 due Extra Effort on Assassin
[ooc]Skills
[list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
[*]Survival: 1d8 (+2 With Woodsman)
[*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
[*]Stealth 1d10 (+2 in Wilderness or Urban)
[*]Fighting: 1d12
[*]Shooting: 1d12
[*]Knowledge (Arcana): 1d4
[*]Psionics: 1d8
[*]Intimidation: 1d6
[*]Taunt: 1d6[/list]

Abilities
[list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
[*]Slow Regeneration (Natural Healing Roll Each Day)
[*]+4 vs. Fear, Mind Control, and Magic
[*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

http://savagerifts.com/sr/ucp.php?i=pro ... =signature[/ooc]

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Freemage
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Re: Gotta Have Soul: Outset

Post by Freemage » Sat Jun 29, 2019 9:19 pm

The old woman produces a small carved stone chess piece and hands it to Ozzati. The piece appears to be made from obsidian. "Is this to your liking, Dearie?"

She then provides Roy with the small trinkets he requests, and smiles as he pays the modest sum.

Facing Herra, she chuckles. "Oh, I am no information-broker, but if you ask something I can answer, I will, happily."

She chuckles at Jacob's enthusiasm. "Oh, always nice to see a young man with a healthy appetite." She pats his arm with another chuckle as he tucks away the sweets.

During all of this, she doesn't seem to notice Growler's heightened scrutiny, which reveals nothing else about her.

Once any other purchases have been made, she nods, thanks you all and heads off. It is only several hours later that you find a small bag, matching many of those that were on her cart, containing several paper sacks, folded into brick-like shapes. Inside each brick, you find... salt. It's easily a dozen packages of perfectly normal table salt, without so much as a single trace of arcane energy to be found.

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Ozzati
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Re: Gotta Have Soul: Outset

Post by Ozzati » Sat Jun 29, 2019 9:47 pm

Oz's Chess Piece.jpg
Freemage wrote:
Sat Jun 29, 2019 9:19 pm
The old woman produces a small carved stone chess piece and hands it to Ozzati. The piece appears to be made from obsidian. "Is this to your liking, Dearie?"
Oz laughs and admires the craftsmanship. "A fine piece indeed." Oz pays the peddlar woman and is admiring the piece still when she departs. He doesn't see her go.

Pocketing the chess piece he looks in on the discovery of the salt.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]

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Roy
Posts: 16
Joined: Wed May 22, 2019 5:49 am

Re: Gotta Have Soul: Outset

Post by Roy » Fri Jul 05, 2019 12:59 pm

Roy is ready to move on, nodding at the lady as she heads off. "Safe travels mam." Then returning to the mission at hand he says. "So what's our plan here, watch merchants or do some scouting?"
Resources
PPE: 40
Wounds: 0
Bennies: 3
Main Enchanted Bag of Holding
  1. Attachment: Shard Pistol
  2. Attachment: NG-33 Laser Pistol
  3. Attachment: Magic Optic System
  4. Attachment: Wooden Cross
  5. Attachment: Altess Eviscerator
  6. Attachment: Magic Amulet (altaran)
  7. Attachment: Mental Incapacitator
  8. Attachment: Vibro-knife
  9. Attachment: Flaming sword
  10. Attachment: TW Enchanted Cookware
Roy Andrew Wilson
Roy Andrew Wilson
Player Name: Rob Towell
Google Handle: Ndreare
Rank: Veteran Experience: 47 Advances Left: 0
Race: Human
Iconic Framework: Ley Line Walker
Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
Charisma: +0 Parry: 4 Toughness: 14 (7)

Skills
  • Fighting (Ag) d4
  • Healing (Sm) d4
  • K/Arcana (Sm) d8
  • K/History (Sm) d4
  • Notice (Sm) d8
  • Persuasion (Sp) d4
  • Repair (Sm) d6
  • Spellcasting (Sm) d12
  • Stealth (Ag) d4
  • Streetwise (Sm) d4

Edges & Abilities
  • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
  • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
  • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
  • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
  • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
  • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

Hindrances
  • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
  • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
  • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
  • Code of Honor: Character keeps his word and acts like a gentleman.
  • Quirk: Obsessed with stuff, specifically anything arcane.
  • Big Mouth: Unable to keep a secret, blabs at the worst time.

