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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Joined: Wed Aug 30, 2017 9:28 am

Day 42: Going to the End of the Line

Post by Tribe of One »

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 »

Spellcasting 7 - 1 success, 3 civilians protected



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

Spellcasting [dice:10p4ziu8]59543:0[/dice:10p4ziu8]
Wild [dice:10p4ziu8]59543:1[/dice:10p4ziu8]

EE with Elan [dice:10p4ziu8]59543:2[/dice:10p4ziu8]

Forgot -1 from fatigue, so just a 7

PPE: [dice:10p4ziu8]59543:3[/dice:10p4ziu8]
Orrin feels the tense atmosphere as they drop into the railcar, but just looks around, not knowing what he could say that would convince the passengers that they mean no harm. He is spared from the attempt by Evelyn, and Orrin breaths a sigh of relief, nodding thankfully to the handsome woman.

Then the armored soldiers storm in and the railcar erupts in chaos. Orrin dives behind the benches Silver upturns, pulling a few civilians down with him. He looks over the edge of the bench cautiously, trying to come up with someway to neutralize Vance's men without harming any innocent bystanders.

Vance! Now there's an idea.

Orrin peaks through a hole in his cover and mutters a few words. Then a shout is raised from the behind the soldiers.

Cease fire! Ned's voice rings out. "What are you doing? I said their coming would THRILL the Director, not they're coming to kill the director! I SAID HOLD YOUR FIRE!"

As the men hesitate between conflicting commands, Orrin focuses on the few of the men and whispers "Tardus Descendit". Their hesitation is amplified as their motions slow to a snails pace.

That won't do much to help us get past, but it should at least help minimize casualties.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
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: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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.

Update Signature

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

Post by Silverclaws »

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) [dice:1ghy9wx1]59562:0[/dice:1ghy9wx1]
[*] Wild (1d6) [dice:1ghy9wx1]59562:1[/dice:1ghy9wx1]
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 »

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 [dice:si26ilak]59567:0[/dice:si26ilak]
Wild Fighting [dice:si26ilak]59567:1[/dice:si26ilak]
Extra Effort with Elan [dice:si26ilak]59567:2[/dice:si26ilak]
bad math actually a 10

Use ISP [dice:si26ilak]59567:3[/dice:si26ilak]
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 »

Psionics 12 2 success, protecting 4 passengers
Modifiers: protecting 4 -4, F&F +2, spend 4 ISP +2. Net 0
Psionics [dice:2tgz5daz]59605:0[/dice:2tgz5daz]
Wild [dice:2tgz5daz]59605:1[/dice:2tgz5daz]
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: 11/40
Bennies: 0/3
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 »

Jack's call to action, +2 successes
Persuasion at -4 to save passengers, +2 Fast & Furious
[dice:11mpse4b]59631:1[/dice:11mpse4b]

WD Persuasion
[dice:11mpse4b]59631:0[/dice:11mpse4b]

ISP to spare B&B
[dice:11mpse4b]59631:2[/dice:11mpse4b]
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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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

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

Post by Kim Black »

Techno-Wizardry 4
-4 to protect civilians, +2 fast and furious, +2 Machine Maestro
Techno-Wizardry [dice:3baz3w6i]59636:0[/dice:3baz3w6i]
Wild [dice:3baz3w6i]59636:1[/dice:3baz3w6i]
Casualties 8
[dice:3baz3w6i]59636:2[/dice:3baz3w6i]
Soak 3 fail - Gah! I forgot about expending PP instead of the Wound! Ah, well.
Vigor [dice:3baz3w6i]59636:3[/dice:3baz3w6i]
Wild [dice:3baz3w6i]59636:4[/dice:3baz3w6i]
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: 169
Joined: Mon Sep 11, 2017 8:53 am

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

Post by Rill »

Mysticism 11, 2 Successes and 4 Civilians Saved, Rill takes Bumps and Bruises
Mysticism [dice:2qf6cjvb]59646:0[/dice:2qf6cjvb] (-4 to save civilians offset by +2 from fast and furious)
Wild [dice:2qf6cjvb]59646:1[/dice:2qf6cjvb]
EE [dice:2qf6cjvb]59646:2[/dice:2qf6cjvb]
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

User avatar
Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

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

Post by Tito »

Fighting 7; -1 Benny
Fighting: [dice:3jtq5l83]59752:0[/dice:3jtq5l83] (-4 Scene, -2 Fatigue; +2 Fast and Furious)
Wild: [dice:3jtq5l83]59752:1[/dice:3jtq5l83]
Extra Effort: [dice:3jtq5l83]59752:2[/dice:3jtq5l83] (+2 Elan)
The RRC goons look like they don't care who they shoot when they bust into the car with guns blazing. Tito jumps in front of several shots that would have taken a civilian or friend out. It hurts, and Tito's skin is sizzling and bleeding from several attacks. He looses it and stops defending the civilians.

Tito leaps straight forward, bringing Whomper down hard enough to cave the goon's head in. The draconic dog boy throws his head back and howls. Then he rips into the nearby goons with a frightening fury as if his injuries and exhaustion no longer mattered. He throws his body at the RRC goons with single-minded fury.
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature

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Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

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

Post by Tribe of One »

In the (admittedly short) history of the Tomorrow Legions Community Outreach Teams, there had never been a fight like the one on the Leviathan that afternoon.

There was big magic tossed around, sure, and some pinpoint shooting. But what made the battle so noteworthy wasn't the violence and the savagery, but rather the lack of it -- or at least the lack of lasting injuries.

From the first shot to the last, protecting the innocents on board the runaway TW train is priority one. Walls and barriers of mystic energy are raised, shielding bystanders from the crossfire shots; Silverclaws rearranges the very furniture as he battles forward, blocking attacks with his own body as the shoulders ahead.

Meanwhile, the attacking Combine soldiers are thrown into disarray by Orrin's illusions, even as the civilians are united by Jack's silver tongue. Surging forward with a purpose, they work together to tie up and knock down the attackers who are disarmed or incapacitated by Sir Blurre or entangled by Kim's summoned tentacles. Seswarick short-circuits or smashes the mechanical defenses while Rill makes sure any injuries sustained by the on-lookers are short-lived.

Even most of the attackers emerge with no more than bumps and bruises, the exception being the one warrior unfortunate to be on the receiving end of a mighty blow from Whomper, after Tito finally loses his cool and charges into Combine boys, attacking with savage fury. Of course, the chihuagoyle's only a provisional member of the COT, and the odd spot of blood does little to taint the pacifistic legend that emerges from that day as the many survivors go on to spread word of the 18th's deeds.

With Vance's roughnecks finally subdued, the group advances into the final car, just before the Leviathan's engine -- and the containment field holding Stella.
holtned.jpg

With the chaos of battle behind you, you notice for the first time just how quiet the Leviathan is as it sails at breakneck speed across the salt flats. So silent is its passage, you hear the hiss of the hydraulics and slight change in air pressure as the doors slide open into the final cab.

Ahead of you, the blue-green haze of a magical barrier blocks your approach, but not your sight. In the room beyond, eight guards stand by, armed and armored in the best of the RRC's armory, as Holt Turner and Ned Vance engage in heated conversation.

"... to the crossroads. You'll doom us all if you welsh on the deal. That one ain't the type of man to double-cross -- if he's even a man, and not the Devil hisself," Vance says, the helm of his TW power armor rolled back to reveal his exasperated expression.

Turner waves him off.

"The table has changed, and the terms will have to change with it. You saw the readouts -- they're 10 times what we imagined! Think of what we can do with this engine -- will do! Unite the Baronies, and all the territories to the south and west. We can't give it up now, just because some old sorcerer withheld the truth about what he asked us to build. This is our destiny now, our legacy!"

Vance seems about to speak again when Turner spots the COT enter.

"What is this? Kimberly, what are you doing here?" he says, appearing surprised to see his granddaughter and her comrades. "Ned said you'd stayed behind to collect more of the crystals. I'm sorry we couldn't wait to begin the run but I'm glad you're here -- the results are astonishing!"


Phase 3 Dramatic Task - Last Words

As the culmination of the Combine's dark work hurtles across the desert, will you be able to turn Holt Turner aside from the path he's set? What exactly is Ned Vance's agenda, and will exposing it aid your cause? This final dramatic task is left open-ended, and could extend through a couple of posts depending on the approach you take. At the end, violence may be unavoidable, but you have a chance to shape the battlefield, first.

Directions: One character will take the lead using an appropriate skill (Persuasion or Intimidation are the obvious ones, but others certainly are possible). Other characters may all make rolls to assist, granting +1 to the lead total on a success or +2 on a Raise. Particularly pertinent arguments or tactics used by your characters may lead to an additional bonus.

Goal: I'll compare the group's total to an opposed roll (or rolls) for Vance and Holt Turner, which will influence what comes next.
GM Bennies: 8/8

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

Post by Sir Blurre »

Support Taunt 11
Taunt to support Jack +2 for Strong willed, -1 for Fatigue
Taunt [dice:3kszazx1]59822:0[/dice:3kszazx1] ACE [dice:3kszazx1]59822:2[/dice:3kszazx1]
Wild Taunt [dice:3kszazx1]59822:1[/dice:3kszazx1]

Sir Blurre, still a bit breathless from the (literally) running battle, smiles broadly, stepping forward even as he dismisses the psi-whip and steps forward, making certain that he is always between Vance and Kim as the TW does whatever impulsive thing she's going to do. "Why, Ned, how kind of you to make sure that Mr. Turner here didn't have to worry about his granddaughter. And we appreciate the vote of confidence, too. Other men might've urged that the project be delayed with a search party, but you knew that getting buried under tons of crystal infused rock when that assassin Sidewinder set off those explosives wouldn't be more than a bump in the road for my friends and I. Good on you!"
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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Silverclaws
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Posts: 234
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Re: Day 42: Going to the End of the Line

Post by Silverclaws »

Silver waves off @Sir Blurre. "It goes much further than that."

"These two were responsible for the CS raid on Black Mesa. They could not afford to expend themselves that far from the Foundry. So they called in "favor"."

Silver waves a massive claw in the direction of Vance and Holt. "It must be the dust from the trail because it took me this long to connect the smells."

"They new about Stella, well before we got started in Mesa. And the whole load of bullshit about wanting to work with the Legion, well that is just a cover to keep us from suspecting their true intentions."

"The RCC itself is full of bright ingenious minds. But you two are the dumbest assholes I have ever come across."

"No realization of what it means to tamper with a Celestial. What ever bargain you have struck, you will lose a hundred times over because of what you have done to Stella."

Intimidation Support for Jack, 5 _
[*] Intimidation (1d10) [dice:2duhx3io]59839:2[/dice:2duhx3io]
[*] Wild (1d6) [dice:2duhx3io]59839:1[/dice:2duhx3io]
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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Rill
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Re: Day 42: Going to the End of the Line

Post by Rill »

Persuasion 9, +2 to Support
Persuasion [dice:29ba5psk]59844:0[/dice:29ba5psk] (+2 from HJ, +2 from Mystic charisma bonus, +1 from communications band)
Wild [dice:29ba5psk]59844:1[/dice:29ba5psk]


Rill channels a bit of power into his communications band and holds up a hand in a placating gesture.

Addressing the two members of the Combine, he says, “Gentlemen, please. We have passed through rock, and fire, and your warriors already just to get to you. There are misinformation and lies aplenty surrounding this venture of yours, but here is a truth: for all your brilliance, and you are brilliant indeed, the Combine is not a martial force. The Tomorrow Legion is, and in my time allied with them, I have seen them come out victorious over threats that would curl your toes. Listen to what they have to say. Stand down. Let science and progress march on without violence today, please.”
Character Sheet

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Jack 'Bullet' Jones
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Posts: 207
Joined: Tue Sep 12, 2017 11:21 pm

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

Post by Jack 'Bullet' Jones »

Persuasion, +2 to lead
Persuasion w/ Comm Band
[dice:3e9oznga]59877:0[/dice:3e9oznga]

WD Persuasion
[dice:3e9oznga]59877:1[/dice:3e9oznga]

Benny to reroll with Elan
[dice:3e9oznga]59877:2[/dice:3e9oznga]

Benny WD
[dice:3e9oznga]59877:3[/dice:3e9oznga]
Jack steps through the last door to find Ned Vance and Holt Turner engaged in heated discussion. Jack notes the surprise at the COT's appearance. He glances at Kim. "That fella's yer grandad? He ain't like ta bury his kin under tons a' rock. He ain't old man Killian." He nods sternly towards Ned Vance. "Then this oughta be the rattlesnake what sent Sam Nugent, back from the dead, to do the deed. It's a devil what would bring a tortured soul back from the dead fer killin'." He shoots a steely glare towards Vance, then turns towards Holt.
"Pardner, if'n yer Kim's kin, then there's like ta be at least a little goodness in yer heart just by 'ssociation. That special girl you got trussed up so you can suck the life outta her fer steam on this locomotive, she's an angel a' mercy. She ain't juice fer yer machine." He pauses for effect, then shifts a glare back to Ned Vance. "It's a devil what would steal life from an angel. Sure makes ya ponder what the purpose is fer that sort of machination."
With a sigh, and an imploring look on his face, Jack addresses Holt Turner once more. "Pardner, ah've seen other dimensions. Other places. Drainin' an angel of her life on account of not bein' able ta find steam fer the engine is a slack way out. Ah'll tell ya for sure an' for certain, there's other ways ta get what yer lookin' for, an' it ain't gotta cost an angel girl her life. Heck fire, fella, how'd you like if someone trussed Kim up the same way? How do ya feel 'bout that fella at yer side sendin' a harrowed killer after her?"
Jack shakes his head. "Come on, pardner. Turn her loose. Keep lookin' fer a means to yer end that don't involve slavery. Ah've been a few places. Ah'll show you what ah can."
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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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

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

Post by Kim Black »

Persuasion 18
-1 Wound, +2 Communications band, +4 Machine Maestro
Persuasion [dice:3bjn1r0v]59889:0[/dice:3bjn1r0v]
Wild [dice:3bjn1r0v]59889:1[/dice:3bjn1r0v]
Benny EE [dice:3bjn1r0v]59889:2[/dice:3bjn1r0v]
Ace [dice:3bjn1r0v]59889:3[/dice:3bjn1r0v]
New Mexico/Crystal Caverns
Afternoon
Day 41
Round 0

When the doors opened, Kim surged forward, only to be caught by Sir Blurre.

