Adventure 1: Tracking Down Darwin

When weird just gets weirder...
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Pender Lumkiss
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Adventure 1: Tracking Down Darwin

Post by Pender Lumkiss » Thu Jul 11, 2019 12:37 pm

Serina Stargazer one of the highest members of the white council at Castle Refugee sent a team of special wild card operatives to track down Darwin Nethios, a cult leader. Not much was known about him, other than Erin Tarin herself beseeched the Tomorrow Legion to find him before something terrible happened.
Weeks ago
Serina looked at those assembled in the grand hall. The hall itself was far too large a space to meet and yet she asked you to meet anyways. Her voice was a bit sing song, as if she was carrying a tune while she spoke. “ Legionnaires, I called you today in the hopes you could be persuaded to locate, find, and bring back Darwin Nethios.” She paused looking for recognition in the name, “ He was one who had answered the call for heroes in Africa a while back, and now it is critical we bring him in. It appears he is leading a radical cult called The Doomsayers. After much meditation I know he is around the ruins of Tolkeen. Erin Tarin our friend, has asked this of us. We are forming a special designation X SET, off the books. Step forward if you wish to answer the call…. You must bring him back alive. I have seen the signs, he has information we need to stop something terrible.”
That was where you came in. A designated member of the X SET, you have been hot on Darwin and his cult’s tale for weeks. Chasing him through the ruins of Tolkeen was especially fun, only not really as he consistently slipped through your grasp s he pursued artifact after artifact. You almost had him cornered up in the colorado baronies only to have him and his followers mysteriously disappear. Given his penchant to keep one step ahead of you he was rumored to be a mystic. Two things were for certain…. One he is targeting magical items and artifacts, and two, you finally got him cornered at a leyline…. Only so did the CS!

The team located Darwin and his Doomsayers at the bottom of a well concealed gorge. Rocks and a thick tree line nearly concealed its entrance. A leyline ran across the south part of it. Artillery fire would have an awful time targeting from a long distance, and besides if you fired from long range he would probably escape as you had found out previously in the baronies . Two tents marked where many of the cultists were. They were waging a pitched magic and laser blast fire fight against a squad of skelebots, and a MK III heavy APC all terrain vehicle. Overhead coming from the south was a squadron of 4 SAMAS in a staggered formation. The lead SAMAS was all red, it had a light rail gun a bit bigger and polished than most. It also wielded vibro vambraces instead of a vibrosword. Radar was a bit spotty this far down so it was unknown if more CS troops were on there way. Darwin was nowhere to be seen.
Notice -4
Darwin was crouched low between two boulder’s that intersect with the leyline. He seemed to be carving something into the boulders with a knife of some sort…. Succeed roll kn Arcana-2: those are dragon eggs not boulders!
Common Kn -4
You must read Legion after action reports regularly because that SAMAS is way to similar to one that the 77th CIT encountered. Piloted by an ACE pilot Lt. Daniels, the only thing she is better at than piloting are two things really: Torture and Hand to Hand combat. She went toe to toe against the 77ths True Atlantean Undead slayer (Antipas) and clearly lived to tell about it. Reports on Antipas’ survival were conflicting…
Over the Mark III’s loud speaker a smooth voice came, like listening to milk chocolate over the radio, “ This is Commander Mac Maverick the second, I will need all D-bees and magic users to lay down their arms and prepare for processing.” Not a bad start. Finding such a reasonable CS officer while rare was a nice surprise. But then the Medium sized vehicular railgun a top the black APC chewed through three cultists like Swiss cheese. The easy voice laughed, “ Or not…. Haha, we should just tape your weapons to your hands so we can kill you all…. Hahaha…”

With the sun having set about an hour ago the gorge the team had wandered into filled with deep pockets of darkness that play tricks in the starlight. Its was if something in those shadows was moving towards the group!
Round 1: Map placement and Action oriented!
Step 1 Roll your initiative: Players have this turn to get on the map in the zone indicated (by the three yellow squares) and act on their turn. If you could you could snip or cut and past your location that would be super cool. Players go first then bad guys go.