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Herra
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Posts: 198
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Re: Gotta Have Soul: Outset

Post by Herra » Sat Jul 13, 2019 8:51 am

Herra nods to Roy, "Yes, I believe it is time to return to the mission at hand."

"If we have particular places of interest I can move ahead and investigate. Otherwise, perhaps Growler and I should take the point?"

She looks to Jacob for confirmation, "The Creeper and Sasha move slowly enough that with a bit of a head start we can stay far enough ahead to provide warning."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Freemage
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Re: Gotta Have Soul: Outset

Post by Freemage » Sat Jul 13, 2019 2:23 pm

Proceeding with the instructions in your mission file, you begin a randomized search of the area, seeing if there's any sign of either the Coalition troops or whatever might have drawn their interest to the area. The latter is found first--a small settlement, utterly devastated by some sort of large, clawed creatures, judging by the marks on the walls of the few ramshackle homes left standing. There's not a lot of information to be had, but Growler and Herra are able to tease out some details about the attacks:

1: The attack was about two weeks ago; there were definitely no survivors among the 2 dozen or so (mostly human) settlers living here.
2: Then, maybe a week thereafter, a Coalition patrol of significant size came through, as well. Their trail does somewhat hinder efforts to investigate the initial attack, as will be seen.
3: There were probably four creatures involved in the initial attack. They were massive, bipedal, and clawed on both hands and (bare) feet.
4: In a few places, settlers apparently attempted to flee, but were chased down, and either killed, or captured and brought back to be killed in the settlement.
5: The residents apparently only had small arms to defend themselves with, and these were definitely inadequate to the task.
6: The creatures apparently ate the villagers raw, tossing bits aside as well. The CS troops then gathered the 'bits' from around the settlement and pulled them into a funeral pyre and burned them.
7: Although you see the tracks showing the creatures' arrival, they left no tracks leading out of town other than the aforementioned pursuit-and-retrieval loops--after a moment, you realize that this is because the Coalition troops apparently managed to pick up the trail and followed it, instead--and in the process, their own tracks (boot prints, mostly, though there's also a Spider-Skull Walker AND a transport vehicle of some sort in their ranks) obscured the ones they were following. Still, that leaves you a pretty clean trail to track.
8: After a few miles, the tracks come to a small gully; judging by how the Coalition troops' tracks fan out on the far side of the river, it's obvious that they lost the creatures' trail there, and attempted to find them by spreading out and going up and down river. From what you can tell, they were unable to actually locate the creatures' trails again, however, and so moved out in a classic search pattern, clearly just hoping to find their quarries' trail anew.
Decisions, decisions
There's two primary options here:
1: Follow the CS troops. This is the easy one--no tracking rolls required, because, well, it's a spider-skull walker and a transport rumbling through the woods, along with a few dozen troops and Skelebots. You'd have to be Blind to have to make a roll, and even then, there'd be a bonus. As it is, you're also moving faster than they are, since they are attempting to locate a cold trail.
This would require a simple Stealth roll by Herra and Growler, in order to not make too much noise once you realize you're coming up on their location; this roll is at +2 for reasons, and things.

2: Try to locate the creatures' trail, yourselves. This is probably a bit more difficult, given that you're not sure where they are or what they look like, but you guys have surprised me, before, so I'm not gonna rule it out. Post your plan here,and I'll figure out the rolls needed.

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Herra
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Re: Gotta Have Soul: Outset

Post by Herra » Sat Jul 13, 2019 4:02 pm

Seeing the fate of the townsfolk and the massive Coalition presence in the area Herra is concerned about whatever may be prowling about. Not concerned for herself of course, but for any other hapless fools the beasts may come across. She even has a small tinge of concern for the CS troops doing their jobs. A small tinge.