“You snake! she yelled at Ned Vance. “You set an assassin on us and left us to die buried alive in that crystal cavern! I don’t know what snake oil you’ve been selling, but this stops now!”

Kim turned to Holt Turner. “Grandpa! You have to stop this train! You’re going to kill Stella! Why? Why would you do that? Did this snake convince you? This is an amazing creation, but it isn’t worth anyone’s life!”

Tears tracked through the dirt and grime on Kim’s cheeks as she begged her grandfather.

***

-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: 1/3
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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Seswarick
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Posts: 156
Joined: Fri Sep 07, 2018 12:23 pm

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

Post by Seswarick »

"Sir, you say this device will bring unity..." The lyn-srial looks pointedly at the internal defenses then out a window at the external ones. "It more looks like a tool of subjugation. Of war. Something this world already sees too much of. And to power your war you enslave a being of peace and mercy? Madness, and it must stop. By either your hands or ours, it will." Lightning arcs from Seswaricks aura to nearby fixtures, the pop and snap emphasizing the skyborn's plea.
Persuasion to support 1 success
pesrsuasion [dice:1b3p8xve]59938:0[/dice:1b3p8xve]
Wild [dice:1b3p8xve]59938:1[/dice:1b3p8xve]
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: 11/40
Bennies: 0/3
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

User avatar
Orrin Truthseeker
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Posts: 277
Joined: Mon Sep 11, 2017 8:11 pm

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

Post by Orrin Truthseeker »

Support -Knowledge (History) 6 - +1 to Kim
Knowledge History [dice:3dqyiuut]60026:0[/dice:3dqyiuut]
Wild [dice:3dqyiuut]60026:1[/dice:3dqyiuut]
Silverclaws wrote:
Mon Oct 21, 2019 9:34 pm
Silver waves off Sir Blurre. "It goes much further than that."

"These two were responsible for the CS raid on Black Mesa. They could not afford to expend themselves that far from the Foundry. So they called in "favor"."

Silver waves a massive claw in the direction of Vance and Holt. "It must be the dust from the trail because it took me this long to connect the smells."

"They new about Stella, well before we got started in Mesa. And the whole load of bullshit about wanting to work with the Legion, well that is just a cover to keep us from suspecting their true intentions."

"The RCC itself is full of bright ingenious minds. But you two are the dumbest assholes I have ever come across."

"No realization of what it means to tamper with a Celestial. What ever bargain you have struck, you will lose a hundred times over because of what you have done to Stella."
Orrin is shocked by the strength of the Wolfen's accusations. There's no doubt in the spellcaster's mind that Ned Vance is more of a snake than the assassin he sent to kill them, but to this point nothing Holt Turne has said or done convinces Orrin that he is any more than a powerful man with a little to much ambition and too little moral direction.

"Whoah there Silverclaws... While there are some her who have things to answer for, let's hold the mudslinging for just a bit" Orrin considers the kind of man Holt is, what drives him, before considering his next words.

"Holt," Orrin says, clearly directing his comments at the RCC leader ignoring Ned Vance. "What you and the RCC have done here is undeniably impressive. A feat never before seen since the Golden Ages. But as a student of history, I must warn you. While your device itself in unprecedented, the plan to bend the power of diety to will of man is not new. Nor is it often one that ends well for those who enact such plans. Braiden Golden Tongue, who tried to use Bragi's the Bard-God's power to woo the the warlords that now make up the Peco's empire, ended up a red stain on the desert sands after Bragi convinced Braiden's half son to free him. Velma the Rotten was supposedly cursed to spend eternity walking the frozen wastelands of the north as a corpse after she tried to use Sedna, goddess of the underworld's power to raise herself an army and secure what has since become the Calgary monster kingdom... and there are dozens of such examples. The point is, friend, that Diety are patient and powerful, and combination that always ends poorly for mortals who tried to use them to their own ends."

Orrin lets his point land home, allowing the others to add their arguments, before adding a offer.

"May I suggest an alternative. Free Stella. As Jack says, she is a kind and merciful...whatever she is. Then join me, or send a delegation, to return to castle refuge to seek an alliance between the RRC and the Tomorrow legion. After all, there are only eight of us here, and we managed to at the very least get onto this marvel of a train, despite someones clear efforts to keep us off." Orrin momentarily but meaningfully glances and Ned Vance. "Imagine the unity and order we could bring the the west if we worked together. Besides, if this 'sorcerer' that commissioned you to build this contraption is who I think it is - one Shibboleth, a devil of a man with a magic eye? - if it's him and half the stories we've heard are true, even you and the combine may need some help surviving his wrath if you keep this train from him..."
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
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: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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.

Update Signature

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Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

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

Post by Tribe of One »

Ned Vance looks on coolly as the COT lays out its accusations. Holt Turner makes no attempt to keep a poker face: a range of emotions cross his face -- surprise, anger, denial and concern.

"A tunnel collapse? And an assassin -- do you mean that bounty hunter, Nugent? We haven't done business with him for months," he says.

Turner bristles when Silverclaws accuses him or the Combine of engineering the attack on Black Mesa.

"That's an outright lie. We had nothing to do with the attack on Black Mesa, and the only relationship we have with those fascists from the east is to shoot them on sight. You should be careful about letting stray dogs follow you, Kimberly -- this one seems to be some sort of evolutionary throwback, with the brain of a beast for all it walks upright and talks of divine beings. Its ignorance is appalling."

The director is not so dismissive of Rill, Jack, Seswarick and Orrin, whose more measured approach seems to strike a chord.

"I appreciate your concern, preacher, but I think you misread the situation here in the West, and the Red River Combine's military capabilities. Our foes are chaotic and disorganized. We have order and technological superiority on our side. And respectfully, all this talk of angels and divine beings is woefully misguided. The thing that's been inhabiting the body of that poor girl is no celestial or angel or holy spirit. It's an alien parasite, one that either killed the girl on its own or scavenged her corpse from somewhere," he says.

Turning to Orrin, he attempts to appeal to reason. "You're a man of learning, surely you don't buy into this talk of gods. Our testing was limited, but the creature appears to feed off the emotions of those around it, and its power is enormous. What we have done is no different than putting down a predator that preys on our neighbors and herds, only we've found a way to put it to use!"

His resolve weakens, however, when he is confronted with the angry tears of his grandaughter.

"Kimberly, Kimberly ... I don't understand," he says, his own anger growing as he looks to Vance for an explanation that doesn't come. "Is this true, Ned? Did you put my granddaughter in danger? I have treated you like a son, and now I'm told you have betrayed me? What do you have to say for yourself?"

"There ain't nothin' to be said," Vance says. "Honor the deal. Preserve the Combine."

Turner waves him off.

"That fucking sorcerer. I knew better than to work with him, and now he's turned you against me," he says.

He turns to address Orrin, pointedly ignoring Vance. "Your concerns about handing this engine over to that wizard mirror my own. I think ... I think this demonstration has served its purpose. We'll turn around, head back to the Foundry. You can examine the entity and the data we've collected. You'll see what I'm saying is true.

Turner reaches into his vest pocket and pulls out a y-shaped tuning fork made of dark metal, the surface etched with violet runes. "You'll see. I'll make things right. Just give me a chance."

Behind him, Vance shakes his head.

Sorry Director, but this train's only going one way."

Holt Turner's eyes open wide in surprise as the sparking tip of a TW light blade emerges from his chest. He turns toward Vance, who reaches out to take the tuning fork from his twitching hands.

"The Combine survives," the young man says, shutting off the blade as Turner tumbles to the floor.

"Kill the rest of these bastards if they try anything," he says to the guards arrayed behind the magical barrier, then moves toward the control panel at the front of the engine, settling his power armors helmet into place as he goes.

iron.jpg

Initiative
Silver (Level-Headed) [dice:394tsz1q]60058:0[/dice:394tsz1q] [dice:394tsz1q]60058:1[/dice:394tsz1q] = 3 Hearts, 10 Hearts
Blurre [dice:394tsz1q]60058:2[/dice:394tsz1q] = Queen of Hearts
Kim [dice:394tsz1q]60058:3[/dice:394tsz1q] = Reroll [dice:394tsz1q]60058:11[/dice:394tsz1q] = Reroll [dice:394tsz1q]60058:12[/dice:394tsz1q]
Orrin [dice:394tsz1q]60058:4[/dice:394tsz1q] = Queen of Spades
Rill [dice:394tsz1q]60058:5[/dice:394tsz1q] = 4 Clubs
Seswarick [dice:394tsz1q]60058:6[/dice:394tsz1q] = 6 Diamonds
Jack (Quick) [dice:394tsz1q]60058:7[/dice:394tsz1q] = 9 Spades
Tito (Level-Headed) [dice:394tsz1q]60058:8[/dice:394tsz1q] [dice:394tsz1q]60058:9[/dice:394tsz1q] = 8 Hearts, Jack of Clubs

Bad Guys (Level-Headed) [dice:394tsz1q]60058:10[/dice:394tsz1q] = 10 Diamonds

PCs have 4 higher than the enemy, 4 lower, so a tie. Drawing one card for each side, highest wins initiative:

PCs [dice:394tsz1q]60058:13[/dice:394tsz1q] = Jack of Hearts
Bad Guys [dice:394tsz1q]60058:14[/dice:394tsz1q] = 8 Diamonds

PCs win initiative
Appropriately enough, the COT wins initiative with the Jack of Hearts.

Train.jpg
As you can see, you are in relatively cramped confines, with a barrier separating you from the RRC soldiers, who are spread out behind cover in the car to the west. In addition to those foes, you can hear more of the engine's defense systems humming to life around you ...

The barrier is the Mega version, Toughness 22 (12) MDC. It can be affected by exalted dispel (only) as a true relic (so a total of 10 needed for a success). Due to the nature of the power source, the barrier reforms one round after being dispelled or destroyed by physical damage.

Holt Turner lies on the floor, Incapacitated and possibly dead.

(8) of the Combine's elite commandos are spread out in the western car. Each is in cover (-2 to hit). They are Parry: 7; Toughness: 18 (9) MDC, clad in TW exoskeleton armor and armed with magma blasters.

Ned Vance is near the engine controls. He is Parry: 10; Toughness: 31 (22) MDC in melee or 35 (26) MDC vs ranged. Plus a few tricks up his enchanted iron sleeves.

Be prepared for other security measures ...
GM Bennies: 8/8

User avatar
Kim Black
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Diamond Patron
Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

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

Post by Kim Black »

Create Dispel gadget 6; raise
+4 Machine Maestro, -2 MAP, -1 Wound
Techno-Wizardry [dice:12igj769]60114:0[/dice:12igj769]
Wild [dice:12igj769]60114:1[/dice:12igj769]
Exalted Dispel; LBT: This should catch the Barrier and all but the back 3 soldiers in the dispel 12
-2 MAP, +4 Machine Maestro, -1 Wound
Techno-Wizardry [dice:12igj769]60114:2[/dice:12igj769]
Wild [dice:12igj769]60114:3[/dice:12igj769]
Minutes: [dice:12igj769]60114:4[/dice:12igj769]

New Mexico/Train
Afternoon
Day 41
Round 0

“Grandfather!” Kim screamed as Ned Vance put a light blade through Holt Turner’s chest. “I’ll kill you, you bastard!” Kim vowed, advancing on Ned Vance.

The magical barrier came up between them and the elite Combine forces and Vance. Kim started to furiously pull parts out of the packs on her armor, cobbling together a device that looked like a scanner. Such was her fury that she didn’t even take time to bedazzle it.

“You forget who I am, Vance!” Kim said darkly. “I’m a Turner! Techno-wizardry is my inheritance!” She aimed the device at the barrier and the Combine troops behind it and pulled the trigger.

"Save my grandfather!" she yelled at Rill.

***

Dispel Device (6/12 PPE)
-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: 1/3
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

User avatar
Sir Blurre
Bronze Patron
Bronze Patron
Posts: 201
Joined: Mon Sep 11, 2017 9:02 pm

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

Post by Sir Blurre »

Vast stores of ISP used, Holt has been delivered to Rill, and a Guard has likely been decapitated
Starting Conditions:
Fatigue -1
ISP: 30
With Shield: Parry 11 (-2 to be hit by technology, -1 to ranged attacks); Toughness: 14+2 (4) melee, 18+2 (8) ranged

Action Sequence:
Q1: (MAP-2, Fatigue -1 to all rolls)
Dismiss Psi-Blade (Free Action)
Invoke Boost Trait: Psionics (Free Action, 6 ISP for +2 to roll)
Psionics [dice:knzm2xrm]60180:0[/dice:knzm2xrm]
Wild Psionics [dice:knzm2xrm]60180:1[/dice:knzm2xrm]
Benny Extra Effort w/Elan [dice:knzm2xrm]60180:2[/dice:knzm2xrm]
Raise, Psionics now d10

Invoke Quickness (1 Action, 8 ISP for +2 to roll)
Psionics [dice:knzm2xrm]60180:3[/dice:knzm2xrm]
Wild Psi [dice:knzm2xrm]60180:4[/dice:knzm2xrm]
Benny for Extra Effort [dice:knzm2xrm]60180:5[/dice:knzm2xrm]
Move to Holt, drag him back to their car (1 Action)
.

