Day 42: Going to the End of the Line

"I will show you fear in a handful of dust" T.S. Eliot
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Tribe of One
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Day 42: Going to the End of the Line

Post by Tribe of One » Sat Oct 12, 2019 12:41 pm

Silverclaws and Tito land on the roof of the Leviathan's rear-most car with a clang and a thud, the rest of the party disembarking just behind. On cue, more than a dozen turrets armed with the latest TW weapons of mass destruction emerge from the rune-carved hull of the car and begin firing, sawing and releasing drones at break-neck speed.

Emmett Brown curses over the radio as a purple fireburst splashes across one wing of the whirlie, leaving it smoking.

"I've gotta break away -- can't evade anything at this speed. Luck to you, Legion, and go get your gal!"

The whirlie peels away, but you're not able to spare more than a glance as the car's defenses spit death your way. With Jack and Tito back in the picture, the group reverts to old patterns, however, with Rill, Kim and Seswarick tossing up smokescreens and mystical defenses while the others shoot, slash and smash their way through the turrets.

There's a shudder beneath your feet as the last of the dunes disappears beneath the Leviathan's aethero-magnetic rail-plates and flies out onto the salt flats. As it picks up speed, you struggle to stay upright as the last of the rear-car's defenses are eliminated.

Orrin yells in satisfaction as he manages to hack through the computer defenses, unsealing the roof-top hatch with a hiss of gas. Cries of surprise come from below as you drop inside a passenger car packed with workmen and dignitaries from the Foundry!

"What in hell you doing up there, pal?" one frowning engineer says, before a woman -- Evelyn James, the trade envoy from Charity calls out: "Oh, whoever thought missing the train would keep Turner's granddaughter from missing the party? She's even roped herself a tall drink of water for a date this time."

The tension in the room breaks as laughter follows her joke, but the good mood doesn't last long -- before you have a chance to move forward, the door at the far end of the car opens and a group of RRC guards in steam-armor enter.

"There they are! Vance said to take 'em, dead or alive. They're here to kill the Director!"

All hell breaks loose then, spectators screaming and diving for cover as the Combine warriors let loose with everything they've got, activating interior defenses along with their own TW arsenals to stop the COT from moving ahead!
Train.jpg


Phase 2 - Dramatic Task - In Cars

You made it inside, but now you've got to fight your way to the front of the train! Red River Combine warriors loyal to Ned Vance block your way, along with a variety of interior defenses meant to capture or kill any attacker. The other passengers are a wild card -- you might be able to enlist their help, but many are likely to be harmed or killed in the crossfire.

Directions: Each player rolls an appropriate skill (Fighting, Shooting or Spellcasting are all fine, but things like Persuasion could be used to get passengers to help assist) and narrates how they helped overcome the train's defenses and push toward the engine. Each Success contributes +1 to the total (+2 on a Raise, but higher totals do not provide additional Successes). If you want to keep civilians alive, you may take an optional penalty to your rolls. See below.

Goal: As a group, every four successes gets you through a train car and on to the next.

Resources and Repurcussions: If you take no special precautions in the fight, 4d6 civilians will be injured or killed as the battle rages through the packed train cars. To protect them, each of you may take a penalty to your roll of up to -4; each -1 accepted in that way automatically saves 1 passenger (so if Orrin and Rill both take a -4, for example, the roll for casualties would be 4d6-8).

Regardless of success or failure, each character risks injury or expenditure of resources during the fight -- how much depends on how you approach the fight. You have the following options:

  • Full Defense: Staying out of harm's way or conserving power is your priority. You suffer a -4 penalty to your Quick Combat roll, but take no damage if successful. On a failure, you suffer a level of Fatigue from Bumps and Bruises.
  • Cautious: You fight carefully, but don't hold back. You suffer a -2 penalty on your roll. On a failure, you take a Wound, which can be Soaked as usual. With a success, you only suffer a level of Fatigue from Bumps and Bruises, and on a Raise you emerge unscathed.
  • Fast and Furious: You attack like a wild berserker. You gain a +2 to your roll. On a failure, you suffer 1d4 Wounds, or 1 Wound with a success (Wounds can be Soaked normally). With a Raise, you suffer a level of Fatigue from Bumps and Bruises instead.
  • Rather than risking Fatigue or Wounds, you can choose to expend PPE/ISP instead (although this choice has to be made before rolling to Soak).
  • Instead of Bumps and Bruises: Use 2d4 PPE/ISP (the dice don't Ace).
  • Instead of a Wound: You use 2d6 PPE/ISP (the dice can Ace).
GM Bennies: 8/8