Given the Coalition are taking care of a standard search pattern it makes sense to do something non-standard and try and beat the Dead Heads to the punch. Looking to the group she suggests they identify where to look and they she can give a clairvoyant sweep of those sectors to maximize their chances of success, "Given the Coalition is working a grid, can we determine some more unlikely or unsearched areas to focus on? I can view them remotely to try and narrow the lead these creatures have on us."
Character Information
Herra, Psychic Warrior
30/30 I.S.P.
1/3 Bennies
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Ozzati
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Re: Gotta Have Soul: Outset

Post by Ozzati » Sat Jul 13, 2019 4:41 pm

At the village Ozzati does a little walking around the perimeter of the village, "Anyone notice any signs of someone making it away from the village?"

Not waiting for a response, "How did the CS know what was going on out here? And what to respond with? Has the CS been playing with Rifts and Rift Tech?"
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]

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Freemage
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Re: Gotta Have Soul: Outset

Post by Freemage » Sat Jul 13, 2019 9:10 pm

They actually find a possible answer to one of Ozzati's questions, actually--in one of the homes (now missing a door, and most of the wall that it was set into), one of the settlers apparently had a radio. It's been smashed, and the blood-spatter certainly suggests the operator was still sitting in front of it when they were struck dead. There's no better way to get the CS to come, in force, than a general radio announcement of, "Demons killing humans at these co-ordinates!"

And it does seem like, even so, the CS took nearly a week to get forces down here after the attack. Maybe the rumors that their forces are still rebuilding after Tolkeen are true....

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Ozzati
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Re: Gotta Have Soul: Outset

Post by Ozzati » Sat Jul 13, 2019 10:03 pm

Freemage wrote:
Sat Jul 13, 2019 9:10 pm
They actually find a possible answer to one of Ozzati's questions, actually--in one of the homes (now missing a door, and most of the wall that it was set into), one of the settlers apparently had a radio. It's been smashed, and the blood-spatter certainly suggests the operator was still sitting in front of it when they were struck dead. There's no better way to get the CS to come, in force, than a general radio announcement of, "Demons killing humans at these co-ordinates!"

And it does seem like, even so, the CS took nearly a week to get forces down here after the attack. Maybe the rumors that their forces are still rebuilding after Tolkeen are true....
Oz does a preliminary check of the radio to see what if anything could be salvaged. Also checking the area around the radio. "How woud someone know the frequency to contact the CS, is that something that is common knowledge down here?"

"Maybe they had a business card somewhere, that reads "You got demon problems. Call the CS. Your local exterminators."
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
[*]

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Growler
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Re: Gotta Have Soul: Outset

Post by Growler » Sun Jul 14, 2019 1:29 pm

"If we want to find the creatures, maybe my nose will do better than either the Dogboys used by the Coalition on this trip, or whatever technology they are using with or instead of the Dogboys. Either way, I think we should go after the creatures... or Shifter, perhaps..."
Knowledge Arcana, if needed, to Identify whatever creature it is, by smell
Knowledge: 1d4 = 3: 3
Wild: 1d6 = 3: 3
Result: 3 - Probable Fail
Growler
Main Character: Merlaggon
Alternate Character: Hans Greuber
Charisma: -2 (-4/-6); Pace: 10 [13] (d12) ; Parry: 8; Toughness: 19 (8)
ISP: 30 / 30

Active Powers:
Quickness with Jazz

Bennies: 2/3
[list]Base Amount
-1 due Extra Effort on Assassin
[ooc]Skills
[list][*]Notice: 1d8 (+2 with Scent; +2 for Traps)
[*]Survival: 1d8 (+2 With Woodsman)
[*]Tracking: 1d8 (+2 with Scent; +2 in Wilderness)
[*]Stealth 1d10 (+2 in Wilderness or Urban)
[*]Fighting: 1d12
[*]Shooting: 1d12
[*]Knowledge (Arcana): 1d4
[*]Psionics: 1d8
[*]Intimidation: 1d6
[*]Taunt: 1d6[/list]

Abilities
[list][*]Exceptional Rapid Recharge (1 ISP/5 Minutes)
[*]Slow Regeneration (Natural Healing Roll Each Day)
[*]+4 vs. Fear, Mind Control, and Magic
[*]+2 for Fighting, Shooting, and Throwing rolls, but only to offset Called Shot penalties[/list]

http://savagerifts.com/sr/ucp.php?i=pro ... =signature[/ooc]

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Roy
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Re: Gotta Have Soul: Outset

Post by Roy » Mon Jul 15, 2019 3:07 pm

Roy looks around the small settlement, bile fighting to come up. "This ain't right. i don't care if we have to work with those CS folks, or even leave a trail to help them. These people need avenged."