Q2: (Fatigue -1)
Invoke Wall Walker (Free Action, 5 ISP for +2)
Psionics [dice:knzm2xrm]60180:6[/dice:knzm2xrm]
Wild Psi [dice:knzm2xrm]60180:7[/dice:knzm2xrm]
Move along walls/ceilings, 1/2-pace

Move along roof of car to rear three
Invoke Psi-Blade in MD mode (Free Action, 2 ISP)

Invoke Deflection (Free Action, 6 ISP for +2 to roll)
Psionics [dice:knzm2xrm]60180:8[/dice:knzm2xrm]
Wild Psi [dice:knzm2xrm]60180:9[/dice:knzm2xrm]
Raise: -2 to be hit

Fighting Attack against rearmost guard (Parry: 7; Toughness: 18 (9) MDC)
Fighting [dice:knzm2xrm]60180:10[/dice:knzm2xrm]
Wild Fighting [dice:knzm2xrm]60180:11[/dice:knzm2xrm]
Hit with Raise
Raise Damage [dice:knzm2xrm]60180:12[/dice:knzm2xrm] + [dice:knzm2xrm]60180:13[/dice:knzm2xrm] AP 8
= 6 Wounds, he's dead, Jim.

Final Stats:
With Shield: Parry 11 (-2 to be hit by technology, -1 to ranged attacks, -2 to ALL attacks); Toughness: 14+2 (4) melee, 18+2 (8) ranged
So, Fire Swords are at -4, magma blasters are at -5.
ISP: 3
As soon as Kim drops the energy barrier, Blurre, spurred on by both the treacherous violence and by the mention of Shibboleth, burns his newfound reserves of psychic energy to overcome his fatigue and MOVE. Before anyone can blink, he's dismissed the Psi-Whip, run in, grabbed Holt and dragged him back to their car, shouting to Rill, "Here's your patient!"

As soon as Holt is on the ground, he resummons the Psi-Whip, running up the wall and then forward along the roof to get to the rear-guard, bringing the Psi-Whip down on the guard's head with a thunderous CRACK.
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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Silverclaws
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Posts: 234
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Re: Day 42: Going to the End of the Line

Post by Silverclaws »

Silver has gotten quite familiar with @Sir Blurre's movements and feels him literally rush past him. When he returns with Turner, Silver leaps forward to create the mass, literally, of confusion and chaos.

[He moves forward to a spot where he is lined up with the second guy in on the north side of the train. 5 Combine Warriors are in his reach.]

Fighting 11, Success, Raise _
Flourentine: +1 Fighting
Sweep: -2 MAP
Imp Trademark: +2 Fighting
H2H Reaction: +2 Fighting
Cover: -2
Parry: 7

[*] Fighting (1d12) [dice:292lcu9d]60194:0[/dice:292lcu9d]
[*] Wild (1d6) [dice:292lcu9d]60194:1[/dice:292lcu9d]
[*] Aced! Wild (1d6+6) [dice:292lcu9d]60194:2[/dice:292lcu9d]
[Going Counter clockwise on five Combine Warriors with Sweep. CW1, CW12, CW11, CW7, CW6]

CW1 Damage 15, AP 4 _
-DONE
Vembrace + Strength + Bonus

[*] Vembrace Damage (1d8) [dice:292lcu9d]60194:3[/dice:292lcu9d]
[*] Strength (1d12+1) [dice:292lcu9d]60194:4[/dice:292lcu9d]
[*] Bonus (1d6) [dice:292lcu9d]60194:5[/dice:292lcu9d]
CW12 Damage 16, AP 4 _
-DONE
Vembrace + Strength + Bonus

[*] Vembrace Damage (1d8) [dice:292lcu9d]60194:6[/dice:292lcu9d]
[*] Strength (1d12+1) [dice:292lcu9d]60194:7[/dice:292lcu9d]
[*] Bonus (1d6) [dice:292lcu9d]60194:8[/dice:292lcu9d]
[*] Aced! Bonus (1d6+6) [dice:292lcu9d]60194:9[/dice:292lcu9d]
CW11 Damage 12, AP 4 _
-DONE
Vembrace + Strength + Bonus

[*] Vembrace Damage (1d8) [dice:292lcu9d]60194:10[/dice:292lcu9d]
[*] Strength (1d12+1) [dice:292lcu9d]60194:11[/dice:292lcu9d]
[*] Bonus (1d6) [dice:292lcu9d]60194:12[/dice:292lcu9d]
CW7 Damage 12, AP 4 _
-DONE
Vembrace + Strength + Bonus

[*] Vembrace Damage (1d8) [dice:292lcu9d]60194:13[/dice:292lcu9d]
[*] Strength (1d12+1) [dice:292lcu9d]60194:14[/dice:292lcu9d]
[*] Bonus (1d6) [dice:292lcu9d]60194:15[/dice:292lcu9d]
CW6 Damage 18, AP 4 _
-DONE
Vembrace + Strength + Bonus

[*] Vembrace Damage (1d8) [dice:292lcu9d]60194:16[/dice:292lcu9d]
[*] Strength (1d12+1) [dice:292lcu9d]60194:17[/dice:292lcu9d]
[*] Bonus (1d6) [dice:292lcu9d]60194:18[/dice:292lcu9d]
Silver's Sweep of the five Combine Warriors ends with him on one knee with his vembraces up in a defensive stance and position.
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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Tito
Posts: 62
Joined: Mon Oct 08, 2018 10:52 am

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

Post by Tito »

Fighting 7 (32 Damage), Fightnig 10 (25 Damage)
Fighting [dice:1754oypp]60209:0[/dice:1754oypp] (-2 Frenzy, -2 Fatigue, +2 Berserk, +2 Wild Attack)
Damage: [dice:1754oypp]60209:7[/dice:1754oypp] + [dice:1754oypp]60209:8[/dice:1754oypp] + [dice:1754oypp]60209:3[/dice:1754oypp] (+2 Berserk, +2 Wild Attack, +4 Death from Above)

Fighting: [dice:1754oypp]60209:2[/dice:1754oypp]
Damage: [dice:1754oypp]60209:4[/dice:1754oypp] + [dice:1754oypp]60209:5[/dice:1754oypp] + [dice:1754oypp]60209:6[/dice:1754oypp] (+1d6 [Raise] +2 Berserk, +2 Wild Attack)
This attack did not raise. I removed the second die result from 2d6 from the total damage.

Wild: [dice:1754oypp]60209:1[/dice:1754oypp]
Tito spends the conversation angrily pacing outside the barrier, growling at the soldiers on the other side. When the old man takes a light blade through the chest, Tito roars and starts beating on the magic barrier until Kim takes it out. Once its down, he leaps into action.

Tito clears the room and brings Whomper down across the furthest guard's shoulder as he lands and follows that strike through, catching the next guard in the chest. With a howl, Tito readies himself to face the next threat.
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
Edit Signature

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

Post by Orrin Truthseeker »

Orrin's can feel the tension in the room as Holt weighs the legionnaires arguments and points. He can feel his teams nerves as they watch for any sign of hostility from the combine leader. What's worse, is the man make some very good arguments.
Holt wrote:
Tue Oct 29, 2019 12:08 pm

Turning to Orrin, he attempts to appeal to reason. "You're a man of learning, surely you don't buy into this talk of gods. Our testing was limited, but the creature appears to feed off the emotions of those around it, and its power is enormous. What we have done is no different than putting down a predator that preys on our neighbors and herds, only we've found a way to put it to use!"
What do they really know about Stella anyway. Yes, she was generally polite to them, but she also was clearly had at least intentionally hid her true nature from everyone at Black Mesa...
Holt wrote:
Tue Oct 29, 2019 12:08 pm
He turns to address Orrin, pointedly ignoring Vance. "Your concerns about handing this engine over to that wizard mirror my own. I think ... I think this demonstration has served its purpose. We'll turn around, head back to the Foundry. You can examine the entity and the data we've collected. You'll see what I'm saying is true.

Turner reaches into his vest pocket and pulls out a y-shaped tuning fork made of dark metal, the surface etched with violet runes. "You'll see. I'll make things right. Just give me a chance."

Orrin breaths a sigh of relief when it seems that Holt will at least allow the subject to be debated further. It was honestly more than he had ever hoped when they arrived at the combine. Maybe it was that moment of relief that cause Orrin to let his guard down, leaving him completely unaware of and unable to prevent Ned's betrayal.

More than a little shocked, Orrin struggles for a moment between two decisions. A part of him wants to rip the barrier down and unleash the full fury of his team on Ned and his lackeys. The more reasonable part of him recognizes that they have a hard fight ahead, and a unless they take precautions, a few of them might not come out the other side...



Kim solves the debate for him as she unleashes her dispel device, bring the barrier down. Free to follow is wiser instincts, Orrin gathers his magic to help even the seemingly overwhelming odds.

Rolls
Turn 1

Exalted Quickness (+1 staff, +1 armor, -1 fatigue -2 MAP)
Spellcasting [dice:cn6aulei]60330:0[/dice:cn6aulei]
Wild [dice:cn6aulei]60330:3[/dice:cn6aulei]
Ace! [dice:cn6aulei]60330:4[/dice:cn6aulei]
Ace!! [dice:cn6aulei]60330:5[/dice:cn6aulei]

-1 Bennie to unshake

-6 PPE (9 base - 3 raises)

Exalted Slow (+1 staff, +1 armor -1 fatigue) on 5 nearest Guards
Spellcasting [dice:cn6aulei]60330:1[/dice:cn6aulei]
Wild [dice:cn6aulei]60330:2[/dice:cn6aulei]

-9 PPE (10 base - 1 raise)


Turn 2

Greater Boost Trait - Vigor (Orrin, Kim, Jack, Rill, Ses) - +1 armor, +1 staff, -1 vigor
Spellcasting [dice:cn6aulei]60330:6[/dice:cn6aulei]
Wild [dice:cn6aulei]60330:7[/dice:cn6aulei]

-X PPE (9 Base - X Raises)

Greater Lower Trait - TechnoWizardry (Vance)
Spellcasting [dice:cn6aulei]60330:8[/dice:cn6aulei]
Wild [dice:cn6aulei]60330:9[/dice:cn6aulei]

-X PPE (5 base - X Raises)
Orrin is a blurr of motion and sound as he shouts out and sling spells in all directions - some toward their attackers, some toward his friends.

Orrin, Kim, Jack, Rill and Ses all get +4 DT vigor, +2 pace and +1DT agility
Orrin gets greater quickness with a raise - redrawing 8's and below
5 closest commandos Rolls spirit TN 12 to resist Greater slow. On fails they are +2 to be hit, -2 parry, and -2 to agility linked skills, plus count movement as an action
Ned Vance rolls spirit TN to resist lowering his TW skill. 1 -7 results in -4DT, 8-11 is minus 2DT 12+ no effect
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
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: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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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Seswarick
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Posts: 156
Joined: Fri Sep 07, 2018 12:23 pm

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

Post by Seswarick »

Moving into the car beind his more melee oriented friends Seswarick sets his sights on the ringleader of this little rebellion. First he focuses his mind on the ambient static around the man, seeking to intensify it to the point of distraction. Then he summons electrical coils to bind the villain.
Action one. Electric Mastery on Ned, he now has -2 to trait rolls
Psionics [dice:3q05n5eu]60408:0[/dice:3q05n5eu]
Wild [dice:3q05n5eu]60408:1[/dice:3q05n5eu]
Action two. Mega Entangle on the same. 19 so he needs a 15 or his future attempts to get free are at -4 with even a simple success he is completely entangled
Modifiers. 4 ISP for +2 to roll
ISP cost 6
Psionics [dice:3q05n5eu]60408:2[/dice:3q05n5eu]
Wild [dice:3q05n5eu]60408:3[/dice:3q05n5eu] Ace [dice:3q05n5eu]60408:4[/dice:3q05n5eu] Benny for EE [dice:3q05n5eu]60408:5[/dice:3q05n5eu]
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: 11/40
Bennies: 0/3
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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Rill
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Posts: 169
Joined: Mon Sep 11, 2017 8:53 am

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

Post by Rill »

Mysticism 7 for Healing, 2 Wounds Healed, if Holt is Still Alive
Mysticism [dice:1pcs9n4r]60479:0[/dice:1pcs9n4r] (includes +1 from staff and +2 from Healer and -3 from Wound penalties on the patient) - Wound penalties
Wild [dice:1pcs9n4r]60479:1[/dice:1pcs9n4r]
Auto-raise effect from HJ heals 2 wounds
Rill decides to be shocked at the sudden violence later. As @Sir Blurre had said, he had a patient to attend to.

