20 - The Gate to Refuge

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Leethe
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Re: 20 - The Gate to Refuge

Post by Leethe » Wed Sep 04, 2019 8:14 pm

Leethe spends her time working on repairing the APC.
Status Tracker
Leethe

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; ISE: 0 / 40
Bennies: 1 / 3
Golden Bennies: 0

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Gridia Thorem
Posts: 38
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 20 - The Gate to Refuge

Post by Gridia Thorem » Thu Sep 05, 2019 5:41 am

Corruption in the arcane energies...how much worse can this get?

Gridia moves to monitor the area to the East. Occasionally he checks the ley network that is going away from Refuge as well. Maybe someone is foolish enough to access the lines before they make a move against us.

Gridia's hope is that anyone wanting to capitalize on the Nexus activity may have been scared off after the skirmish that happened here barely moments ago. Though he's pretty sure nothing followed him, he knows not everything is as visible to him as the arcane energies that surrounds the 99th.
Quick Stats
Race: Elf
Class: LLW

PPE: 60/60
Bennies: 3/4
Wounds: 0/4
Fatigue: 0/2

Attributes: A d6; Sm d12; Sp d8; St d4; V d12

Pace: 6; Parry: 5 (+1 w/ Equipped Staff); Toughness 8; Strain: 0
Powers
  • Blast
  • Bolt
  • Detect Arcana
  • Disguise
  • Dispel
  • Fly
  • Growth/Shrink
  • Healing
  • Shape Change (Staff)
  • Mind Walk (Staff)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed

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Fritz
Posts: 43
Joined: Sat May 18, 2019 3:59 pm

Re: 20 - The Gate to Refuge

Post by Fritz » Thu Sep 05, 2019 7:24 pm

Fillmore disembarks from the APC avoiding the repairs and such. Once clear, he shakes his head to clear the daze and haze. Looking around he sees the recon teams heading out and the perimeter being set up to allow for the repairs. Scanning he seems concerned when he can not find Fritz.
Fillmore.jpg

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Maggie
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Re: 20 - The Gate to Refuge

Post by Maggie » Fri Sep 06, 2019 12:20 pm

Rolls for Maggie, Per GM Request in Hangouts: Stealth 7, Notice 8
Stealth 1d10 = 6: 6
Wild 1d6 = 1: 1
Reroll
Stealth 1d10+2 = 7: 5
Wild 1d6+2 = 7: 5

Notice 1d8 = 2: 2
Wild 1d6 = 6: 6 + 1d6 = 2: 2
Maggie moves as silently as she can, keeping her eyes peeled for any sign of danger.

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Sir William Mahan
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Joined: Tue Aug 08, 2017 5:36 pm

Re: 20 - The Gate to Refuge

Post by Sir William Mahan » Mon Sep 09, 2019 4:53 am

Stealth 1, Notice 5
Notice 1d4 = 1: 1 Wild 1d6 = 5: 5
Stealth 1d6 = 5: 5 Wild 1d6 = 4: 4 - 4
Sir William soars at treetop level some distance behind Maggie, eyes watchful for any sign of hostile forces.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 5 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 1
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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RFT
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Posts: 3090
Joined: Tue Aug 08, 2017 12:55 pm
Location: Mount Vernon, Washington
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Re: 20 - The Gate to Refuge

Post by RFT » Wed Sep 11, 2019 12:59 pm

OOC Comments
Effect on Magic 1d6 = 1: 1
Storm Effect 1d8 = 6: 6
Size 3d6 = 11: 1, 4, 6

1 = Affected, 2 = Not Affected
Ruben 1d2 = 1: 1
Renee 1d2 = 1: 1
Filmore 1d2 = 1: 1
Mike 1d2 = 2: 2
Sheala 1d2 = 1: 1
Soldier 1 1d2 = 2: 2
Soldier 2 1d2 = 2: 2
Soldier 3 1d2 = 1: 1
Soldier 4 1d2 = 1: 1
Shaping Worlds Together (GM Benny Count)
The 99's Game Master Bennies 3
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
    -1 Extra effort for Hexlulk to maintain control of Maggie versus L.C.s Dispel
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03

Nightbane Game Master Bennies 7
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0

Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the 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.
[list][*]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).[/list][/color][/b]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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RFT
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Re: 20 - The Gate to Refuge

Post by RFT » Wed Sep 11, 2019 1:48 pm

With a lot of repairs needing to be done and the supplies not readily available the team decides splitting up is the way to go. @Maggie and @Sir William Mahan take to scouting, Maggie on foot, while Sir William goes by hover bike. Meanwhile @Leethe and @Sal get to work on repairs, even getting a little help from some of the recruits when needed for heavy or rough work.