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Orrin Truthseeker
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Re: Day 42: Going to the End of the Line

Post by Orrin Truthseeker » Tue Oct 15, 2019 9:43 am

Spellcasting 7 - 1 success, 3 civilians protected

Save 3 civilians: -3
Cautious: -2
Armor and staff: +2

Spellcasting 1d12-3 = 4: 7
Wild 1d6-3 = -1: 2

EE with Elan 1d6+6 = 8: 2

Forgot -1 from fatigue, so just a 7

PPE: 2d4 = 4: 1, 3
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; PPE: 41/35; Staff PPE: 8/10; Armor PPE: 8/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6) +4 toughness

Active Effects Staff:, Spellcasting +1, Parry +1; Armor: Spellcasting +1, Kn Arc +2;

Notable Edges: LL Rejuvination; Common Bond; Wizard; Marksman; Metal Skin; Elan; Investigator (armor)
Powers: Beast Friend; Waking Dream (Illusion); Fireball (Bolt); Chakra Surge/Syphon (Boost/Lower Trait); Nature’s Gift (Warrior’s Gift); Mystical Sight (Detect Arcana); Arcane Severance (Dispel); Shadow Guard (Deflection); Adrenaline (Quickness); Armor

Bennies: 2/3 - 1 Red Bennie
-1 Bennie - advancing through the train

Aventure Cards:
Inspiration: Friendly characters (including yourhero) add +2 to all trait rolls for therest of this round.

Spill the Beans:
The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.

Power Surge: Immediately recover all spent Power Points.

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Silverclaws
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Re: Day 42: Going to the End of the Line

Post by Silverclaws » Tue Oct 15, 2019 5:33 pm

Silver growls in frustration as he smells Vance before he sees him. "The backstabber arrives."

Once the crap hits the TW fans, Silver begins by grabbing the seats of the passengers and rips them from the floor and shouts at the passengers hitting the floor, "Stay down and under cover!"

Turning the seats over, he figures its better cover than they had before.

Two seats ripped from the floor, protect 4 passengers. If Silver gets ahead of the RRC boys and finds out who they are targeting, he will step and take the hits for the civilians.

Fighting 8, 2 success, 4 Civilians Protected
Civilians Protected: -4
Overconfident
Fast and Furious: +2
Imp Trademark Weapon: +2
[*] Fighting (1d12) 1d12 = 8: 8
[*] Wild (1d6) 1d6 = 4: 4
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

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Sir Blurre
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Re: Day 42: Going to the End of the Line

Post by Sir Blurre » Tue Oct 15, 2019 6:41 pm

Fighting 10, use 5 ISP, 4 Civilians Protected
Fast and Furious Fighting, protect the civilians.
Base 1d12+1
-1 Fatigue
Fast and Furious +2
Defender -4
Net 1d12-2
Fighting 1d12-2 = 3: 5
Wild Fighting 1d6-2 = 3: 5
Extra Effort with Elan 1d6+8 = 11: 3
bad math actually a 10

Use ISP 2d4 = 5: 1, 4
Blurry is a whirling vortex of destruction as he makes his way through the sky-train. Destruction, but not death. While he does use his psi-sword to put down some of their foes, he prefers to simply slash through their weapons, rendering most of them harmless. Continuing to move at absurd press, he does his best to move behind enemy lines so as to allow bystanders to flee to the cars already cleared behind the COT.

He has to reach deep into his inner reserves to keep up the mobility enhancements, but as the group moves inexorably forward to their goal, he feels a surge of energy, replenishing his reserves.
Sir Blurre
Quick Stats
Quick-Flex Cyber-Knight
Agility d10, Smarts d6-1, Spirit d12+1 (+3), Strength d6, Vigor d6
Skills: Psionics d6; Fighting d12; Shooting d6; Streetwise d6+2; Intimidate d6+2; Taunt d6+2; Notice d4; Survival d4+2; Persuasion d4; Investigation d4; Common Knowledge d6-1
Charisma: +2; Pace: 14/d12+1;
Shield: Parry: 11 (-2 to be hit by tech); Toughness: 14 (4) melee, 18 (8) range; +2 vs. Evil
No Shield: Parry: 9 (-2 to be hit by tech); Toughness: 14 (4); +2 vs. Evil
Hindrances: Overconfident, Vow, Code of Honor, All Thumbs, Poverty
Notice d4, Common Knowledge d6+1, Intimidation d6+2, Persuasion d4+2, Taunt d6+2
Edges: Elan, Champion, Charge/Overrun, Ambidextrous/Two-Fisted, Common Bond, Well-Traveled (+2 CK rolls for people/geography in NorthAmerica); Master Psi-Sword
Powers: Speed, Deflection, Quickness, Wall-Walker