Dropping to a knee, he places his hand on the wounded man. "Whether you believe in God or not, His light shines on you just the same," Rill says, and light pulses around the wound in Holt's chest.
Character Sheet

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Jack 'Bullet' Jones
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Posts: 207
Joined: Tue Sep 12, 2017 11:21 pm

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

Post by Jack 'Bullet' Jones »

Bullet Jones takes a shot
Greater Deflection
[dice:3knz6buy]60524:0[/dice:3knz6buy]

WD GD
[dice:3knz6buy]60524:1[/dice:3knz6buy]

moving forward to the other side of the barrier's previous location

Onslaught at Ned Vance - Jack's Bullet
[dice:3knz6buy]60524:2[/dice:3knz6buy]
Ace with prior
[dice:3knz6buy]60524:4[/dice:3knz6buy]

Onslaught damage with raise, +2 AP
[dice:3knz6buy]60524:5[/dice:3knz6buy]
One Ace with prior
[dice:3knz6buy]60524:6[/dice:3knz6buy]

Benny to reroll damage
[dice:3knz6buy]60524:7[/dice:3knz6buy]

Last benny to reroll damage
[dice:3knz6buy]60524:8[/dice:3knz6buy]
2 Aces with prior
[dice:3knz6buy]60524:9[/dice:3knz6buy]

WD Psionics -Onslaught
[dice:3knz6buy]60524:3[/dice:3knz6buy]
Jack's seen enough bad turns and itchy trigger fingers to know this one's going south, but the viciousness of Ned Vance's doublecross is chilling. "Damned snake in the grass! Ah'll see you hangin' high!" The ectoplasmic shroud covers Jack's form, obscuring him from incoming violence. He lunges forward, pistols in hand, but focused only on the betrayer. A particle bolt streaks towards Ned Vance, impacting on the formidable TW armor...and dissipating. "Heck fire, how y'all reckon we're gettin' through that?! That bullet's brought down dragons!" He moves to find whatever cover he can muster in the crowded car.
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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Tribe of One
Posts: 1076
Joined: Wed Aug 30, 2017 9:28 am

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

Post by Tribe of One »

Defense Rolls
Commando Soak vs. Beheading
Vigor [dice:2khq41pm]60541:0[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:1[/dice:2khq41pm]
Second Benny
Vigor [dice:2khq41pm]60541:2[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:3[/dice:2khq41pm]
Dies

Commando Soak vs. Whomper
Vigor [dice:2khq41pm]60541:4[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:5[/dice:2khq41pm]
Second Benny
Vigor [dice:2khq41pm]60541:6[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:7[/dice:2khq41pm]

Commando 2 Soak vs Whomper
Vigor [dice:2khq41pm]60541:8[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:9[/dice:2khq41pm] = Ace! [dice:2khq41pm]60541:10[/dice:2khq41pm] = Soaked the 1 Wound

Guard 1 vs. Slow
Spirit [dice:2khq41pm]60541:11[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:12[/dice:2khq41pm]

Guard 2 vs. Slow
Spirit [dice:2khq41pm]60541:13[/dice:2khq41pm] = Ace! [dice:2khq41pm]60541:21[/dice:2khq41pm] + Benny for Extra Effort [dice:2khq41pm]60541:23[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:14[/dice:2khq41pm]

Guard 3 vs. Slow
Spirit [dice:2khq41pm]60541:15[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:16[/dice:2khq41pm]

Guard 4 vs. Slow
Spirit [dice:2khq41pm]60541:17[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:18[/dice:2khq41pm]

Guard 5 vs. Slow
Spirit [dice:2khq41pm]60541:19[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:20[/dice:2khq41pm] = Ace! [dice:2khq41pm]60541:22[/dice:2khq41pm] + Benny for Extra Effort [dice:2khq41pm]60541:24[/dice:2khq41pm]

Vance vs. Lower Trait
Spirit [dice:2khq41pm]60541:25[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:26[/dice:2khq41pm] = Ace! [dice:2khq41pm]60541:27[/dice:2khq41pm] + Benny for Extra Effort + Elan [dice:2khq41pm]60541:28[/dice:2khq41pm] = Success

Vance vs. Greater Entangle. He is -2 from Environmental Manipulation but +4 from his built-in Psionic Mind Shield
Spirit [dice:2khq41pm]60541:29[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:30[/dice:2khq41pm]

The magic blade Ned Vance stabbed into Holt Turner's back may have been silent, but the fury it unleashes is anything but.

“You forget who I am, Vance!” Kim said darkly. “I’m a Turner! Techno-wizardry is my inheritance!”

The magic disrupting device Kim triggers brings down the force field separating the COT from the Combine commandos, and disrupts the TW armaments of those closest, to boot.

With the barrier down, Sir Blurre rushes in, grabbing the still form of Holt Turner and dragging him back to Rill. In the blink of an eye returns to the far side of the car, and in a shocking display of overwhelming violence beheads one of the Combine troopers with his psi-whip.

Silverclaws follows immediately behind Blurre, slashing at several of the closest commandos. He manages to knock them off balance, but even de-powered their heavy army protects them from harm. [Two commandos Shaken. Also note: The train car is 4 squares wide, so there's no way to Sweep that many -- if you stood in the center, straddling the middle line, none would actually be adjacent. So I let you target two, using your two best damage rolls.]

Tito comes next in raging chihuagoyle form, rushing past Silverclaws to hammer at the two remaining guards in the back who were unaffected by the dispel. The first collapses in a heap after Whomper caves in his chest, but the second takes rolls with the blow and emerges unscathed.

Orrin's series of incantations leave four of the nearest commandos slowed, but his attempt to sap some of Ned Vance's skill falls as the traitor shrugs off the mystical attack.

Following the more martial-minded warriors into the train car, Seswarick summons a field of static energy from the engine behind Vance, enveloping the man in distracting crackles of lightning before wrapping him up in entangling bands of electricity.

Back in the cabin, Rill channels healing light into the blackened wound on Holt Turner's chest. With a gasp, the man draws in a breath, though he remains senseless after the brush with death. [He'll come around and be Exhausted in a round or two.]

As the barrier begins to reform, Jack squeezes off a psionically-charged shot at Ned Vance -- and is dismayed to see it spatter against the entangled man's armor, which appears to contain warding circuits to protect against psionic attacks.



Offense Rolls
Combine Soldier 1 to Unshake
Spirit [dice:2khq41pm]60541:32[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:33[/dice:2khq41pm]

Combine Soldier 2 to Unshake
Spirit [dice:2khq41pm]60541:34[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:35[/dice:2khq41pm]

Soldiers' Shooting drops to d8 with armor unpowered; +2 for BigBore, -2 for Slow, -2 MAP since drawing, targeting Silverclaws' Parry

Soldier 1
Shooting [dice:2khq41pm]60541:31[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:36[/dice:2khq41pm] = Ace! [dice:2khq41pm]60541:39[/dice:2khq41pm]
Benny for Extra Effort [dice:2khq41pm]60541:40[/dice:2khq41pm] = Hit
Damage [dice:2khq41pm]60541:42[/dice:2khq41pm]

Soldier 2
Shooting [dice:2khq41pm]60541:37[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:38[/dice:2khq41pm]
Benny for Extra Effort [dice:2khq41pm]60541:41[/dice:2khq41pm] = Miss

Soldiers 3 & 4 each cast Greater Lower Trait-Spirit on Blurre, Tito, Silver and Ses
-2 MAP from drawing then using Gizmo, +2 Machine Maestro
1st TW [dice:2khq41pm]60541:43[/dice:2khq41pm] Benny for Extra Effort [dice:2khq41pm]60541:47[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:44[/dice:2khq41pm]

2nd TW [dice:2khq41pm]60541:45[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:46[/dice:2khq41pm] = Ace! [dice:2khq41pm]60541:48[/dice:2khq41pm]

Soldier 5 (not slowed) uses Arcane Machinist to build a Greater Slumber device, then use it on Silver and Seswarick (also catching the 2 commandos engaged with Silver)
-2 MAP, +2 MM
Building TW [dice:2khq41pm]60541:49[/dice:2khq41pm] = Ace! [dice:2khq41pm]60541:51[/dice:2khq41pm] = Raise, has 15 PPE
Wild [dice:2khq41pm]60541:50[/dice:2khq41pm]

Activate TW [dice:2khq41pm]60541:52[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:53[/dice:2khq41pm]

Benny to reroll
Activate TW [dice:2khq41pm]60541:54[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:55[/dice:2khq41pm]

GM Benny to reroll
Activate TW [dice:2khq41pm]60541:56[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:57[/dice:2khq41pm]

Commando caught in the Slumber blast
Spirit [dice:2khq41pm]60541:58[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:59[/dice:2khq41pm]

Powered commando draws his TW flaming sword and attacks Tito, -2 MAP, +2 MM
Fighting [dice:2khq41pm]60541:60[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:61[/dice:2khq41pm] = Ace! [dice:2khq41pm]60541:62[/dice:2khq41pm] = Hit, due to Tito Berserking and Wild Attacking
Damage [dice:2khq41pm]60541:63[/dice:2khq41pm]+[dice:2khq41pm]60541:64[/dice:2khq41pm] = 14 damage, AP 4 = no would

Train defenses: Flat TW roll of 1d10, no wild die, to activate Greater Stun, then Greater Pummel
GStun [dice:2khq41pm]60541:65[/dice:2khq41pm] GM Benny to reroll [dice:2khq41pm]60541:67[/dice:2khq41pm]
GPummel [dice:2khq41pm]60541:66[/dice:2khq41pm]

Vance: Casting Exalted Quickness, then Casting Dispel on the Entangle from his armor; -2 MAP on the first, -2 from Enviro Manipulation and +2 MM
Ex.Q TW [dice:2khq41pm]60541:68[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:69[/dice:2khq41pm]
Benny for Extra Effort + Elan [dice:2khq41pm]60541:70[/dice:2khq41pm] = Ace! [dice:2khq41pm]60541:73[/dice:2khq41pm] = Raise

Dispel TW [dice:2khq41pm]60541:71[/dice:2khq41pm] = Ace! [dice:2khq41pm]60541:74[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:72[/dice:2khq41pm] = Ace! [dice:2khq41pm]60541:75[/dice:2khq41pm] = Ace! [dice:2khq41pm]60541:76[/dice:2khq41pm]

Vance Round 2 from Quickness: Shoots Blurre with TW cannon, then casts Teleport; -2 from Enviro Manipulation, MAP is negated, +2 MM
Shooting [dice:2khq41pm]60541:77[/dice:2khq41pm]
Wild [dice:2khq41pm]60541:78[/dice:2khq41pm] = Ace! [dice:2khq41pm]60541:81[/dice:2khq41pm] He's -3 to hit Blurre at range, making this a Hit
Damage [dice:2khq41pm]60541:82[/dice:2khq41pm] = 17 damage, AP 12 vs. Blurre = 1 Wound

Teleport TW [dice:2khq41pm]60541:79[/dice:2khq41pm] = Success
Wild [dice:2khq41pm]60541:80[/dice:2khq41pm]


With the reformed barrier now cutting off the group -- Blurre, Silverclaws, Tito and Seswarick are in the front car with Vance's commandos, while Kim, Orrin, Rill, Jack and Holt Turner are in the connecting vestibule between cars -- the Combine soldiers regroup and strike back.

Struggling under the weight of Orrin's slow spell, the two engaged with Silverclaws drop their TW rifles and draw mundane, but still menacing, sidearms -- BigBore six-shooters with barrels large enough to swallow a shot glass. Both fire but only one hits, the shot failing to penetrate Silverclaw's armored hide but still striking with enough force to potentially knock him off his feet. [Silver suffers no damage but needs to make a Strength check or be knocked prone.]

The two other slowed commandos on the other side of the cab take out TW gizmos that look like TV antennae wrapped with red pipe cleaners and point them at fighters on their side of the barrier. Invisible beams of energy radiate outward, sapping the legionnaires' will.
Blurre, Tito, Silver and Seswarick
[Blurre, Tito, Silver and Seswarick each need to make TWO Spirit rolls against Greater Lower Trait-Spirit:
  • On the first, 11+ is no effect; 7-10 you lose 2 die-types of Spirit; 6 or less you lose 4 die-types of Spirit
  • On the second, 10+ is no effect; 6-9 you lose 2 die-types of Spirit; 5 or less you lose 4 die-types of Spirit

Technically, in SWADE these could stack, but we'll stick with just taking the worst effect.]
As they do that, the fifth de-powered commando -- the only one not slowed -- quickly cobbles together a different device, this one looking something like a toaster with an umbrella sticking out of the slots. He points it toward the front of the cab and triggers it, sending out brain-scrambling pulse-waves that induce slumber. One of the guards fighting Silverclaws is caught in the blast and succumbs, falling to the ground unconscious. [Greater slumber is an MBT. Blurre and Tito are caught in the blast, as well one of the commandos. Each needs to make a Spirit check at -2; anything less than a 5 and you go nighty-night, with "a full round of active effort" needed to wake you.]

The final commando in the front of the car, the only one who wasn't de-powered by Kim's dispel, finds himself in tight quarters with an angry chihuagoyle. Dropping his magma blaster, he draws a TW flaming sword and ignites it. He slashes at the giant-sized runt, but fails to accomplish more than singeing Tito's hair and filling the cab with the reek of burning dog hair.

Moments after the barrier goes up, Seswarick picks up a garbled command on the radio frequency used by Vance and his commandos. He can't make out anything more without concentrating, but it's easy enough to guess what happened, as the interior defense systems in the vestibule between cars immediately begins ticking ...