Roll d56 for your initiative card.
Quick rerolls 20 or less
Quickness with a Raise rerolls 28 or less
53, 54, 55, 56 are considered Jokers
Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).


CS: skelebots(1card) -2 to hit from cover
Skelsbots Details
Attributes: Agility d4, Smarts d6, Spirit d4, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d6, Shooting d6
Cha: −2; Pace: 8; Parry: 6; Toughness: 11 (4)
Hindrances: Ugly, Vow (Major—Obey programming and Coalition commands)
Edges: Ambidextrous, Fleet-Footed, Rock and Roll!, Steady Hands
Gear: CV-212 VLF Laser Rifle (Range 30/60/120, Damage 3d6+2, RoF 3, AP 2, Mega Damage).
Special Abilities:
„ „
  • Armor +4: Advanced alloy structure.

    „ „ Construct: +2 to recover from Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties.

    „ „ Sensor Suite: +4 to Notice checks; can detect chemicals, radiation, and electrical fields up to 500 feet.

    „ „ Weapon Mount: Grenade launcher (Range 24/48/96, Damage 3d6, RoF 1, Mega Damage, LBT)

    „ „ Weapon Mount: Retractable vibro-blade (Str+d10, AP 4, Mega Damage)e
)
CS: SAMAS(quick) (1card) -2 to hit from speed
CS: mark III ( lvl headed)(2 cards)
Cultists and leader ( 1card) Darwin is not immediately visible, cultists are -2 to hit from cover

Map coming soon!!!! Please wait...
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Jonah
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Re: Adventure 1: Tracking Down Darwin

Post by Jonah » Fri Jul 12, 2019 8:29 pm

Initiative 30
Initiative 1d52: 51
Nope. Should've been a d54. Let's do that right this time: 1d54: 6
Nope. Still wrong. One more time. 1d56: 30
Notice 12 for Noticing Things, Notice 10 or 8 for Psychic Sense/Detect Arcana, I'm Actually a Little Unclear on How The Rules Work But Either Way It's a Raise
Notice 1d8: 8 + 1d8: 6 (Ace) = 14
Wild 1d6: 5
-2 for Darkness = Notice 12 for actually seeing things on the battlefield
-4 for being near a Ley Line = Notice 10 for Presence Sense (i.e., detect arcana is workin!) Maybe another -2 for being near some crazy supernatural stuff? I'm not clear on whether these modifiers on p 64 are meant to affect the Notice roll or a Survival roll for trying to track someone.
Psionics for Arcane Protection 24
Psionics for arcane protection 1d8+1 = 9: 8 + 1d8: 8 + 1d8: 7
Wild 1d6+1 = 6: 5
Note: +2 ISP spent for +1 to roll, per Major Psionic Edge
+1 ISP for +2 Pace for the duration, if successful
Common Knowledge 7, Failure after -4 Modifier
Common Knowledge 1d8: 7
Wild 1d6: 2
The battlefield lights up to Jonah like noonday, with all the arcane power flying around. Fortunately, he is able to adapt before his senses are overloaded, and his Psychic Sense functions normally, even in such close proximity to a ley line. In fact, it seems to be working even better than normal, which is great, because he sees Darwin down in the canyon carving something into dragon eggs!

He hops on the radio and calls out Darwin's location to the rest of the SET, adding, "I've got eyes on our target; he's down there carving runes or something onto dragon eggs, which is obviously not going to end well."

Moving quickly, he finds a decent spot behind some rocks and takes what cover he can, bringing his JA-11 around and pointing it out toward the battle raging in front of him. This not being his first rodeo, he spares some willpower and ISP to activate Resist, giving it a little extra juice, and prepares his next move.

Active Powers: Detect Arcana with a Raise, Arcane Resistance with a Raise, +2 Pace. Power Descriptions Behind This OOC Tag
Detect Arcana: Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight for five rounds. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc. Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise).