But all is not as easy as it could be. As Sal and Leethe continue working on the damage systems they see it will be a couple hours, but they can do it.
Repairs
I honestly lost track of the repairs. People kept rolling and it looked like no coordination of who was rolling for what. I am assuming all the repairs will be completed at the end of the scene.
  1. Repair [Allows basic piloting at -4] = completed
  2. Electronics -2 [Allows improvising access to sensors at -4] = completed
  3. Repair -2 [Allows improvising access to Weapons at -4, requires sensors fixed first. = completed
Full repairs will require parts not available in the field.
While ranging out for reconnaissance @Maggie sees a small swarm of what looks like about 30 mixed xiticix working on building a nest. Currently the nest is small enough that they could easily be removed by a skilled unit. Suddenly she hears the sound of the hover bike overhead and as the xiticix turn collectively to the new sound she sees something that chills her blood. These xiticix are dead, their corpses animated somehow they have giant holes burned into them, some are even missing parts of their skulls or limbs. She is too close, trying to give a warning over the radio would give away her position, but what should she, or could she do?
Quick Encounter Directions Maggie
You need to make another stealth roll to move either closer or away. The things are on full alert now and will be interested in activity. Luckily only about a score are left buzzing around the area looking for more trouble.
Unfortunately they are armed with xiticix TW weapons.

It will take you 4 successes to escape this area
@Sir William Mahan heads out after taking care of what is needed to assist in scouting from a higher vantage point. All is well until about 40 minutes into the activity when a large swarm of what looks to be a score and a half of xiticix burst from the foliage line. Obviously aggressive bugs are headed straight for Sir William and his hover bike. Leaving him with three choices fight them hear, lead them away from the APC, and hope to ditch them, or lead them back to the APC and hope to eliminate them.
Quick Encounter
You can easily out fly these things, your bike is so much faster than them. Fighting here would be a virtual death sentence on your own, but you have choices.

They will be able to get off 5 attacks against you and the bike as you go. However...
  1. Lead them back to the APC and hope the team can eliminate them. Piloting -2 roll, each success and raise reduces the number of attacks they can roll versus you by 1.
  2. Lead them off away from the APC, and simply evade them. Piloting +2 roll, each success and raise reduces the number of attacks they can roll versus you by 1.
  3. Fight them, we will forgo the default attacks and deal cards between you and 30 Xiticix.
It will take you 4 successes to escape this area.
Back at the APC Filmore, Ruben, Mike, Sheela, Renee, @Fritz and @Gridia Thorem take turns completely other duties, standing guard,and local patrols. Normally this is the kind of job that leaves one with plenty of time to think, relax, and generally recover. However unfortunately the air begin to tingle as it likewise begins to thicken. @Gridia Thorem recognises the signs immediately, these things sometimes happen together, but when they do it is horrible. A rift explodes open and with it the Ley Line Storm on the other side is reaching through! Suddenly all magic simply stops working! No device, enchantment, TW artifice, spell or psionic power holds its power. It is like they are grounded devices unable to hold a charge. The forest around the team disappears and all that can be seen is the transport and the rest of the 99 around you.

Then there is a movement within the grey nothingness around you. Strange apparitions of your inner nightmares forming from the edges of the area begin flying towards the heroes. Each one like a dream from the worst moments of life and most painful experiences. When they touch the allies the COT has with them, they see Ruben, Renee, Filmore, Sheala, even 3 of the soldiers are suddenly knocked down screaming as blood begins coming from their pores, and orifices.

Quick Encounter Directions, Sal, Gridia, Fritz, Leethe
@Leethe, @Sal, @Fritz and @Gridia Thorem are all here with the NPCs.
You are in a strange dimensional flux. You need to accomplish three tasks. Each Player can help with one task, they get +1 to their roll for each NPC helping them.