Without warning, Kim, Orrin, Rill and Jack are dazzled by the techno-magic equivalent of a flash-bang grenade set off over their heads. A split-second later, the entry door to the right slides open, venting air the desert streaks by. At the same time, a blast of compressed air explodes from the left, as the train's defenses try to eject them from the speeding engine!
Kim, Orrin, Rill and Jack
  • First you need to resist Greater Stun: That's a Vigor check at -2 or be Shaken; on a result of 1 or less you're Incapacitated but can make a Vigor check each round to return to Shaken.
  • Second, roll to resist Greater Pummel: Strength check at -4 or be Shaken and pushed toward the door.
  • If you are pushed toward the door, you can make an Agility check to grab hold and avoid being thrown from the train.
  • Note: Holt Turner automatically fails the Strength check. Someone can grab him and keep him from being thrown out with an Agility check -- but you'll suffer a -2 MAP if you also need to make an Agility check for yourself.
As the defenses trigger, you see the entangled Ned Vance activate a small TW device that causes his form to stutter and move at astounding speed. In rapid succession, he activates a force field on his left arm that dispels the entangling bands of electricity.
Seswarick
Vance got a 20 to dispel the entangle. You can go ahead and roll, if you like, and I will spend a GM Benny for Extra Effort if needed, which would push the total to 23+.
Moving freely, though still distracted by the static field, Vance taps some commands into the nearby panel before turning his TW force cannon on Sir Blurre and letting loose with a rapid-fire pulse. 17 damage, AP 12 vs. Blurre = 1 Wound] Without waiting to see the result, he activates another device and blinks out of sight -- reappearing in the train hallway right behind Kim, Orrin, Rill and Jack!



Initiative
Bah. Starting rolling initiative and hit the roll cap halfway through. Gonna give initiative to the PCs 'cause I don't want to roll any more.
You're up!

Recapping: You are in relatively cramped confines, with a barrier separating those in the front cab from those in the vestibule connecting to the car to the right.

The barrier is the Mega version, Toughness 22 (12) MDC. It can be affected by exalted dispel (only) as a true relic (so a total of 10 needed for a success). Due to the nature of the power source, the barrier reforms one round after being dispelled or destroyed by physical damage.

Holt Turner lies on the floor in the vestibule (unless he blew out of the train ...), unconscious with 2 Wounds, he'll come around and be Exhausted in a round or two.

(6) of the Combine's elite commandos remain in the front car. They'll try to use cover (-2 to hit) but that won't apply in melee. They are Parry: 7; Toughness: 18 (9) MDC, clad in TW exoskeleton armor. Only the one on the far left still has powered armor and working TW weapons. Of the remaining five, all but one are slowed, giving a +2 to hit them (or reducing Parry by 2 in melee).

Ned Vance has teleported into the vestibule on the right side of the barrier. He's in melee with at least one of your (your choice). He is Parry: 10; Toughness: 31 (22) MDC in melee or 35 (26) MDC vs ranged. He's got a Psionic Mind Shield built into his armor that gives him +4 to resist/+4 Armor vs psionics.

If you like, you can also shoot/smash/disable the train's TW security features with an action and successful roll with an appropriate skill. There are two: the Stun emitter and the Pummel air blaster.

Don't forget -- someone needs to grab Holt Turner or he'll be blown out the door!

Round 2.png
GM Bennies: 8/8

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

Post by Sir Blurre »

OOC Comments
Greater Lower Spirit Resist 1: [dice:2vinzjmt]60577:0[/dice:2vinzjmt]
Wild Spirit: [dice:2vinzjmt]60577:1[/dice:2vinzjmt]
6 due to Fatigue. Extra Effort Elan [dice:2vinzjmt]60577:2[/dice:2vinzjmt]

Greater Lower Spirit Resist 2 (remembering Fatigue): [dice:2vinzjmt]60577:3[/dice:2vinzjmt]
Wild Spirit [dice:2vinzjmt]60577:4[/dice:2vinzjmt]

Spirit -2DT = 1d10+2

Slumber Resist [dice:2vinzjmt]60577:5[/dice:2vinzjmt]
Wild Spirit [dice:2vinzjmt]60577:6[/dice:2vinzjmt]
Extra Effort Elan [dice:2vinzjmt]60577:7[/dice:2vinzjmt]

Take a Wound, 'cause I'm outta bennies.

Spirit roll to Unshake: [dice:2vinzjmt]60577:8[/dice:2vinzjmt]
Wild Spirit [dice:2vinzjmt]60577:9[/dice:2vinzjmt]

Begin Blurre's Actions:

QRound1:
Move to Barrier and attack vs. Toughness 22 (12) MDC (Parry 2)
Burning 2 ISP to increase AP to 12
Fatigue -1, Wound -1
Fighting [dice:2vinzjmt]60577:10[/dice:2vinzjmt]
Wild Fighting [dice:2vinzjmt]60577:11[/dice:2vinzjmt]
Damage: [dice:2vinzjmt]60577:12[/dice:2vinzjmt] + [dice:2vinzjmt]60577:13[/dice:2vinzjmt], AP 12
LOL What Barrier?

QRound2:
Run through, grabbing Holt and pulling him to the next car again.
WOund/Fatigue -2
Agility [dice:2vinzjmt]60577:14[/dice:2vinzjmt]
Wild Agility [dice:2vinzjmt]60577:15[/dice:2vinzjmt]
Bennie Extra Effort Elan (from Rill via Common Bond) [dice:2vinzjmt]60577:16[/dice:2vinzjmt]
Blurre staggers under the onslaught of Technowizardry, but is only somewhat ennervated by it all. Vance's force cannon, however, does manage to leave a mark on the winded Cyber-knight, making him have to push to keep moving.

He manages to shake it off, however, and after briefly considering and rejecting the idea of holding the control panel hostage, charges back along the length of the car, trusting Tito, Silver and Seswarick to deal with the guards. He reaches the vestibule just in time to catch Holt from falling to the earth below, and, still sticking to the roof, pulls him along until they are, once again past Vance, stopping in the middle of the car; if the cabin door is open, he puts Holt in there; otherwise, he just sets the staggered patriarch down in the hallway, behind where he still hangs from the ceiling, bat-like, looking at Vance. "Sir, if didn't know any better, I'd say you were trying to avoid my company."
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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Silverclaws
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Re: Day 42: Going to the End of the Line

Post by Silverclaws »

Resist Lower Trait
Resist 1, 11
[*] Greater Lower Spirit Resist (1d10) [dice:1lang7ba]60585:0[/dice:1lang7ba]
[*] Wild (1d6) [dice:1lang7ba]60585:1[/dice:1lang7ba]
Benny for Extra Effort (3 of 4)
[*] Extra Effort (1d6) [dice:1lang7ba]60585:6[/dice:1lang7ba]
Resist 2, 12
[*] Greater Lower Spirit Resist (1d10) [dice:1lang7ba]60585:2[/dice:1lang7ba]
[*] Wild (1d6) [dice:1lang7ba]60585:3[/dice:1lang7ba]
Benny for Extra Effort (2 of 4)
[*] Extra Effort (1d6) [dice:1lang7ba]60585:7[/dice:1lang7ba]
Move to Northern, No Powered Commandos

North Left, No Powered Commando:
Move to Commandos and attack vs. Parry: 7; Toughness: 18 (9)
Fighting 18+, Damage 25, AP 4
H2H Reaction Wiring: +2
Imp TW: +2
Slowed: +2
[*] Fighting (1d12) [dice:1lang7ba]60585:14[/dice:1lang7ba]
[*] Wild (1d6) [dice:1lang7ba]60585:5[/dice:1lang7ba]
[*] Aced! Wild (1d6+6) [dice:1lang7ba]60585:15[/dice:1lang7ba]
[*] Damage: Str (1d12+1) + (1d8) [dice:1lang7ba]60585:16[/dice:1lang7ba] + [dice:1lang7ba]60585:8[/dice:1lang7ba], AP 4
[*] Bonus Damage: (1d6) [dice:1lang7ba]60585:18[/dice:1lang7ba]
[*] Aced! Bonus (1d6+6) [dice:1lang7ba]60585:4[/dice:1lang7ba]

Silver can tell the armored commando is surprised as the wolfen turns to him and his fellow soldier. His (Silver's) towering form darkens the north side of the train car. But the surprise is nothing compared to the feelings and emotions as the commando watched his squad mate get gored by Silver's vibroblade vembraces.

North Left, No Powered Commando:
Move to Commandos and attack vs. Parry: 7; Toughness: 18 (9)
Fighting 15, Damage 40+, AP 4
H2H Reaction Wiring: +2
Imp TW: +2
Slowed: +2
[*] Fighting (1d12) [dice:1lang7ba]60585:10[/dice:1lang7ba]
[*] Wild (1d6) [dice:1lang7ba]60585:11[/dice:1lang7ba]
[*] Aced! Wild (1d6+6) [dice:1lang7ba]60585:9[/dice:1lang7ba]
[*] Damage: Str (1d12+1) + (1d8) [dice:1lang7ba]60585:12[/dice:1lang7ba] + [dice:1lang7ba]60585:13[/dice:1lang7ba], AP 4
[*] Bonus Damage: (1d6) [dice:1lang7ba]60585:17[/dice:1lang7ba]
[*] Aced! Bonus Damage: (1d6+6) [dice:1lang7ba]60585:19[/dice:1lang7ba]
[*] Super Aced! Bonus Damage: (1d6+12) [dice:1lang7ba]60585:20[/dice:1lang7ba]
[*] Super Saiyan Aced! Bonus Damage: (1d6+18) [dice:1lang7ba]60585:21[/dice:1lang7ba]
Silver looked at the other commando, "You ready to join him?"
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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Tito
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Re: Day 42: Going to the End of the Line

Post by Tito »

Spirit 3, Spirit 11, Spirit Crit Fail
Spirit: [dice:6sepnxgp]60592:0[/dice:6sepnxgp]
Wild: [dice:6sepnxgp]60592:1[/dice:6sepnxgp]

Spirit: [dice:6sepnxgp]60592:2[/dice:6sepnxgp]
Wild: [dice:6sepnxgp]60592:3[/dice:6sepnxgp] Ace: [dice:6sepnxgp]60592:4[/dice:6sepnxgp]

Spirit: [dice:6sepnxgp]60592:5[/dice:6sepnxgp] (-2 Scene)
Wild: [dice:6sepnxgp]60592:6[/dice:6sepnxgp]
Tito raises Whomper to finish of the guard he attacked when his senses detect magic coming straight for him. It strikes the dog boy and Tito immediately feels disheartened. Why wasn't he able to finish that guard off? Was he too weak? Tito knew he was the biggest, most badass dog boy when he was in chihuagoyle form, but still...was he really even a good boy? A good boy would stop these guards from hurting his friends.

Tito snaps out of it with a yelp as his backside is scorched by one of the other guards. His bloodlust rages back with a fury, and Tito prepares to leap at the offender when another magic washes over him. The dog boy's eyes get heavy and he sways on his feet. He tries to bring Whomper to his head for a good shock, but it wasn't fast enough.

Tito's last thought as his body thumped to the ground was, 'Not a...good boy.'
Tito, Chihuagoyle Dog boy
Tito, Dog Boy Super Soldier
Pace: 6; Parry: 8 Toughness: 17(5)/20(5)
Combat-Relevant Edges & Abilities:
  • Battle Hardened: +2 to Soak rolls
    Berserk: Smarts roll when wounded or go berserk. Parry -1; +2 Fighting/Strength/Melee Damage/Toughness. Ignore all wound modifiers, but cannot use skills, Edges, or maneuvers requiring concentration, including Shooting/taunt but not Intimidation. Fighting die of 1 = hit random adjacent target, including friends. No adjacent on a 1 = attack misses.
    Death from Above: If combined with a Fighting attack, the leaper may add his level [+4] to any damage caused at the end of his jump.
    Elan: +2 to the final total of any Trait rerolled with a Benny.
    Frenzy: Make two attacks with one weapon. Fighting -2.
    Quick: Redraw initiative 5 or less until higher than 5. Stacks with (I)LH.
    Level Headed: Draw an additional initiative card.
    Rock and roll!: If no movement during round, ignore full auto penalty.
    Size -1/+1: Size -1/+1
    Strong Willed: +2 to Taunt/Intimidate; +2 Smarts/Spirit vs Tests of Will.
Wounds: 3/3; Fatigue: 0/2
Bennies: 0/3
Adventure Cards
  • Spill the Beans: The subject of your questioning tells you everything you want to know, whether by friendly persuasion, intimidation, or force.
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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 »

Taking out the defenses
Vigor -2 vs Greater Stun
[dice:1l2upisz]60603:0[/dice:1l2upisz]

WD Vigor
[dice:1l2upisz]60603:1[/dice:1l2upisz]

Strength vs Pummel
[dice:1l2upisz]60603:2[/dice:1l2upisz]

WD Strength
[dice:1l2upisz]60603:3[/dice:1l2upisz]
Ace WD Strength with prior
[dice:1l2upisz]60603:4[/dice:1l2upisz]

Shooting - Pearl Handled Colt, aimed at Stun emitter
[dice:1l2upisz]60603:5[/dice:1l2upisz]

WD Shooting
[dice:1l2upisz]60603:6[/dice:1l2upisz]

Shooting - Hellfire Hand Cannon, aimed at Pummel air blaster
[dice:1l2upisz]60603:7[/dice:1l2upisz]

WD Shooting
[dice:1l2upisz]60603:8[/dice:1l2upisz]
Jack manages not only to avoid the stun, but also holds on to his hat and avoids the less than gentle push out the door. "Yer rig here's got all sorts a' skifters tucked in like teeth on a titmouse, fella. 'bout as shifty as you are. But ah reckon they ain't gonna stand up against some sharp shootin'." With that, both pistols flash simultaneously, striking both the stun emitter and the air blaster. The systems spark and grind, flashes of eldritch energy arcing between the now wrecked contraptions. "Now let's see 'bout doin' the same thing to you!"
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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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

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

Post by Kim Black »

Vigor vs Greater Stun 10
-2 difficulty, -1 Wound
Vigor [dice:13hulfty]60612:0[/dice:13hulfty]
Wild [dice:13hulfty]60612:1[/dice:13hulfty]
Strength vs Greater Pummel -2
-4 difficulty, -1 Wound
Strength [dice:13hulfty]60612:2[/dice:13hulfty]
Wild [dice:13hulfty]60612:3[/dice:13hulfty]
Agility to avoid being thrown from the train 4
-1 Wound
Agility [dice:13hulfty]60612:4[/dice:13hulfty]
Wild [dice:13hulfty]60612:5[/dice:13hulfty]
Unshake 0; Critical Failure
-1 Wound
Spirit [dice:13hulfty]60612:6[/dice:13hulfty]
Wild [dice:13hulfty]60612:7[/dice:13hulfty]
New Mexico/Crystal Caverns
Afternoon
Day 41
Round 2

Kim blinked against the light and sound of the stunning defenses, but the blast of air slammed into her, shoving her out the side door of the train. She screamed and flailed, managing to catch onto the edge. But she dangled out the door, staring down at the speeding ground just inches below her feet.