Arcane Resistance: Success with arcane protection means hostile powers suffer a −2 penalty (−4 with a raise) to affect this character. If the power causes harm, damage is also reduced a like amount. Arcane protection stacks with Arcane Resistance should the recipient have both!
Position on Map: Top Right Square. Light Cover imposes a -2 on attacks against him.
Playtest Map.jpg

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Squidge
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Re: Adventure 1: Tracking Down Darwin

Post by Squidge » Sat Jul 13, 2019 12:21 pm

Init: 1d56: 30
Notice: 6 after penalty
1d6-4 = 2: 6 or 1d6-4 = -1: 3 Ace 1d6: 4
Common Knowledge: 1d6-4 = -2: 2 or 1d6-4 = 0: 4
Psionics for Protection (Toughness and Greater) 1d10: 6 or 1d6: 4
Start Location: Square immediately to the east of Jonah

"I see him," Squidge says quietly, her eyes narrowing a little. "I'm gonna go for him. If his guys can keep the Deadboys away for a few seconds, I might be able to convince him to come with us and no one will even know."

She concentrates for a moment on defense for a moment first though, telekinetic power narrowly focused into a sheathe around her that stirs the dust and gravel at her feet into swirling up around her ankles and legs before being pushed far enough away to drop back down.

(5 ISP spent, 25 remaining)

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May
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Re: Adventure 1: Tracking Down Darwin

Post by May » Sat Jul 13, 2019 12:57 pm

Dice Rolls
  • Init D56 1d56: 49 Jack of Diamonds
  • Notice at -4 1d8: 8 Aced, 1d8: 8 Aced 1d8: 5 = Notice 21 "I see Dragon Eggs?"
    wild for notice 1d6: 3
  • kn Arcana-2 1d4: 3
    wild arcana roll 1d6: 6 Aced, 1d6: 4 at a -2 = 8 so yeah, I see Dragon Eggs.
  • Comm. Kn at -4 1d4: 4 Aced, 1d4: 2 = 6-4, Com Kn 2 (failed) What pilot? Never heard of her.
    wild for comm. kn 1d6: 1
  • Stealth roll as May follows Squidge: 1d6: 6 Aced, 1d6: 4 = Stealth 10
    wild stealth roll 1d6: 4
  • Start Position = Same as Squidge
May is successful at Stealth and sees the Darwin is carving on Dragon Eggs! She is however unfamiliar with who the SAM pilot is.

Narrative (Notice 21 / Kn Arcana 8 / Stealth 10)


Seeing Squidge move down towards Darwin, May frowns at the sight of Darwin carving away on Dragon Eggs. What is he doing? Broadcasting via secure Legion comms, "Heeeey guys, Darwin seems to be fooling around with Dragon Eggs. Hmm, I'm headed in closer to him, sneaking closer now."