Bennies: 4/5
ISP: 19/20 (To recharge, must let armor go uncharged for an hour)

[list]Q2/19 Adventure cards:
Contact - Your hero sees an old friend or acquaintance who might help him in his current quest somehow. Of course, he may also ask for a favor in return.
Arcane Inspiration - When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.
Inspiration - Friendly characters (including your hero) add +2 to all trait rolls for the rest of this round.[/list]

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Seswarick
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Re: Day 42: Going to the End of the Line

Post by Seswarick » Wed Oct 16, 2019 1:55 pm

Psionics 12 2 success, protecting 4 passengers
Modifiers: protecting 4 -4, F&F +2, spend 4 ISP +2. Net 0
Psionics 1d12 = 12: 12
Wild 1d6 = 1: 1
The Time Twister belt may not make him as fast on his feet as he is in the air, but it more than compensates for his normally awkward, hopping gait. Putting both his energy sheathed self or electric barriers between innocents and danger more than once, he also tries to provide cover points for the less combat inclined team mates. Seeing that their attackers are merely mislead, not malicious Ses uses his nonlethal options on the combine security guards but is free with the lightning when it comes to automated defense systems. The raw power of such attacks in an enclosed space being enough to convince a couple of the guards themselves to take the silver tonged gun-slinger up on his offer.
Active Effects:
  • Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Exalted deflection -6 to be hit
[/list]
Seswarick
Seswarick
Pace: 4/12 flying, 16/48 w belt; Parry: 5/7 w belt Toughness: 5 regular 11(6) w aura 17(10) w aura & Stormheart
Combat-Relevant Edges & Abilities:
  • List of Abilities:
    Elan: When you spend a Benny on a Trait roll (including Soak rolls), add +2 to the final total.
    Time Twister belt:(when activated) -2 to ranged attacks against wearer, +2 to wearers parry, 4x pace
    Stormheart: +4 to armor of Electric Aura power, +2 die type to vigor, and gain Dodge edge when active. Cost 2 ISP/hr
Wounds: 0/3; Fatigue: 0/2; ISP/PPE: 29/40
Bennies: 2/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
Edit Signature

Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Jack 'Bullet' Jones
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Re: Day 42: Going to the End of the Line

Post by Jack 'Bullet' Jones » Wed Oct 16, 2019 10:06 pm

Jack's call to action, +2 successes
Persuasion at -4 to save passengers, +2 Fast & Furious
1d6+9 = 12: 3

WD Persuasion
1d6+9 = 12: 3

ISP to spare B&B
2d4 = 4: 1, 3
Jack, his life spared by Kim's quick thinking, lingers just a moment as he looks down at the girl. "Darlin'. Good ta set my eyes on yours." He pops back up, then offers a hand to her, helping her back to her feet. "Reckon there are better places ta catch up than on the roof of this here death trap locomotive." He ushers her forward towards the open roof.
The posse crashes into the railroad car, much to the surprise of the occupants. Jack reacts to the joke and the small break in action with a slight grin, a tip of his hat, and a wink at Evelyn James. "Ma'am." But before the pleasantries are able to continue, the door to the train car bursts open and the fireworks start. A quick telekinetic shove moves Evelyn out of the way of danger, along with a few others. With his communications band active, he shouts to the crowd of dignitaries. "Them's the boys what were torturin' them kids fer fun back in Silverado. Y'all, they done sold their souls, an' y'all are next on that damn demon's menu. Truss 'em up when we put 'em down!" A few of the workers, spurred on by Jack's shockingly convincing accusation, leap on the Combine soldiers as the stunning attacks of Blurre, Seswarick, and the fearsome defensive seat-ripping of Silverclaws disarms and disables several of the RRC guards. "Don't you fret none. We'll break y'all outta that demon's spell, or ah ain't Bullet Jones!"
Bullet Jones
Jack "Bullet" Jones
Current Status Post
Bennies: 2/3
Wounds / Fatigue: 0 / 0
Parry: 5
Toughness: 14 (6)
ISP: 38 / 50
Active Powers: Greater Boost Trait - Shooting (+2 die types); Greater Smite (PHC, silver, raise); Greater Deflection (raise, -6 to hit)
Pace: 6
Pertinent Edges: Master Psionic, Charismatic, I Know A Guy, Strong Willed, Ambidextrous, Two Fisted, Quick, Elan
Armor: TW Lucky Devil's Duster
  • +6 Armor
  • +1 Toughness
  • FEP
  • +2 Gambling
  • Armor, Quickness, Invisibility powers
Weapon(s) in holster:
Right hand: PHC
Left hand: Hellfire Hand Cannon
Telekinesis: inactive
Adventure Cards:
  • none drawn yet
Edit Signature