***

Shaken
Vigor: d12+3 (Orrin)
Pace: 8
Agility: d10
Dispel Device (6/12 PPE)
-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: 1/3
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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Orrin Truthseeker
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Posts: 277
Joined: Mon Sep 11, 2017 8:11 pm

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

Post by Orrin Truthseeker »

Vigor vs GS - 10 - Success
Roll (+4 DT resulting in d12+1, -1 fatigue, -2 from greater)
Vigor [dice:1yi0ocx9]60734:0[/dice:1yi0ocx9]
Wild [dice:1yi0ocx9]60734:1[/dice:1yi0ocx9]
Strength vs Pummel - 6 - Success
Roll (-1 due to fatigue, -4 due to greater)
Strength [dice:1yi0ocx9]60734:2[/dice:1yi0ocx9]
Ace [dice:1yi0ocx9]60734:4[/dice:1yi0ocx9]
Ace! [dice:1yi0ocx9]60734:5[/dice:1yi0ocx9]
Wild [dice:1yi0ocx9]60734:3[/dice:1yi0ocx9]
Action Rolls

Turn 1

Activate Mega version of Armor Power (+1 staff, +1 armor, -1 fatigue)
Spellcasting [dice:1yi0ocx9]60734:6[/dice:1yi0ocx9]
Wild [dice:1yi0ocx9]60734:7[/dice:1yi0ocx9]
Ace! [dice:1yi0ocx9]60734:19[/dice:1yi0ocx9]
Didn't happen because of backlash shaken
Activate Chakra Deluge (Mega boost trait for Blurr's spirit) (+1 staff, +1 armor, -1 fatigue)
Spellcasting [dice:1yi0ocx9]60734:8[/dice:1yi0ocx9]
Wild [dice:1yi0ocx9]60734:9[/dice:1yi0ocx9]

Turn 2

Spirit to unshake (-1 fatigue)
Spirit [dice:1yi0ocx9]60734:14[/dice:1yi0ocx9]
Wild [dice:1yi0ocx9]60734:15[/dice:1yi0ocx9]


Activate Living Nightmare (Deadly Illusion) (+1 Staff, +1 armor, -1 Fatigue)
Spellcasting [dice:1yi0ocx9]60734:10[/dice:1yi0ocx9]
Wild [dice:1yi0ocx9]60734:11[/dice:1yi0ocx9]

Red Bennie to re-roll (With Elan)
Bonus [dice:1yi0ocx9]60734:16[/dice:1yi0ocx9]
Spellcasting [dice:1yi0ocx9]60734:17[/dice:1yi0ocx9]
Wild [dice:1yi0ocx9]60734:18[/dice:1yi0ocx9]

Have illusion attack Vance (+1 Staff, +1 armor, -1 Fatigue)
Spellcasting [dice:1yi0ocx9]60734:12[/dice:1yi0ocx9]
Wild [dice:1yi0ocx9]60734:13[/dice:1yi0ocx9]
By some unexplained law of aerodynamics, the gust that nearly blows Kim out the door of the train barely ruffles Orrin's hair.

"Kim!" He shouts, stepping forward to help the beleaguered technowizard, only to have his efforts thwarted when Vance suddenly pops into existence between him and Kim. Worried that he might take advantage of Kim's precarious position, Orrin immediately engages the rogue Techno-wizard.

It's immediately apparent that Vance's abilities vastly outweigh his own however, so Orrin takes some immediate precautions. With whisper, Orrin sends runes racing across his metallic skin, magically enhancing the already formidable defense it offers him. Vance's recent teleportation left some ripples in space-time immediately surrounding the technowizard however, causing some of the power from Orrin's spell to backlash against his mind, stunning him momentarily.

Worried that the power armor clad Vance might still drop him before Orrin's friends can assist, Orrin take a final precaution, targeting Vance with his Living Nightmare spell. With a mutter and a wave of his wand, Orrin steps to the side, knowing that, if his spell took, Vance would see another Orrin stepping in the opposite direction, leaving him two opponents instead of one. For good measure, the illusory Orrin mutter's a spell of his own, sending a burst of fire toward the traitor.

"Blurr, do you think you can drop him through all that armor?" Orrin say tot he cybernight, as he stands up from his effort to pull the RRC leader to safety. "If not, I think I can give that sword of your's a boost..."

Orrin gains +10 MDC Armor
Vance makes a spirit roll TN 13 to resist a deadly illusion
If failed, Vances makes a spirit roll vs TN 7, Wounded on a 1 or 2, shaken on 3-6
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
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: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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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Seswarick
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Posts: 156
Joined: Fri Sep 07, 2018 12:23 pm

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

Post by Seswarick »

resistance rolls, Passed 1, failed 1, -2 dt spirit
Lower trait 1 Spirit [dice:c9w41wa1]60746:0[/dice:c9w41wa1]
Wild [dice:c9w41wa1]60746:1[/dice:c9w41wa1]
Benny to reroll with Elan [dice:c9w41wa1]60746:8[/dice:c9w41wa1]
Wild [dice:c9w41wa1]60746:9[/dice:c9w41wa1]

Lower trait 2 Spirit [dice:c9w41wa1]60746:2[/dice:c9w41wa1]
Wild [dice:c9w41wa1]60746:3[/dice:c9w41wa1]
Action one, zap the fully powered guy. damage 28 AP4
Pay 2 ISP for 4 AP and 4 for +2 to roll
Modifiers: cover -2, Major psi +2
Psionics [dice:c9w41wa1]60746:4[/dice:c9w41wa1]
Wild [dice:c9w41wa1]60746:5[/dice:c9w41wa1]
Damage [dice:c9w41wa1]60746:6[/dice:c9w41wa1] Ace [dice:c9w41wa1]60746:7[/dice:c9w41wa1]
Mega TK on Kim
Psionics [dice:c9w41wa1]60746:10[/dice:c9w41wa1] benny for EE [dice:c9w41wa1]60746:12[/dice:c9w41wa1]
Wild [dice:c9w41wa1]60746:11[/dice:c9w41wa1]
Seswarick sees one of Vances TW thugs standing over Tito and he reacts instinctively with maximum force to protect his friend. As lightning is coursing out of one hand another is "directing telekinetic forces to scoop up @Kim and place her in the front car. He looks at Jack, Orrin, and Blurre facing off with the traitor. "They can handle Vance and your grandfather is safe. You're our best bet to stop this this without crashing."
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: 11/40
Bennies: 0/3
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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Silverclaws
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Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

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

Post by Silverclaws »

Seswarick wrote:
Tue Nov 19, 2019 5:33 pm
resistance rolls, Passed 1, failed 1, -2 dt spirit
Lower trait 1 Spirit [dice:157mw9dh]60746:0[/dice:157mw9dh]
Wild [dice:157mw9dh]60746:1[/dice:157mw9dh]
Benny to reroll with Elan [dice:157mw9dh]60746:8[/dice:157mw9dh]
Wild [dice:157mw9dh]60746:9[/dice:157mw9dh]

Lower trait 2 Spirit [dice:157mw9dh]60746:2[/dice:157mw9dh]
Wild [dice:157mw9dh]60746:3[/dice:157mw9dh]
Action one, zap the fully powered guy. damage 28 AP4
Pay 2 ISP for 4 AP and 4 for +2 to roll
Modifiers: cover -2, Major psi +2
Psionics [dice:157mw9dh]60746:4[/dice:157mw9dh]
Wild [dice:157mw9dh]60746:5[/dice:157mw9dh]
Damage [dice:157mw9dh]60746:6[/dice:157mw9dh] Ace [dice:157mw9dh]60746:7[/dice:157mw9dh]
Mega TK on Kim
Psionics [dice:157mw9dh]60746:10[/dice:157mw9dh] benny for EE [dice:157mw9dh]60746:12[/dice:157mw9dh]
Wild [dice:157mw9dh]60746:11[/dice:157mw9dh]
Seswarick sees one of Vances TW thugs standing over Tito and he reacts instinctively with maximum force to protect his friend. As lightning is coursing out of one hand another is "directing telekinetic forces to scoop up Kim and place her in the front car. He looks at Jack, Orrin, and Blurre facing off with the traitor. "They can handle Vance and your grandfather is safe. You're our best bet to stop this this without crashing."
@Seswarick mentions @Kim Black's TW abilities and Silver taps his built in computer. "I got the cables and jacks, should you need them."
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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Tribe of One
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Joined: Wed Aug 30, 2017 9:28 am

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

Post by Tribe of One »

Defense Rolls
Silver Victim 1 uses his last Benny to Soak
Vigor [dice:1l6ruy37]60801:0[/dice:1l6ruy37]
Wild [dice:1l6ruy37]60801:1[/dice:1l6ruy37]
=Still dead

Silver Victim 2 uses his last Benny to Soak
Vigor [dice:1l6ruy37]60801:2[/dice:1l6ruy37]
Wild [dice:1l6ruy37]60801:3[/dice:1l6ruy37]
=Still dead

Seswarick victim uses Benny to Soak
Vigor [dice:1l6ruy37]60801:4[/dice:1l6ruy37]
Wild [dice:1l6ruy37]60801:5[/dice:1l6ruy37]
Reroll with final Benny
Vigor [dice:1l6ruy37]60801:6[/dice:1l6ruy37]
Wild [dice:1l6ruy37]60801:7[/dice:1l6ruy37]
=Dead

Vance Spirit vs. Orrin's Deadly Illusion
Spirit [dice:1l6ruy37]60801:8[/dice:1l6ruy37]
Wild [dice:1l6ruy37]60801:9[/dice:1l6ruy37]

Vance roll to avoid Wound
Spirit [dice:1l6ruy37]60801:10[/dice:1l6ruy37] = Shaken
Wild [dice:1l6ruy37]60801:11[/dice:1l6ruy37]
Sir Blurre is streak of light as he races across the front car, slashing through the barrier in time to grab Holt Turner before the unconscious man is thrown from the train. Dragging Holt behind him, he scampers across the ceiling, depositing the Combine director in an open cabin before returning to taunt Vance, who has teleported to the second car to menace Orrin and the other COT members.

Back in the front car, Tito whimpers and falls asleep, while Silverclaws slices and dices two of the slowed and unpowered commandos. Seswarick takes down the only commando with powered weapons with a blast of electricity, then uses telekinesis to grab Kim, who had been holding on by her fingernails after nearly being blasted out of the train by the engine's automated defenses.

The defenses don't get a chance to fire a second time, as Jack takes them out with a couple of well-placed shots.

Orrin, meanwhile, finds himself face-to-face with a much more serious threat -- Ned Vance. Thinking quickly, he throws up a protective spell before creating an illusory duplicate of himself to attack Vance. The traitorous techno-wizard seems surprised by the move, and is thrown off-balance by the doppelganger's fireball.


Bad Guy Rolls
Not-slow guy uses Greater Slumber again, vs Silver and Ses
TW [dice:1l6ruy37]60801:12[/dice:1l6ruy37]
Wild [dice:1l6ruy37]60801:13[/dice:1l6ruy37]
Boom! Crit fails, knocks out him and the remaining commando.