With extreme care, May moves closer to Darwin.
May Juicer X SET

Player Name: Daniel (Lars)
Rank: Novice
Advances: 1
Race: Human
Attributes
  • Agility d10
  • Smarts d6
  • Spirit d6
  • Strength d10
  • Vigor d10
  • Pace: 16 (Running d10)
  • Parry: 6 and -2 to be hit
  • Toughness: 8
    In Armor: 18 (7) -2 to be hit
  • BURN DIE @ D6 wrote:Burn Dice: At any time, a Juicer may attempt to add a single Burn Die to the result of any Agility, Strength, or Vigor based Trait roll. The Burn Die is a d6 that cannot Ace, which may be rolled with the Trait roll or afterwards. The Juicer adds his Burn Die to the Trait roll and if the Burn Die result is a one, he reduces his Burn Rating by a point. BURN BRIGHTER: then add 6 to the roll but still reduce rating. The roll of the Burn Die is considered a separate roll for the use of Bennies—a Benny spent to reroll the Trait check does not affect the Burn Die, nor does a Critical Failure on the Trait roll (though Critical Failures still automatically fail, regardless of the Burn Die result). When a Juicer reaches a Burn Rating of three his Burn Die becomes a d8, at Burn Rating of two it is a d10, and at a Burn Rating of one it is a d12.
Skills (12 points SWADE)
  • Athletics (Ag) d6 (2)
  • Common Knowledge (Sm) d4
  • Notice (Sm) d8 (2)
  • Persuasion (Sp) d4
  • Stealth (Ag) d6 (1)
  • Fighting d8 (3)
  • Shooting d6 (2)
  • Survival d6 (2)
Hindrances
  • (Major): Heroic - This noble soul never says no to a person in need. He doesn’t have to be happy about it, but he always comes to the rescue of those he feels can’t help themselves. He’s the first one to run into a burning building, usually agrees to hunt monsters for little or no pay, and is generally a pushover for a sob story.
  • Death Wish (Minor) The Juicer knows he’s going to die, and he wants to go out magnificently, having done something folks remember and are inspired by.
  • (Minor): Wanted - Owes the Chi Town Black Market one year of service or 50,000 credits.
  • (Minor): Vengeful - As a Minor Hindrance she usually seeks vengeance legally. The method varies by situation. Some plot and scheme for months while others demand immediate results.
Edges
  • IF: Quick - Discard draw of 5 or less for a new & higher card for Initiative.
  • IF: Fleet Footed - Pace increased.
  • IF: Brawny - Toughness +1; load limit is 8 x Str.
  • Human: Tough As Nails - Can take 4 wounds instead of 3.
  • Hindrance: Split the Seconds - This Edge grants an extra action/attack to the character each round. No multi-action penalty.
  • Hindrance: Charge - no penalty to Fighting roll after running.
  • N1 / PbP: Burn Brighter - Any time a Burn Die rolls a 1 add 6 to the roll.
Gear
  • ARMOR: Juicer Assassin Plate, Armor Value: +5 Armor / +3 Toughness (Modified to +7 Armor from HJ upgrade)
  • PISTOL: NG-56 Light Ion Pistol, R 10/20/40, Damage: 1-3d6, 12 shots.
  • RIFLE: JA-9 Variable Laser Rifle, R 24/48/96, Damage: 3d6+1 AP 5, 30 shots, Notes: Mega Damage (uses 10 Shots, applies Snapfire). Ignores laser resistance. Integrated targeting scope is +1 Shooting, cancels two points of Range penalties, ignores Illumination penalties.
  • SWORD: (HJ) WI-C8 Juicer Chainsaw Sword, Damage: Str + 2d6 +4 AP 2 Notes: Parry –1, two hands, raise adds d12 to damage.

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Rose
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Re: Adventure 1: Tracking Down Darwin

Post by Rose » Wed Jul 17, 2019 12:30 pm

Notice 3
Notice -4
Skill 1d6-4 = -1: 3
Wild 1d6-4 = -2: 2

Darwin was crouched low between two boulder’s that intersect with the leyline. He seemed to be carving something into the boulders with a knife of some sort…. Succeed roll kn Arcana-2: those are dragon eggs not boulders!
Common Kn 5
Common Kn -4
Skill 1d6-4 = 1: 5
Wild 1d6-4 = 2: 6
Wild Ace 1d6: 3

You must read Legion after action reports regularly because that SAMAS is way to similar to one that the 77th CIT encountered. Piloted by an ACE pilot Lt. Daniels, the only thing she is better at than piloting are two things really: Torture and Hand to Hand combat. She went toe to toe against the 77ths True Atlantean Undead slayer (Antipas) and clearly lived to tell about it. Reports on Antipas’ survival were conflicting…
Initiative 30
1d56: 30

Round 1: Map placement and Action oriented!
Step 1 Roll your initiative: Players have this turn to get on the map in the zone indicated (by the three yellow squares) and act on their turn. If you could you could snip or cut and past your location that would be super cool. Players go first then bad guys go.

Roll d56 for your initiative card.
Quick rerolls 20 or less
Quickness with a Raise rerolls 28 or less
53, 54, 55, 56 are considered Jokers
Cards divisible by 4 are considered Clubs for hindrances affected by Clubs (excepting 56 which is a joker).
"SAMAS incoming, that leader looks like it is Lt. Daniels, the on that encountered the 77th." Rose watches as the Mark III starts killing the cultists. "I think that Mark III is going to be a problem. Nothing Smith can't handle though." Rose readies her Impact Maul, Mr. Smith, from her vantage point in the top left area.