Scanning around the settlement with his arcane sight active he struggles to find a clue or sign of what these creatures where. Looking straight at Hera he asks. "Can you use remote viewing or clairvoyance? Maybe that will help once Growler gives us a general direction?"

After saying his bit he steps away from the settlement a bit to catch some fresh air. This is bad, real bad. Roy knows the deal, but he never liked it, and situations like this left him feeling like he could have done more and failed.
Resources
PPE: 40
Wounds: 0
Bennies: 3
Main Enchanted Bag of Holding
  1. Attachment: Shard Pistol
  2. Attachment: NG-33 Laser Pistol
  3. Attachment: Magic Optic System
  4. Attachment: Wooden Cross
  5. Attachment: Altess Eviscerator
  6. Attachment: Magic Amulet (altaran)
  7. Attachment: Mental Incapacitator
  8. Attachment: Vibro-knife
  9. Attachment: Flaming sword
  10. Attachment: TW Enchanted Cookware
Roy Andrew Wilson
Roy Andrew Wilson
Player Name: Rob Towell
Google Handle: Ndreare
Rank: Veteran Experience: 47 Advances Left: 0
Race: Human
Iconic Framework: Ley Line Walker
Attributes; Agility: d6, Smarts: d12, Spirit: d10, Strength: d4, Vigor: d6
Charisma: +0 Parry: 4 Toughness: 14 (7)

Skills
  • Fighting (Ag) d4
  • Healing (Sm) d4
  • K/Arcana (Sm) d8
  • K/History (Sm) d4
  • Notice (Sm) d8
  • Persuasion (Sp) d4
  • Repair (Sm) d6
  • Spellcasting (Sm) d12
  • Stealth (Ag) d4
  • Streetwise (Sm) d4

Edges & Abilities
  • Expanded Awareness: Ley Line Walkers can use detect arcana at will, with no PPE cost, as a free action.
  • Ley Line Magic Mastery: Like all arcane casters (see Ley Lines, page 119), Ley Line Walkers can draw extra PPE from ley lines, though they do so with greater advantage. As a free action, they can roll their Spellcasting skill to draw PPE from a line at a distance of Spirit × 3, and they multiply their current maximum PPE by ×3 while at that distance or closer.
  • Ley Line Rejuvenation: While on a ley line, a Walker gains a natural healing roll once per day.
  • Ley Line Sense: A Ley Line Walker can sense a ley line within 10 miles, and she can automatically tell how powerful it is, in what directions it flows, where it meets other ley lines at nexus points, and other aspects as might apply (such as if a huge amount of its energy is being siphoned for some other purpose). She can also sense any nearby Rifts within 10 miles, and she can automatically sense the eruption of a new Rift, or one opening anew, within 50 miles.
  • Ley Line Transmission: Walkers are able to send and receive spoken messages along ley lines, at any distance. This can be a wide broadcast that anyone along the line can hear, or it can be directed to a single recipient (who needs to be on the line and expecting the message).
  • Ley Line Walking: A Ley Line Walker can, as her name implies, walk the line as though walking across level ground. She can fly at twice her Pace, at an altitude as high as 1,000 feet.
  • Master of Magic: Ley Line Walkers are powerful arcane wielders. They begin with Arcane Background (Magic), the Master of Magic Edge, gaining Mega Powers for all known spells, and also starts with the Rapid Recharge Edge.
  • Easy Magic: The character has so mastered his understanding of how arcane energy flows that whenever he uses Detect or Conceal Arcana he automatically receives the raise effect.
  • Energy Conservation: The character reduces the cost to use power by 1 on a raise.
  • Wizard: The caster has formally trained and may reduce the cost to use spells by 1 per raise when casting.
  • Talisman Craftsman: This is a magical version of the Gadgeteer Edge. Once per game session, a character with the Talisman Edge can create a magic device and imbue it with arcane energy. The device uses any power available to a magician or miracle worker in that setting (though this is still subject to Rank restrictions). It has half the creator’s Power Points. Once these are used up, they do not recharge. The ritual to imbue the object takes d20 minutes. Activating the device requires a Smarts (magic) roll.