Vance Unshaking
Vigor [dice:1l6ruy37]60801:19[/dice:1l6ruy37]
Wild [dice:1l6ruy37]60801:20[/dice:1l6ruy37]
Benny used to Unshake

Vance Round 1: Dispel vs. one of the Orrins (-2 for different discipline), then attack the one that remains (or the same one that doesn't dispel) with his TW sawblades; no MAP due to Mega Quickness
Vance Round 2: Activates Damage Field + Deflection as single action through armor, then attack Blurre w/ sawblades; no MAP

Round 1
TW [dice:1l6ruy37]60801:14[/dice:1l6ruy37]
Wild [dice:1l6ruy37]60801:15[/dice:1l6ruy37] = Crit Fail! [dice:1l6ruy37]60801:18[/dice:1l6ruy37] Shield explodes

Fighting [dice:1l6ruy37]60801:16[/dice:1l6ruy37] = Ace! [dice:1l6ruy37]60801:21[/dice:1l6ruy37] = Hit with a Raise
Wild [dice:1l6ruy37]60801:17[/dice:1l6ruy37]
Who does he hit? 1-3 Real Orrin, 4-6 Doppelganger [dice:1l6ruy37]60801:22[/dice:1l6ruy37]
Damage [dice:1l6ruy37]60801:23[/dice:1l6ruy37]+[dice:1l6ruy37]60801:24[/dice:1l6ruy37] = 25, AP 6

Vance Spirit vs Illusion due to interacting
Spirit [dice:1l6ruy37]60801:25[/dice:1l6ruy37]
Wild [dice:1l6ruy37]60801:26[/dice:1l6ruy37]

Round 2
TW [dice:1l6ruy37]60801:27[/dice:1l6ruy37]
Wild [dice:1l6ruy37]60801:28[/dice:1l6ruy37]

Fighting [dice:1l6ruy37]60801:29[/dice:1l6ruy37]
Wild [dice:1l6ruy37]60801:30[/dice:1l6ruy37] = Ace! [dice:1l6ruy37]60801:31[/dice:1l6ruy37]
Last Benny for Extra Effort + Elan [dice:1l6ruy37]60801:32[/dice:1l6ruy37] = Hit, no raise
Damage [dice:1l6ruy37]60801:33[/dice:1l6ruy37]+[dice:1l6ruy37]60801:34[/dice:1l6ruy37] = 24, AP 6 vs. Blurre = 3 Wounds
As the barrier once again closes between the cars, the two remaining commandos prepare to defend themselves against Silverclaws and Seswarick. One draws a heavy ion pistol, while the other brandishes the the cobbled-together synaptic slumber machine and attempts to put the wolfen and lyn-srial into a coma. Something goes wrong when he activates the device, however, and it sparks and explodes in his hands, sending out disrupting neural vibrations that cause both commandos to collapse to the ground, frothing at the mouth with seizures. [Crit Fail for the bad guys!]

On the other side of the barrier, Vance recovers from the illusory attack and growls at Orrin. Charging his magic-disrupting force shield, he swings at the nearest "Orrin" -- but a stray spark from one of the defensive systems Jack blasted causes a power surge that shorts out the shield and causes the emitter it was mounted on to explode! [Another Crit Fail!]

Now roaring in anger, Vance lashes out with the techno-magic sawblades mounted on the arm of his power armor, slashing at the metal skin of the false Orrin, forcing the mage to carefully manipulate the image in order to keep up the illusion. [Orrin needs to roll an 8 or better with a Spellcasting roll to maintain the illusion.]

Pivoting toward Blurre, Vance activates the defensive mechanisms on his, which emits blast of sorcerous steam that does negligible damage but makes him more difficult to see. Without hesitation, he follows up with a vicious slash with the spinning saw-blades, which tear through the cyber-knight's body with bloody effect. [Hits Blurre for 24 damage, AP 6, which I believe is 3 Wounds.]


Initiative
Silver (Level-Headed) [dice:1l6ruy37]60801:35[/dice:1l6ruy37] [dice:1l6ruy37]60801:36[/dice:1l6ruy37] = Queen of Spades, 2 Diamonds
Blurre [dice:1l6ruy37]60801:37[/dice:1l6ruy37] = 6 Diamonds
Kim [dice:1l6ruy37]60801:38[/dice:1l6ruy37] = Ace of Clubs
Orrin (redraw 8 or lower) [dice:1l6ruy37]60801:39[/dice:1l6ruy37] = Red Joker!
Rill [dice:1l6ruy37]60801:40[/dice:1l6ruy37] = Jack of Hearts
Seswarick [dice:1l6ruy37]60801:41[/dice:1l6ruy37] = 8 Clubs
Jack (Quick) [dice:1l6ruy37]60801:42[/dice:1l6ruy37] = 9 Spades
Tito (Level-Headed) [dice:1l6ruy37]60801:43[/dice:1l6ruy37] [dice:1l6ruy37]60801:44[/dice:1l6ruy37] = Reroll, 9 Diamonds [dice:1l6ruy37]60801:47[/dice:1l6ruy37] = 4 Spades

Vance (Level-Headed, redraw 8 or less) [dice:1l6ruy37]60801:45[/dice:1l6ruy37] [dice:1l6ruy37]60801:46[/dice:1l6ruy37] = 4 Clubs (Reroll) and Reroll = [dice:1l6ruy37]60801:48[/dice:1l6ruy37] [dice:1l6ruy37]60801:49[/dice:1l6ruy37] = King of Hearts, 9 Clubs
Vance Actions
Keeping it simple, he attacks one Orrin once with his Round 1 action and the second Orrin once with his Round 2 action. I'll assume the first set of rolls are the real Orrin, second set are the illusion -- although both are against real Orrin if the illusion wasn't maintained.

Round 1
Fighting [dice:1l6ruy37]60801:50[/dice:1l6ruy37]
Wild [dice:1l6ruy37]60801:51[/dice:1l6ruy37] = Ace! [dice:1l6ruy37]60801:54[/dice:1l6ruy37] = Ace! [dice:1l6ruy37]60801:55[/dice:1l6ruy37] = Hit with a Raise
Damage [dice:1l6ruy37]60801:56[/dice:1l6ruy37] + [dice:1l6ruy37]60801:57[/dice:1l6ruy37] + [dice:1l6ruy37]60801:58[/dice:1l6ruy37] = 19 damage, AP 6 = Nothing

Round 2
Fighting [dice:1l6ruy37]60801:52[/dice:1l6ruy37] = Hit with a Raise
Wild [dice:1l6ruy37]60801:53[/dice:1l6ruy37]
Damage [dice:1l6ruy37]60801:59[/dice:1l6ruy37] + [dice:1l6ruy37]60801:60[/dice:1l6ruy37] + [dice:1l6ruy37]60801:61[/dice:1l6ruy37] = 24 damage, AP 6 = Shake

Spirit to disbelieve
Spirit [dice:1l6ruy37]60801:62[/dice:1l6ruy37]
Wild [dice:1l6ruy37]60801:63[/dice:1l6ruy37] = Ace! [dice:1l6ruy37]60801:64[/dice:1l6ruy37]
[Orrin drew a Joker! Everyone gets a Benny and Orrin is +2 to rolls this round. However, only 2 PCs beat Vance, so he goes again.]

Assuming the cyber-knight is down for the count, Vance wheels on Orrin again, his saws emitting a high-pitched whine as he lashes out at first one, then the other version of the mage.

The first attack, against the true Orrin, is a glancing blow, however, the saws skittering off the mage's reinforced metal skin. The second attack is only a little more effective, once again knocking the illusory double off balance but causing no real damage, as long as Orrin is able to maintain the spell. [Orrin needs to roll 10 or better on Spellcasting to maintain the illusion.

"I don't know what you mean to achieve here," Vance says, the strain in his voice apparent even through his helmet's audio. "That thing you think is your friend is a lost cause. Belongs to the Shibboleth now. And you and I both know you don't stand a chance against him."


You're up! Remember, everyone gets a Benny since Orrin drew a Joker.

Recapping: You are in relatively cramped confines, with a barrier separating those in the front cab -- Just Seswarick and Silverclaws now, plus some unconscious commandos -- from those in the vestibule connecting to the car to the right.

The barrier is the Mega version, Toughness 22 (12) MDC. It can be affected by exalted dispel (only) as a true relic (so a total of 10 needed for a success). Due to the nature of the power source, the barrier reforms one round after being dispelled or destroyed by physical damage.

Holt Turner is stashed in a passenger compartment, unconscious with 2 Wounds, he'll come around and be Exhausted in a round or two.

The Combine commandos are all out of action, either dead or unconscious.

Ned Vance has teleported into the vestibule on the right side of the barrier. He's in melee with Orrin and Orrin's illusory double on one side and Sir Blurre on the other. His shield blew up, so he is Parry: 8, with a -2 to hit due to deflection; Toughness: 31 (22) MDC. He's got a Psionic Mind Shield built into his armor that gives him +4 to resist/+4 Armor vs psionics.
GM Bennies: 8/8

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

Post by Sir Blurre »

OOC Comments
Soak rolls (every roll costs costs an EP!)

-1 for Wound, -1 for Fatigue, +2 for Elan--net flat Vigor rolls.

Vigor [dice:1lzr09fq]60840:0[/dice:1lzr09fq]
[dice:1lzr09fq]60840:1[/dice:1lzr09fq]

Vigor [dice:1lzr09fq]60840:2[/dice:1lzr09fq]
[dice:1lzr09fq]60840:3[/dice:1lzr09fq]

Vigor [dice:1lzr09fq]60840:4[/dice:1lzr09fq]
[dice:1lzr09fq]60840:5[/dice:1lzr09fq] [dice:1lzr09fq]60840:6[/dice:1lzr09fq]

Vigor [dice:1lzr09fq]60840:7[/dice:1lzr09fq]
Wild Vigor [dice:1lzr09fq]60840:8[/dice:1lzr09fq]

Vigor [dice:1lzr09fq]60840:9[/dice:1lzr09fq] [dice:1lzr09fq]60840:11[/dice:1lzr09fq]
Wild Vigor [dice:1lzr09fq]60840:10[/dice:1lzr09fq]

Vigor [dice:1lzr09fq]60840:12[/dice:1lzr09fq]
Wild Vigor [dice:1lzr09fq]60840:13[/dice:1lzr09fq]

Vigor [dice:1lzr09fq]60840:14[/dice:1lzr09fq]
Wild Vigor [dice:1lzr09fq]60840:15[/dice:1lzr09fq]

Vigor [dice:1lzr09fq]60840:16[/dice:1lzr09fq]
Wild Vigor [dice:1lzr09fq]60840:17[/dice:1lzr09fq]

Vigor [dice:1lzr09fq]60840:18[/dice:1lzr09fq] [dice:1lzr09fq]60840:20[/dice:1lzr09fq]
Wild Vigor [dice:1lzr09fq]60840:19[/dice:1lzr09fq] [dice:1lzr09fq]60840:21[/dice:1lzr09fq]

Vigor [dice:1lzr09fq]60840:22[/dice:1lzr09fq] [dice:1lzr09fq]60840:24[/dice:1lzr09fq] [dice:1lzr09fq]60840:25[/dice:1lzr09fq]
Wild Vigor [dice:1lzr09fq]60840:23[/dice:1lzr09fq]

Finally! 10 EP, but I got the 12 needed to soak the entire hit.
As Vance turns his back, Blurre, staggered by the blow from the buzzsaws, suddenly feels a surge of warmth from the crucifix resting on his chest; miraculously, as it fades, there is no damage remaining, though he still can feel the shoulder-wound from the initial shot Vance took at him.
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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Jack 'Bullet' Jones
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Re: Day 42: Going to the End of the Line

Post by Jack 'Bullet' Jones »

Intimidation vs. Vance
Intimidation
[dice:3o49qvja]60845:0[/dice:3o49qvja]

WD Intimidation
[dice:3o49qvja]60845:1[/dice:3o49qvja]

Benny to reroll Intimidation, with Elan
[dice:3o49qvja]60845:2[/dice:3o49qvja]

WD Intimidation
[dice:3o49qvja]60845:3[/dice:3o49qvja]
Jack is well aware that nothing he's carrying is likely to get through that shell. Thinking quickly, he tries bluster. He takes aim over Vance's shoulder at a piece of the now-demolished train defense systems and squeezes the trigger of his hellfire hand cannon. The already damaged components begin to melt under the plasma. "Listen here, fella. Next shot'll take yer head clean off. Hell, ah believe this is Combine weaponry anyhow. You know damn well ah ain't gotta burn through armor ta hit somethin' yer purty little suit needs ta run. Call it off, throw up yer hands, an' maybe we'll see 'bout savin' you from sellin' yer soul to that galdurned Shibboleth. Folk like that don't take pardners when they can take slaves. You folla?" With that, Jack moves the point of aim to the rogue TW. "Don't be an idjit."
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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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

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

Post by Kim Black »

Unshake 8
Spirit [dice:2khqzm0z]60851:0[/dice:2khqzm0z]
Wild [dice:2khqzm0z]60851:1[/dice:2khqzm0z]
Ace [dice:2khqzm0z]60851:2[/dice:2khqzm0z]
Shooting 13
+2 Machine Maestro, -2 deflection, -1 Wound
Shooting [dice:2khqzm0z]60851:3[/dice:2khqzm0z]
Ace [dice:2khqzm0z]60851:5[/dice:2khqzm0z]
Wild [dice:2khqzm0z]60851:4[/dice:2khqzm0z]
Starfire damage, ignores non-FEP armor 32
[dice:2khqzm0z]60851:6[/dice:2khqzm0z] + [dice:2khqzm0z]60851:7[/dice:2khqzm0z]
Benny to reroll [dice:2khqzm0z]60851:8[/dice:2khqzm0z] + [dice:2khqzm0z]60851:9[/dice:2khqzm0z]
Last benny to reroll [dice:2khqzm0z]60851:10[/dice:2khqzm0z] + [dice:2khqzm0z]60851:11[/dice:2khqzm0z]
Ace [dice:2khqzm0z]60851:12[/dice:2khqzm0z]
New Mexico/Crystal Caverns
Afternoon
Day 41
Round 3

Kim righted herself in the train car again after Seswarick pulled her back onboard.