Mission
CS: skelebots(1card) -2 to hit from cover
Skelsbots Details
Attributes: Agility d4, Smarts d6, Spirit d4, Strength d12+1, Vigor d10
Skills: Fighting d6, Notice d6, Shooting d6
Cha: −2; Pace: 8; Parry: 6; Toughness: 11 (4)
Hindrances: Ugly, Vow (Major—Obey programming and Coalition commands)
Edges: Ambidextrous, Fleet-Footed, Rock and Roll!, Steady Hands
Gear: CV-212 VLF Laser Rifle (Range 30/60/120, Damage 3d6+2, RoF 3, AP 2, Mega Damage).
Special Abilities:
  • Armor +4: Advanced alloy structure.
  • Construct: +2 to recover from Shaken; does not breathe; immune to poison and disease; ignores one level of wound penalties.
  • Sensor Suite: +4 to Notice checks; can detect chemicals, radiation, and electrical fields up to 500 feet.
  • Weapon Mount: Grenade launcher (Range 24/48/96, Damage 3d6, RoF 1, Mega Damage, LBT)
  • Weapon Mount: Retractable vibro-blade (Str+d10, AP 4, Mega Damage)
CS: SAMAS(quick) (1card) -2 to hit from speed
CS: mark III ( lvl headed)(2 cards)
Cultists and leader ( 1card) Darwin is not immediately visible, cultists are -2 to hit from cover
Status Tracker: 3rd
Rose

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 30 / 30
Bennies: 4 / 4
Adventure Cards:
Pace: d6 ; Parry: 7 ; Toughness: 16 (5)
  • Brave: Add +2 to Fear Test
  • Ambridextrous
  • Quick: If Dealt a 5 or lower in combat, may discard/draw again until higher then 5.
  • Martial Artist: not subject to unarmed defender
  • Brawler
  • Bruiser
  • Two-Fisted
  • Improved Martial Artist
  • AB: Runes (with Master of Magic)
    • Boost/Lower Trait (PPE: 2)
    • Defection (PPE: )
    • Smite (PPE: )
    • Fiery Touch (Damage Field) (PPE: 4)
  • Runic Adept: Can spend 1 PPE to gain AP 2 with all of her unarmed attacks until her next action. Boost/lower trait, deflection, and Smite are retrapped to activate as free action but can only be used on herself.
Edit Signature
Status Tracker: X-Set
Rose

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 15 / 15
Bennies: 4 / 4
Adventure Cards:
Pace: 8 ; Parry: 10 ; Toughness: 20 (8)
  • Elan
  • Hard to Kill
  • Improved Trademark Weapon
Edit Signature

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Pender Lumkiss
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Re: Adventure 1: Tracking Down Darwin

Post by Pender Lumkiss » Fri Jul 19, 2019 7:05 am

Gritty Damage
Whenever a Wild Card takes a Wound, roll on the Injury Table and apply the results immediately (but roll only once per incident regardless of how many Wounds are actually caused). A hero who takes two Wounds from an attack, for example, rolls once on the Injury Table. Injuries sustained in this way are cured when the Wound is healed. Injuries sustained via Incapacitation may be temporary or permanent as usual.

A Shaken character who's Shaken a second time (from damage) receives a Wound as usual but does not roll on the Injury Table.
02E19532-B64A-409F-9CA8-C4FC62355FF5.jpeg
@Rose you found that the CS skelebots near the huts detected your presence as you surveyed the landscape. Grendades launched from the mechanical creatures weapon mounts and laser fire from their pulse rifles peppered your position. Few shots hit you, and most merly made you sweat. One laser blast, a quick succession three bursts hit you squarely in the chest. Then two bots closed in on your position brandishing their vibro swords, despite their furry and lack for personal safty the two skelebots merely made Rose’s forearm work extra hard to block their attacks. The two bots engaged in melee repeat the stand coalition drivel, ”Happy happy day D-bee. Prepare to be slaughtered!”
Rose damage
laser fire: 2 hits,
Hit 1 wounded
Hit 2 shaken
Melee one hit: shaken.