Hindrances
  • Cybernetics: Such technology creates havoc for the flow of energy a Walker relies upon, imposing −1 to the Spellcasting skill for each point of Strain.
  • Disconnected: Ley Line Walkers constantly deal with the strange, alien, and inhuman. This makes them more than a bit difficult to deal with for the average person. The Walker has a −2 Charisma penalty in most social situations.
  • Enemies: As with all wielders of magic, Ley Line Walkers are “shoot-on-sight” targets for Coalition forces. Any who refuse to swear fealty to Lord Dunscon may consider the True Federation to be hostile territory as well.
  • Code of Honor: Character keeps his word and acts like a gentleman.
  • Quirk: Obsessed with stuff, specifically anything arcane.
  • Big Mouth: Unable to keep a secret, blabs at the worst time.

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Sara Turner
Posts: 69
Joined: Sat Oct 20, 2018 2:46 am

Re: Gotta Have Soul: Outset

Post by Sara Turner » Tue Jul 16, 2019 1:06 am

Ruins of Branson
Morning
Round 0

Sara looked around the slaughtered village. Since she had no biology anymore, she didn’t feel the nausea and disgust she likely should have, but rather was calmly detached. To Ozzati’s question, she answered, “They wouldn’t need a specific frequency to contact the Coalition,” she told him. “A general broadcast would work. The Coalition would have scanners monitoring all frequencies anyway, just for security purposes. Including ours. It isn’t a difficulty.”

Sara studied the radio as well as the discussion turned to how to find the beasts.

“I agree that avoiding a possible confrontation with the Coalition is a good idea. I might be able to build a device to allow me to connect to the local gestalt consciousness of the area. It would be aware of the vile presence of these unnatural beasts and be able to direct me to it,” she said.
OOC Comments
New quarter, offering to jury-rig a Divination/Communion device to find the beasts.
***
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 40/40; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21/21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes.
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 4/4
Adventure Card
Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type
Character Tracker
Sara Turner Character Sheet
Parry: 4; Toughness: 18 (7); Pace: 4 (Run d4); Charisma: -2
ISP: 35/35; PPE: 4/5
  • Powers: Smite, Telekinesis, Telepathy/Telemechanics
Rifle Ammo: 30/30
  • Reloads: 2 x 30 shots
  • Freeze: 20/20
    • Reloads: 2 x 20 shots
  • Burn: 20/20
    • Reloads: 2 x 20 shots
Pistol Ammo: 21
  • Reloads: 2 x 21 shots
Frag Grenades x18
Brave: +2 Fear tests
Gadgeteer (1/S): Jury-rig Psionics device, 1d20 minutes. - USED: Barrier device
  • Armor, barrier, blind, bolt, boost/lower Trait, clairvoyance, conceal arcana, confusion, damage field, darksight, deflection, disguise, dispel, divination, drain Power Points, entangle, environmental protection, farsight, fear, fly, havoc, healing, illusion, intangibility, invisibility, mind reading, pummel, puppet, slow, slumber, smite, speak language, stun, telekinesis, telepathy, teleport, warrior’s gift
Magical Entity: Susceptible to detect arcana, banish, dispel, and drain power points
Major Psionic
  • Spend 2 ISP when rolling their Psionics skill to gain a +1 to the roll, or 4 ISP for +2.
  • Spend 1 ISP to double the Range of a power, or 2 ISP to multiply the base range × 10. This ability does not affect powers that have Range of Self or Touch.
  • Ley line doubles these bonuses.
Mentalist: +2 on opposed Psionics rolls
Mr. Fixit: Halve Repair times with a Raise.
Mystical Construct: +2 recover from Shaken, don’t breathe, immune to disease and poison
Nerves of Steel (+Construct): Ignore 2 Wound modifiers
Powered: 1 PPE/h to remain active.
Bennies: 1/4
Adventure Card
  • Not Today: Play after any other character’s attack roll to cause it to automatically fail. This is a critical failure.
  • In the Zone: Gain +1 to Shooting, Fighting, Throwing rolls until the end of the scene.