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Kim Black
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Re: Day 42: Going to the End of the Line

Post by Kim Black » Wed Oct 16, 2019 11:59 pm

Techno-Wizardry 4
-4 to protect civilians, +2 fast and furious, +2 Machine Maestro
Techno-Wizardry 1d12 = 4: 4
Wild 1d6 = 4: 4
Casualties 8
4d6-4 = 8: 5, 1, 3, 3
Soak 3 fail - Gah! I forgot about expending PP instead of the Wound! Ah, well.
Vigor 1d10 = 3: 3
Wild 1d6 = 3: 3
New Mexico/Crystal Caverns
Afternoon
Day 41
Round 0

Kim blushed at Evelyn James’ greeting. If only Jack was her tall glass of water! “Nice to see you again, Miss James,” Kim said with a smile. “But you all might want to keep your heads down. Seems there are shenanigans afoot,” she said as the Combine guards burst into the train car.

Kim’s hands moved fast as she cobbled together a device. She tossed it out, putting up a barrier behind them to protect the passengers from any stray fire the Combines sent down the car. She pulled out her ocarina and blew a few notes, calling on the tentacles beyond space and time to entangle the Combine soldiers as they moved through the cars.

Kim grunted as she took a hit from one of the blasters. It punched through her armor and left her gasping in shock, her shoulder smoking. She grimaced in pain as she forced herself up and continued to harry the Combine soldiers.

***

-1 Wound

Sky Siren
  • Technical Difficulty: -4 Armor, Repair -4, 1d6 days, cost: 200,000 credits
  • Current speed: 0 (15/60)
  • Unstable Platform
Remember Georgia
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 35/25
Bennies: 2/3
Arcane Machinist (6/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2
Combat Ace: Ignore MAP for Piloting and Shooting in the same turn.

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC
  • 10/10 charges/e-clip
Adventure Cards
Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades
326k worth of personal ranged weapons
Character Tracking
Kim Black Character Sheet
Parry: 5; Toughness: 14 (7)
PPE: 14/20
Bennies: 2/3
Arcane Machinist (5/6): armor, barrier, blast, blind, bolt, boost/lower Trait, burrow, burst, clairvoyance, confusion, damage field, darksight, deflection, detect/conceal arcana, dispel, drain Power Points, entangle, environmental protection, farsight, fly, havoc, healing, intangibility, invisibility, light/obscure, pummel, quickness, slumber, smite, speak language, speed, stun, succor, telekinesis, teleport, wall walker, warrior’s gift.
Ace: May make Soak rolls for vehicles at -2

Backpack of Shooting Stars
  • 42/42 shots
  • PPE 10/10
Device: Boost Trait (Shooting)
  • PPE 13/17
Hellfire Sword
  • PPE 10/10
Jammer Pistol
  • 10/10 shots
UEMC (10 charges/e-clip)
Adventure Cards
  • Theme Song: It’s one of those “inspiring music movie moments” when the heroes get their second wind! You and all allies who can see your signal or hear your voice (walkie-talkies count) recover automatically from Shaken status and any Fear effects, due to your inspiring words.
  • Second Wind: Play on your hero to automatically remove all wounds sustained in this combat (but not crippling injuries). If Shaken, he is un-Shaken now as well.
  • Arcane Inspiration: When playing this card, a character with any sort of Arcane Background can either use one of his powers as a free action or use a power he doesn’t have.