No hits dealt were gritty damage hits
Across the way the trio of @Jonah, @May and @Squidge saw four SAMAS closing in on their position only to have them remarkabley stop as their sensor suit fritz’s out. The cultits took advantage of this pointing and yelling at the malfunctioning squadron of death. ”The sky! Take them out and protect yourselves.” Half the cultists launched red balls of flame up at the SAMAS while the other half cast the familiar armor of Ithan spell on not only themselves but their brethren.

The CS samas captain Daniels twirled narrowly dodging the incoming blast. Her cromed out railgun rattled off a few shots killing a cultist, her icey words were issued through the PA, ” Put a hex on me mage? I’ll send you home in pieces. I nearly lost my daughter once. No way am I loosing her because I died in battle with you.”

Unfortunately for the trio a pair of skelebots did detect their presence and launched a pair of grenades at them to various effects. One thing about skelebots all three knew was that once one detected you it was a sure bet all three could detect you. Although given the grenade trijectories @May was pretty certain she was just unlucky to be near two no stealth members of X-set.
Click here from grenade damage
Squidge: 1 wound shaken no gritty
May shaken for just being there
Jonah: 1 wound gritty damage
All three also saw four shimmers to their east rounding a hill, @Jonah was fairly certain he smelt brodkill, more than four. It was like you coukd see the air move and warp. Classic Brodkill invisibility. How many different groups wanted Darwin?

Speaking of which as the CS and Cultists call lightninged and laser rifled or railgunned each other Darwin as all three could attest too had some luck with whatever he was doing. The leyline shimmered and one large dragon egg started to crack! His errie voice projected into the night, ”Hahaha... To late CS scum! Legionaires I know you are out there... My reckoning is at hand!”

The Mark III opened fire with its rail gun cutting down a few more unlucky cultists, it moved forward with its sekelebots. The voice of the CS commander cut through the screams of dying cultists, ”Common mages time to die! My neice has a wedding in a few days, I can’t be late.”

Having delt with Darwin often the X-Set knew his standard operating prodedure was protect himself from magic giving insight to which he thought was more powerful tech or magic, and then he and a shifter ally would rift out along with as many cultists as possible. But perhaps whatever he was doing with these dragons would force him to stick arround. He was a man of indomitable will and laser focus, plus charsmatic as hell. This might be the best shot to capture him.

Suddenly the earth shook throwing the team off balance! Then shook again and again. Finally stopping. What was that? Please make a notice check at -2 as you see something large burrowing through the rock near by.

Ok players go, then brodkill go. No jokers for players were drawn.
Note to players gritty damage is only applied when MD strikes non MDC and you take a wound. Soaking the wound of course avoids this issue.
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Squidge
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Re: Adventure 1: Tracking Down Darwin

Post by Squidge » Fri Jul 19, 2019 8:10 am

The four Brodkil were a total bummer, and forced Squidge to reassess her plan. Not to mention the fact that Darwin was so close to whatever it was he was doing. She'd intended to use her cloak to sneak in closer, then try to convince him to come on over to the good guys' team. Now she was just going to have to show off a little. Total drag.

She inhaled and closed her eyes. The sounds and smells and feels of the battlefield dwindled to nothing. When she opened her eyes again, she was standing in the black void of the mindscape. The four Brodkil, invisible to the eye, but clearly depicted here, crept towards Darwin, looking around warily. Darwin laughed and exulted as he poured ley line energy into the dragon eggs. There was nothing else here.

Squidge split into five copies of herself, and each one moved over to one of the others in the mindscape.

And Darwin realized something abruptly. His plan to draw the Coalition to the Ley Line, his feint, had succeeded beyond his wildest dreams! Truly they were the fools he'd known they'd be. Even now, their spies...the spies he'd known about all along, the spies he'd USED to feed the Coalition false information...were glaring at him from the purple cowls of the cult, and Darwin could see the faint outlines of the weapons...mortal tools for mortal fools!...they hoped to assassinate him with. AS EXPECTED!