Creeper stats
The Creeper
Size 6
Acc/TS: 3/11
Toughness: 35 (17)
Weapons: Heavy Railgun: Range: 100/200/400; Damage: 4d10+4 MD, AP 18; RoF 3; 118 Shots; 5 Mod Slots
Vehicle Mod Slots Remaining: 7
Crew: 2+6
Handling: +1
Amphibious: half speed
All-Terrain: difficult terrain only costs 1.5x movement
Targeting System: +2 Shooting with vehicle weapons
Sensors: +2 Notice for pilot or co-pilot
Steady Hands: Vehicle weapons don’t suffer unstable platform penalty
Leaping: 4” vertical, 8” horizontal
Driving: +1 Die Type

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SnackHappy
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Re: Gotta Have Soul: Outset

Post by SnackHappy » Tue Jul 16, 2019 9:09 pm

Jacob silently observes the scene. Patiently he watches the crew find information and each in turn tell their portion of the situation to him as he tries to piece it together as they make their way following the coaltion to the small gully. "Perhaps whatever these are can fly. I think beating the Coalition to this would be best. Let's hear some ideas on how we will find them. If we get to the monsters that did this first we will want to make quick work of them before the coalition find the trail."
Character Summary
Jacob ‘Snack Happy’ Grimlock a M.A.R.S. Robot Armor Pilot
Active effects: None
Parry: 6 (8 w/Cestus)
Toughness: 20(9)/35(17) in Sasha
Notable Edges: Professional, Expert, Ace, Combat Ace, Level Headed, Improved Level Headed, Quick, Robot Armor Jock, McGyver, Two-Fisted, Rock and Roll, Ambidextrous, Command, Tactician
Skills: Notice d6, Repair d8 +2,Knowledge(Battle) d6, Knowledge(Electronics) d8, Piloting d10+2, Driving d6+2, Fighting d8, Shooting d12+2
Equipment of Note:
Triax T-13 Field Mechanic(Modified):+9 Armor and +2 Toughness, Full Environmental; Comms (10 miles), Loudspeakers, laser distancer, night vision mode,Laser Torch (Range 4/8/16, Damage 3d6, RoF 1, AP 3, Mega Damage), Laser Finger (Str+d4 in melee reach 1 Strength d6 arm, +2 Repair checks)
Wilk’s 227 Pulse Laser Pistol (Range 18/36/72, Damage 2d6+1, RoF 1, AP 4, 24 Shots, Semi-Auto)

NG-V61 Gunwolf(Sasha): Size 6, Crew 2 modded for tail copilot, Strength d12+6, Toughness 35 (17), Pace 10
Notes: M.D.C. Armor
Weapon Systems:
  • 2 × Dual-linked Medium RailGuns (right forearm)|(Range 100/200/400, +1 to hit, Damage 3d10+6, RoF 3, AP 14, 60 Shots, Mega Damage)
  • Medium Ion Cannon (left forearm) | (Range 40/80/160, Damage 4d8, RoF 1, AP 4, Mega Damage, MBT)
  • Medium Missile Launcher (chest) |(Range 200/400/800, Damage 8d6, RoF 1, AP 15, 4 Shots, Mega Damage, MBT)
  • 2 × Dual-Linked Light Laser (eyes) | (Range 150/300/600, +1 to hit, Damage 2d10+2, RoF 1, AP 5, Mega Damage)
  • Heavy Flamethrower (jaws). A heavy chemical flamethrower, the damage ignores all but Full Environment Protection armor (Range Cone, Damage 2d10+2, RoF 1, Mega Damage)
  • Assault Jaws/Claws/Rail gun spikes. The Gunwolf has a number of close combat weapons built-in (Damage d12+d8+6, AP 2, Mega Damage)
  • Wolf’s Howl Transmitter Array. As an action, the pilot activates this system, affecting all targets within a Large Burst Template centered on the Gunwolf (the Gunwolf itself is immune). Victims must make a Smarts roll at −2 or be Shaken (−4 if the target has some kind of enhanced hearing, GM’s call).
Jump Jets To jump, the pilot uses an action to make a Piloting roll to both maneuver his walker and manage his power reserves. Each round spent jumping increases his height 50 feet. Each subsequent round spent jumping (essentially flying) afterwards inflicts a –2 to the Piloting roll, cumulative to a maximum of –6. Failure means the walker descends immediately (a critical failure results in a fall; you suffer (6+X)d6 damage, where X = Height/10).
You may also make a Death From Above attack by landing on an enemy vehicle or armor unit. This is an opposed roll of your Piloting vs. their Piloting/Driving/Boating Skill. If you fail, it is treated as a 20' Fall (8d6 damage). If you succeed, you land on top of them, doing (6+X)d6 damage, where X is your starting Height/10.