Equipment
This should be about at her load limit of 30 lb.
  • Backpack of Shooting Stars
  • Combat Mage Armor
  • TK Revolver
  • Hellfire Sword
  • Tool kit
  • First aid kit
  • Survival knife
  • Wooden cross
  • Canteen
  • Rations
  • Multitool: +1 Repair
  • UEMC


Vehicles
Northern Gun Sky Siren (Mountaineer w/ hover)(TW)
Ostensibly designed as a civilian vehicle, the NG Sky Siren is a rugged, but agile, hover transport with plenty of room for combat upgrades. The nuclear engine provides near limitless range, while the powerful hoverjets give it a max altitude of about 20 feet, although it is capable of handling drops of up to 100 feet.
  • Light Missile Launcher (turret)
    • Damage: 5d6 MBT MD AP 13 (anti-vehicle missiles)
    • Range: 150/300/600
    • Shots: 8
      • 1 reload of 8 shots (anti-vehicle)
    • Reload: 3000/missile/total=24k credits
  • Light Rail Gun (forward mounted)
    • Damage: 2d10+4, ROF 3, AP 10
    • Range: 100/200/400
    • Shots: 45
    • Reload: 10,000 credits
  • Size 5
  • Acc/TS 15/60
  • Toughness 25 (14)
  • Crew 1+5
  • Remaining Mods: 1
  • Handling 1
  • Hover
  • Environmental systems
  • MDC Armor
  • Sensor suite
  • TW Minor Mods: +2 Piloting
  • TW Major Mods: +4 die types to Piloting
  • Cantrip: Purple flame light on the front grill
Desert Fox Hovercycle (stats of NG-150): Combining solar cells and a powerful electric engine, the Desert Fox has a range of 600 miles and a max ceiling of 20 feet, before it needs a night’s recharge. (153,000 credits)
  • NG-E4 Plasma Ejector
    • Damage: 3d10
    • Range: 24/48/96
    • ROF 1
  • Size 2
  • Acc/TS 12/60
  • Toughness 11 (4)
  • Crew 1+1
  • Remaining Mods 1
  • Notes: Exposed Crew, Handling 3, Hover
Police Hovercycle (Speedster hovercycle)
  • Mini Rail Gun
    • Damage: 2d8+4, ROF 4, AP6
    • Range: 75/150/300
    • Shots: 32
  • Toughness 17 (8)
  • ACC/TS: 15/80
  • Size 2
  • Crew: 1
  • Exposed Crew, Hover
Big Boss ATV (space girl has it currently)
  • Toughness 23 (12)
  • Acc/TS 15/60
  • Size 4
  • Crew 1+3
  • Remaining Mods 2
  • Notes: All-Terrain, M.D.C. Armor
Mission Loot
494,000 credits in salvage/misc gear and cyberwear
A pair of pearl-handled TX-26 Particle Beam Pistols previously owned by Dutch (Range 10/20/40, Damage 2d8+3, RoF 1, AP 2, Semiauto)
A pair of Infernal Sixguns made of smoking black iron, previously "owned" by Hex (Range 10/20/40, Damage 1-3d8, RoF 1, AP 4, +2d Shooting, gain Vow: Serve the Devil).
A TW shard pistol (Range 15/30/60, Damage 2d8+1, RoF 3, AP 1, 3RB, lower trait (Vigor) activated by Shooting)
A vehicular Light Rail Gun salvaged from Oso's otherwise-scrapped power armor (Range 100/200/400, Damage 2d10+4, RoF 3, AP 10, Mega Damage)
Bandit IP-44 Super Ion Pistols (as NG-59, Range 10/20/40, Damage 1-3d6, RoF 1, plus single-shot grenade launcher loaded with plasma, Range 12/24/48, Damage 3d10, ignores all but sealed armor, SBT), ammo belt includes 6 spare plasma grenades
5 Plasma grenades
4 High Explosive grenades
4 Armor Piercing grenades
4 Frag grenades

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Rill
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Posts: 157
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 42: Going to the End of the Line

Post by Rill » Thu Oct 17, 2019 4:37 am

Mysticism 11, 2 Successes and 4 Civilians Saved, Rill takes Bumps and Bruises
Mysticism 1d10-2 = 5: 7 (-4 to save civilians offset by +2 from fast and furious)
Wild 1d6-2 = 1: 3
EE 1d6+2 = 4: 2
Rill flows through the battle, staff shining, touching every wounded teammate and civilian he comes across. No. This is absurdity. The height of savagery. No. One. Dies!

As the trains defenses and defenders fire indiscriminately at their own, Rill patches them back up. Every wound, the preacher thinks, gritting his teeth. Every single one.

It is exhausting work, as the magic both empowers and drains him, but he cannot stop. As the battle rages around him, through willpower and divine light, pockets of peace rage, too.
Character Sheet

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