Stabilize the world around you and get back into the physical world.
  • Roll any Arcane skill -4 or Occult -4 = Requires 4 Successes
Defend the APC and the Casters
  • Roll your choice of the follow
    Spirit -2 or any Combat skill -2 = Requires 4 Successes, each failure will allow a random 1d3 soakable wounds to be delivered to a random player or vehicle.
    EDIT INCOMPLETE SENTENCE around 3:35 PM
Shaping Worlds Together (GM Benny Count)
The 99's Game Master Bennies 3
  • +8 Players
    -3 Puppet on Maggie (to kill her team in turn 03)
    -1 Soak roll for Hexlulk
    -1 Extra effort for Hexlulk to maintain control of Maggie versus L.C.s Dispel
Hexlulk (Neuron Beast)
  • 2 Starting Wild Card
    -2 Rerolls in turn 03

Nightbane Game Master Bennies 7
  • +0 ADVENTURE Reset
    +1 Peter's Notice
    +2 Gravey's Soaks
    Ttriessa's Auto Soak
    +1 Peter reroll Fighting
    +1 Snap Out of It
    +1 Peter to break down a door, while the others ignore the opportunity presented.
    +1 Clayton reroll resistance to PNW Wards
    +2 Signal murdered an innocent hound, just because it damaged some ducting
    -1 Reroll strength to throw mirror, ended in critical failure!
    -1 Reroll to toss grenade back, still failed.
Recurring NPCs (all but Grimm reset to 0 at end of each Quarter)
  • Danielson 0 (spent to set the stage)
    Grimm 1 (luck) elan, Against the Odds, The Winning Side
    Harvest 0
    Marry Against the Odds 0
    Michael Against the Odds 0

Phase World - The Remorseless Game Master Bennies 6
  • +7 Players
    +1 Sidekicks
    -1 Wasted to reroll damage versus nothing.
    -1 Benny to Durrack reroll
Captain Durrack 2
  • 2 baseline Wild Card NPC
    -1 Benny reroll piloting
    -1 Benny to soak hit to second phase cannon
Nemesis and The Pursuit
Nemesis (Captain - Temporal Wizard) 2
Royce (Second Officer - Charmer) 4 Elan
Grudge (Security - Brute) 1 Unlucky
Hiesh (Tactical - Illusionist) 2
Iasah (Ally - Godling) 4 Elan
Slip (Partial Cyborg - Pilot) 2
Rick 2 [/list]
Castruccio and the Naruni
Castruccio (Uteni - Contract Holder) 3 elan
  1. Opserv (Security - Repobot) 2
  2. Ultor (Security - Repobot) 2
  3. Indohc (Security - TW) 2
[/list]

Initiative Copy and Paste

Code: Select all

[b][color=#BF0000]Initiative in alphabetical order with players at the top, the 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.
[list][*]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).[/list][/color][/b]
Dynamic Backlash Table
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell

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Maggie
Posts: 67
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie » Wed Sep 11, 2019 6:51 pm

Stealth 11 to Back Away
Stealth 1d10 = 1: 1
Wild 1d6 = 6: 6 + 1d6 = 5: 5
Maggie knows enough about the bugs to know that being invisible wouldn’t do much to help her get past them.

She begins working her way back towards @Sir William Mahan, hoping to get enough distance from the Xiticix that she could send a radio warning to the trailing Cyber-Knight, if it wasn’t already too late.

Again with the bugs. And again the Glitter Boy pilot is outside of her armor.

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Sir William Mahan
Posts: 174
Joined: Tue Aug 08, 2017 5:36 pm

Re: 20 - The Gate to Refuge

Post by Sir William Mahan » Thu Sep 12, 2019 4:57 am

Piloting 9
1d4 = 2: 2 Wild 1d6 = 6: 6 + 2 Age on Wild 1d6 = 1: 1
Taunt 16
1d6 = 5: 5 Wild 1d6 = 6: 6 Ace 1d6 = 6: 6 Second Ace 1d6 = 4: 4
Seeing the danger these creatures pose not only to his team but to anyone nearby, Sir William sends a broadband signal on an open channel. "Attention anyone within range - zombie Xiticix are in the area, repeat, zombie Xiticix are in the area." Hopefully, Maggie will fall back to the APC, but I need to distract them in any case. Turning his attention to the creatures, he whips his hoverbike around and heads off to the side, away from both Maggie and the APC. "Catch me if you can, you undead monstrosities!" he yells, opening the throttle wide.
Sir William Mahan
Character Name: Sir William Mahan
Parry:8, Toughness: 14(8), -2 to hit vs tech
ISP: 5 /20
  • Speed: Double pace
  • Deflection: -2 to hit ranged and melee
  • Quickness: Act twice
  • Healing: Remove 1 wound
Bennies: 1
  • 4 starting
Combat Edges:
  • Combat Sense - 1/2 gang-up bonus
  • Two-Fisted - attack with both hands, no penalty
  • Ambidextrous - no off-hand penalty
  • First Strike - pre-empt opponent moving into melee 1/round
  • Frenzy - one extra melee attack, -2 to all attacks
  • Champion: +2 damage and toughness vs supernatural evil