Ammo:
  • 12 medium missiles
    450 railgun rounds
    80 shots for Flamethrower
    24 BigBore Shells
Razorback Cloak (unenchanted, crafted from exotic materials)
  • Created from the hides of boars mutated with demonic magic; the metal-infused spines and razor-sharp edges often seem to flex in the defense of the wearer.
  • Grants +2 to opposed rolls whenever the wearer is in a Grapple (whether it's a Strength/Agility roll to break free, or a Fighting roll to inflict damage).
  • When worn, the wearer gains the benefits of the Extraction and Combat Sense Edges (if they have either of these Edges already, they gain the Improved version).
  • However, the shiny material and grating, rasping noise they make when worn give the wearer a -2 penalty to Stealth rolls.
  • 2 lbs
  • Value: 25,000 Cr, in part because they aren't exactly attractive.
NG-B50 Thunderer Combat Hammer
Str+d10+3d6
Notes: Mega Damage. BigBore shells provide the +3d6 and must be reloaded after 8 strikes.
BigBore shells cost 125 credits each (1,000 credits for a full reload). (Silvered)

C-29 “Hellfire” Heavy Plasma Cannon
18/36/72 3d10+4
Notes: Min Str d8, Mega Damage, Snapfire. Plasma hits all of a target at once, ignoring Armor unless
it’s fully covering. Targets may ignite (6 on a d6), burning for 1d10 continuous damage until doused.

LongTooth Clan Tail Cestus (Super-Tech Signature Item)
This cestus, custom crafted for Jacob's tail by the Longtooth Clan of the Dinosaur Swamp, lets him clear a large arc of enemies; it also serves as a constant reminder of surviving the Xiticix Hive there, and so renders him immune to fear.
Base Item: Chain Longsword (Str + 2d8 MD, AP 4)
  • ST Mods (8 points)
  • Parry +2 (2 pts)
  • Sweep Edge (2 pts)
  • Improved Sweep Edge (2 pts)
  • Fearless (2 pts)
  • Modified per loot to add +2 AP off of hero's journey
Credits: 158,370

Wounds: 0/4 | Fatigue: 0/2 | Action Cards: Second Wind, Spill the Beans, Extra Effort
Bennies: 3/3

Currently playing in: 7th Set Joker's Jokers

User avatar
Ozzati
Posts: 41
Joined: Tue Apr 02, 2019 10:29 pm

Re: Gotta Have Soul: Outset

Post by Ozzati » Fri Jul 19, 2019 8:45 pm

Oz eyes @Sara Turner, "You need help with that there device of yours?"

Ozzati stops short as he finds himself talking a lot like @Roy. That guy is contagious.
Ozzati
Quick Stat _
Novice Trimadore Techno-Wizard
Charisma: 0 || Pace: 6 [8] / 1d6 || Parry: 6 || Toughness: 5 [5 /12] || Strain: 0
Wounds: None || Fatigue: None
Combat Edges:
Relevant Edges:
Bennies: 3/3
Weapons
Weapons On Hand _
  • TK Revolver
Powers
Gizmoed Powers _
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