The time had come, he knew, to enact the REAL plan. The plan so secret he'd even removed it from his own mind until the time was right! North of his position was a team of loyalists...people he could trust!...who would protect him as they moved to the ACTUAL ritual location! He just had to get past these traitors and team up with his allies to the north.

Meanwhile, the Brodkil stopped as an explosion tore the ground in front of them. Cries among the Coalition troop alerted the demons that their invisibility had failed! Perhaps they had Dog Boys with them, or Psi-stalkers. Regardless, stealth was no longer an option. They'd have to MURDER ALL THE COALITION TROOPS before they could get their prize!

And truthfully, they would have it no other way.

Back in the real world, Squidge opened her eyes and wobbled as that momentary heady feeling of power faded away. A dull headache pounded in her temples, and her fingers and toes felt a little numb. She looked at her fellows and said, "Don't shoot the brodkil. Or Darwin. Not unless they attack us first."

Rolls: Soak 6, 2 bennies, Psionics 12 (-4 to be resisted) to puppet the 4 Brodkil and Darwin, 19 ISP spent
Soak: 1d6: 1 or 1d6: 3; 1 benny spent
I guess another benny then, dangit... 1d6: 6 or 1d6: 3 - Soaked!

Detect Arcana to pierce the invisibility!
Psionics (+2 on the contested roll) 1d10+2 = 9: 7 or 1d6+2 = 6: 4

Psionics to use Puppet on Darwin AND the four Brodkil: 1d10+4 = 8: 4 or 1d6+4 = 10: 6 OR 1d10+4 = 8: 4 or 1d6+4 = 5: 1 with the mind melter reroll.
I'll take that Ace 10... 1d6: 2

Final result is a 12, and all targets are at -4 to resist due to raise.

3 base ISP, +3 Mind Control (targets resist at -2, or -4 on raise), +1 to double range, +8 for 4 additional targets, +4 for +2 to Psionics roll)
Last edited by Squidge on Fri Jul 19, 2019 9:08 pm, edited 3 times in total.

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Jonah
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Re: Adventure 1: Tracking Down Darwin

Post by Jonah » Fri Jul 19, 2019 5:20 pm

Soak Success, No Wound, Shaken, or Nitty Gritty
Vigor 1d8: 6
Wild 1d6: 2
WIP.

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Rose
Posts: 50
Joined: Tue Oct 30, 2018 3:00 pm

Re: Adventure 1: Tracking Down Darwin

Post by Rose » Fri Jul 19, 2019 5:56 pm

Soak
Vigor 1d10: 3
Wild 1d6: 5
Status Tracker: 3rd
Rose

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 30 / 30
Bennies: 4 / 4
Adventure Cards:
Pace: d6 ; Parry: 7 ; Toughness: 16 (5)
  • Brave: Add +2 to Fear Test
  • Ambridextrous
  • Quick: If Dealt a 5 or lower in combat, may discard/draw again until higher then 5.
  • Martial Artist: not subject to unarmed defender
  • Brawler
  • Bruiser
  • Two-Fisted
  • Improved Martial Artist
  • AB: Runes (with Master of Magic)
    • Boost/Lower Trait (PPE: 2)
    • Defection (PPE: )
    • Smite (PPE: )
    • Fiery Touch (Damage Field) (PPE: 4)
  • Runic Adept: Can spend 1 PPE to gain AP 2 with all of her unarmed attacks until her next action. Boost/lower trait, deflection, and Smite are retrapped to activate as free action but can only be used on herself.
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Status Tracker: X-Set
Rose

Wounds: 0 / 3 ; Fatigue: 0 / 2 ; PPE: 15 / 15
Bennies: 4 / 4
Adventure Cards:
Pace: 8 ; Parry: 10 ; Toughness: 20 (8)
  • Elan
  • Hard to Kill
  • Improved Trademark Weapon
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