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Gridia Thorem
Posts: 38
Joined: Wed Jul 24, 2019 10:30 am
Location: Lousiville, KY

Re: 20 - The Gate to Refuge

Post by Gridia Thorem » Thu Sep 12, 2019 8:41 am

Spellcasting 6
Spellcasting d10, NPC assist +1 = d10+1
Spellcasting 1d10 = 1: 1
Wild 1d6 = 2: 2

Benny Reroll
Spellcasting d10, NPC assist +1, Elan +2 = d10+3
Spellcasting 1d10+3 = 6: 3
Wild 1d6+3 = 4: 1
Before he can warn the others, the area around him and those nearest the Rift is nothing but a void of gray. Suddenly he sees the soldier nearest him collapse and Gridia must still himself at the sight before him. I have to contain this anomaly before things get out of hand.

Quickly he starts working on getting the situation under control, working with those around him to combat the effects of the Ley Line Storm. Gridia's blood stills as he realizes his abilities are suddenly gone, or perhaps dormant.

Damned Rifts, this bunch could have used five minutes. Figures that's ruined by a power sucking storm.

He begins to try to rework the arcane energies, for what it's worth, as best he can to get the area back under control.
Quick Stats
Race: Elf
Class: LLW

PPE: 60/60
Bennies: 3/4
Wounds: 0/4
Fatigue: 0/2

Attributes: A d6; Sm d12; Sp d8; St d4; V d12

Pace: 6; Parry: 5 (+1 w/ Equipped Staff); Toughness 8; Strain: 0
Powers
  • Blast
  • Bolt
  • Detect Arcana
  • Disguise
  • Dispel
  • Fly
  • Growth/Shrink
  • Healing
  • Shape Change (Staff)
  • Mind Walk (Staff)
Combat Edges
  • Power Surge
  • Elan; Luck
  • Tough As Nails
  • Improved Level Headed

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Maggie
Posts: 67
Joined: Tue Apr 23, 2019 8:50 am

Re: 20 - The Gate to Refuge

Post by Maggie » Thu Sep 12, 2019 1:35 pm

Steven looks around from within the Glitter Boy armor, suddenly entirely alone in the clearing.

"Um... hello? Fellow sentients?"

Smarts for Jack of All Trades 10, Gains d6 in Occult
Smarts 1d12 = 10: 10
Wild 1d6 = 3: 3
Steven begins searching the rather substantial data banks for anything relevant to what he just witnessed.
Occult 4
Occult 1d6 = 4: 4
Wild 1d6 = 4: 4
@RFT How much does Steven know about what he just witnessed with a simple success?
Sir William Mahan wrote:
Thu Sep 12, 2019 4:57 am

Seeing the danger these creatures pose not only to his team but to anyone nearby, Sir William sends a broadband signal on an open channel. "Attention anyone within range - zombie Xiticix are in the area, repeat, zombie Xiticix are in the area."
If he is in range, Steven will reply with the following:

"Cyber-Knight Mahan, your message is received. An arcane event has occurred here at the APC, and the team seems to have disappeared somehow."



From her position in the bush, Maggie hear's @Sir William Mahan's broadcast and thinks, Well, at least I don't have to worry about warning him.

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Fritz
Posts: 43
Joined: Sat May 18, 2019 3:59 pm

Re: 20 - The Gate to Refuge

Post by Fritz » Fri Sep 13, 2019 2:58 pm

Fritz was escorted back to the APC by Fillmore. As they approached the storm hit and things that Fritz could not explain began occuring.

Fillmore "sees" things first and realizes that something is wrong. "Doc, you are going to need to use that sidearm."

Reluctant Fritz pulls out the pistol and Fillmore comes over and points Fritz out into the fray or the whirling storm.

Pointing his Wilk's pistol where Fillmore directed, he relied on Fillmore to direct his fire, essentially becoming a metal human turret. Detached mentally and emotionally, Fritz was on a form of auto-pilot. <<Pacifist Hindrance enabled>>

Shooting 16 _
Scene Modifier: -2
NPC/Fillmore Assist: +1
[*] Shooting (1d8) 1d8 = 5: 5
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 12: 6
[*] Super Aced! Wild (1d6+12) 1d6+12 = 17: 5

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