“Thanks, Ses,” she muttered.

She turned to face Vance, who was hacking up Blurre and Orrin. “You die now, you bastard,” Kim muttered. There was a whir, and her starfire cannon settled over her shoulder as she took aim at the rogue technowizard and opened fire with the plasma cannon.

***

Vigor: d12+3 (Orrin)
Pace: 8
Agility: d10
Dispel Device (6/12 PPE)
-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: 0/3
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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Orrin Truthseeker
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Re: Day 42: Going to the End of the Line

Post by Orrin Truthseeker »

Maintain Illusion 1
Bonuses: (-1 fatigue, +1 armor, +1 staff)
Spellcasting [dice:18bg9gv4]60864:0[/dice:18bg9gv4]
Wild [dice:18bg9gv4]60864:1[/dice:18bg9gv4]
Ace! [dice:18bg9gv4]60864:4[/dice:18bg9gv4]
Maintain Illusion 2
Bonuses: (-1 fatigue, +1 armor, +1 staff)
Spellcasting [dice:18bg9gv4]60864:2[/dice:18bg9gv4]
Wild [dice:18bg9gv4]60864:3[/dice:18bg9gv4]
Rolls
Turn 1:

Chakra Deluge - Greater Boost Spirit - Blurr (-1 fatigue +1 armor, +1 staff)
Spellcasting [dice:18bg9gv4]60864:5[/dice:18bg9gv4]
Wild [dice:18bg9gv4]60864:6[/dice:18bg9gv4]

-4 PPE (5 base - 1 raise)

Chakra Syphon - Lower Trait (Fighting) - Vance (-1 fatigue, +1 armor, +1 staff)
Spellcasting [dice:18bg9gv4]60864:7[/dice:18bg9gv4]
Wild [dice:18bg9gv4]60864:8[/dice:18bg9gv4]

-2 PPE (2 base - 0 raise)


Turn 2:

Chakra Deluge - Greater boost fighting - Blurr (-1 fatigue, +1 armor, +1 staff)
Spellcasting [dice:18bg9gv4]60864:9[/dice:18bg9gv4]
Wild [dice:18bg9gv4]60864:10[/dice:18bg9gv4]

-5 PPE (5 base - 0 Raise)


Tardus Descendit - Greater slow - Vance (-1 fatigue, +1 armor, +1 staff)
Spellcasting [dice:18bg9gv4]60864:11[/dice:18bg9gv4]
Wild [dice:18bg9gv4]60864:12[/dice:18bg9gv4]

-2 PPE (2 base -0 raise)
Creating illusions is one thing. Manipulating them so that as his targets interact with them they continue to view them as real is something else entirely.

Sweat beads on Orrin's brow as Vance takes the first swipe at the illusory double of himself. With a strain of effort Orrin manipulate the spell, pulling the illusion to one side as it raises its staff far faster than Orrin ever could have, deflecting the blade with a masterful but subtle touch - IE one that Orrin wouldn't have to exert himself much to convince Vance that he actually felt the deflection.

The second blow comes fast and furious, and though Orrin triggers the muscles in Vances arms to tighten as those pushing against resistance, he is far to slow. The sawblade plunges halfway into the illusions chest before the sparks fly and any resistance is felt by Vance. By the angered looked on the Techno-wizards face, it is clear that Vance will no longer be fooled by Orrin's trick.

Better end this quick...

Orrin mutters a spell and whirls his staff above his head. Burst of electricity fly from staff as his brings it on the ground in front of him. One burst lances toward the traitor, though it merely strikes and disperses against the powerful wards in Vances armor.

Two other bursts - lighter and less menacing, in-so-much as electricity can be - head instead for Blurr. The streams of energy strike the cybernight, working into his armor and then into his body itself. A moment after the strike, Blurr's psi-whip flares with power, nearly blinding to look at. Sparks of the barely contained spiritual energy trail from the tips as the whip passes through the air.

With one last effort, Orrin holds out the free hand not holding is staff toward Vance. "Tardus Descendit!" He shouts, and a blast of temporal distortion overtakes Vance. It is a strange sensation for Orrin, seeing the techno-wizard slow to a crawl even as the rest of the world - slowed to Orrin's senses by the incredible amount of adrenaline coursing through his veins - resumes its normal pace.

Vigor for Adrenal overload trapping
Vigor [dice:18bg9gv4]60864:13[/dice:18bg9gv4]
Wild [dice:18bg9gv4]60864:14[/dice:18bg9gv4]
Disoriented but otherwise unphased by the sudden lurch back to a full paced reality, Orrin leans heavily on his staff for a moment.

"I'll leave the rest to you" Orrin pants, directing his comments to the cyber-knight as Vance takes a heavy shot from Kim's cannon. He smiles wryly and adds "Before he take's my head off would be preferable, but take your time..." Orrin is invoking common bond and giving @Sir Blurre his recently acquired bennie



Vance sees through the illusion after the second attack
Blurr gets +4 DT spirit, +1 DT agility, +2 DT Fighting, and +2 pace (like he needs it)
Vance makes a spirit roll. 1-3, -2 DT fighting, and -2 parry, 4-7, -1DT fighting and -2 parry, 8+ no effect
Vance makes a spirit roll, 1-5 he is greater slowed (-2 parry, movement is action, -2 to agility rolls, +2 to raged against him)
Last edited by Orrin Truthseeker on Mon Nov 25, 2019 10:16 pm, edited 3 times in total.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
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: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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.

Update Signature

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

Post by Rill »

Saves Made Last Round
Vigor vs Slumber [dice:3ar2blte]60876:0[/dice:3ar2blte]
Wild [dice:3ar2blte]60876:1[/dice:3ar2blte]
EE [dice:3ar2blte]60876:4[/dice:3ar2blte]

Str vs pummel [dice:3ar2blte]60876:2[/dice:3ar2blte]
Wild [dice:3ar2blte]60876:3[/dice:3ar2blte]
EE [dice:3ar2blte]60876:5[/dice:3ar2blte]
Rill comes back to himself. Wait, did I black out?
Mega Succor Success, Remove 1 level of Fatigue from Party Members; Mega Healing Success, Remove 2 Wounds from Party Members and Gives Free Roll to Unshake from Trappings
Mysticism for mega succor [dice:3ar2blte]60876:6[/dice:3ar2blte] (MAP partially offset by +1 in staff)
Wild [dice:3ar2blte]60876:7[/dice:3ar2blte]
EE [dice:3ar2blte]60876:9[/dice:3ar2blte]

Mysticism for mega healing [dice:3ar2blte]60876:8[/dice:3ar2blte] (-2 MAP, +1 staff, +2 healer)
Wild [dice:3ar2blte]1d6+1 [/dice:3ar2blte]
Auto-raise with success from HJ table
Rill channels the divine light and gets back into the mix, restoring his friends however he can.
Character Sheet

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

Post by Tribe of One »

Vance Resistance Rolls
Vance vs. Intimidation
Spirit [dice:3jw28w9g]60877:0[/dice:3jw28w9g]
Wild [dice:3jw28w9g]60877:1[/dice:3jw28w9g]

Vance vs. Lower Trait
Spirit [dice:3jw28w9g]60877:2[/dice:3jw28w9g]
Wild [dice:3jw28w9g]60877:3[/dice:3jw28w9g] = Ace! [dice:3jw28w9g]60877:6[/dice:3jw28w9g] = Ace! [dice:3jw28w9g]60877:7[/dice:3jw28w9g]

Vance vs. G Slow
Spirit [dice:3jw28w9g]60877:4[/dice:3jw28w9g]
Wild [dice:3jw28w9g]60877:5[/dice:3jw28w9g]

Vance is rattled by Jack's threats -- Jack gets a +2 to on his next action against Vance (if there is one).
Vance resists the Chakra Deluge but succumbs to Greater Slow. He's down to Parry 6, with a -2 to hit him due to deflection. And with greater armor he's still at Toughness: 31 (22) MDC, or 35 (27) MDC vs psionics. And he’s Shaken from Kim’s attack.
GM Bennies: 8/8

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

Post by Sir Blurre »

OOC Comments
Healed and refreshed--no penalties.
Starting Stats:
2 Bennies (thanks, Orrin!)
With Shield: Parry 11 (-2 to be hit by technology, -1 to ranged attacks, -2 to ALL attacks); Toughness: 14+2 (4) melee, 18+2 (8) ranged
ISP: 1
Active Effects (self): Quickness (Success), Deflection (Raise), Boost Trait: Psionics (Raise), Wall-Walker (Success)
Active Effects (others): Greater Lower Trait: Spirit (Success), Greater Boost Trait Spirit (Raise), Greater Boost Trait Fighting (Success)
Final Traits: Spirit d12+2 (add +2 from Crucifix for some purposes, not damage); Fighting d12+3

QRound 1 Actions (-2 MAP):
Called Shot on Force Cannon (-2 Called Shot, -2 Deflection, -2 MAP, Wild Attack +2): Fighting d12-1 vs. Parry 6
Fighting [dice:cfcol6jq]60911:0[/dice:cfcol6jq]
Wild Fighting [dice:cfcol6jq]60911:1[/dice:cfcol6jq]
Hit Damage: Damage (Toughness 16 due to Psi-Shield): [dice:cfcol6jq]60911:5[/dice:cfcol6jq] + [dice:cfcol6jq]60911:6[/dice:cfcol6jq]

Called Shot on Buzzsaws (-4 Called Shot, -2 Deflection, -2 MAP, Wild Attack +2): Fighting d12-3 vs. Parry 6
Fighting [dice:cfcol6jq]60911:2[/dice:cfcol6jq]
Wild Fighting [dice:cfcol6jq]60911:3[/dice:cfcol6jq]
Extra Effort Benny [dice:cfcol6jq]60911:4[/dice:cfcol6jq] ACE [dice:cfcol6jq]60911:7[/dice:cfcol6jq]
Hit Damage: Damage (Toughness 16 due to Psi-Shield): [dice:cfcol6jq]60911:8[/dice:cfcol6jq] + [dice:cfcol6jq]60911:9[/dice:cfcol6jq]

QRound 2 Action (No MAP):
Called Shot on Teleporter (-6 Called Shot, -2 Deflection, Wild Attack +2): Fighting d12-3 vs. Parry 6
Spending 1 ISP to raise Damage by 2
Fighting [dice:cfcol6jq]60911:10[/dice:cfcol6jq]
Wild Fighting [dice:cfcol6jq]60911:11[/dice:cfcol6jq]
Extra Effort Benny [dice:cfcol6jq]60911:13[/dice:cfcol6jq] +2 for Elan = 6 = HIT
Damage: [dice:cfcol6jq]60911:12[/dice:cfcol6jq] + [dice:cfcol6jq]60911:14[/dice:cfcol6jq]

All those lovely toys, wrecked
Final Stats:
2 Bennies (thanks, Orrin!)
With Shield: Parry 9 (-2 to be hit by technology, -1 to ranged attacks, -2 to ALL attacks); Toughness: 14+2 (4) melee, 18+2 (8) ranged
ISP: 1
Active Effects (self): Quickness (Success), Deflection (Raise), Boost Trait: Psionics (Raise), Wall-Walker (Success)
Active Effects (others): Greater Lower Trait: Spirit (Success), Greater Boost Trait Spirit (Raise), Greater Boost Trait Fighting (Success)
Final Traits: Spirit d12+2 (add +2 from Crucifix for some purposes, not damage); Fighting d12+3

In addition, spending 1 EP for 5 ISP
Blurre, restored by Rill and bolstered by Orrin, nods to both men, and then launches a furious rain of blows down on Vance's gear. The sawblades shatter, the force cannon is severed down to a stub, and the place where Vance had his teleportation device is now just a bunch of dangling, sparking wires. Blurre, still hanging from the ceiling, looks the armored Techno-Wizard in the eyes and vows. "I'm going to strip you out of that armor, Vance, and then you are going to be answering some questions about Shibboleth."
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 »

When Kim turns to the traitor and her cannon begins to deploy Ses quickly focuses his power into a blast at the barrier.
Psionics
Psionics [dice:2orcga6d]61005:0[/dice:2orcga6d]
Wild [dice:2orcga6d]61005:1[/dice:2orcga6d] Ace [dice:2orcga6d]61005:2[/dice:2orcga6d]
Damage [dice:2orcga6d]61005:3[/dice:2orcga6d]
But a long day of near constant battle has left him with little energy or focus, the bolt sputters weakly and dissipates against it to no effect.
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: 11/40
Bennies: 0/3
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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Silverclaws
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Re: Day 42: Going to the End of the Line

Post by Silverclaws »

Figuring that all electronics have some means of external access and/or interfacing, Silver pulls the data jack from his left wrist. Searching carefully he scans the engine comaprtment for a viable access port.

Investigation 11
Investigator: +2
Superior Senses: +2
EDSA: +2
[*] Notice (1d8) [dice:1ub6jsih]61020:0[/dice:1ub6jsih]
[*] Wild (1d6) [dice:1ub6jsih]61020:1[/dice:1ub6jsih]
Assuming he found the right access, Silver inserts the datajack into the port.
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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Tribe of One
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Re: Day 42: Going to the End of the Line

Post by Tribe of One »

Rill channels healing light into his friends, sealing their wounds and lifting the fatigue that had settled on them before and during the fight. Even Tito finds himself regaining consciousness.

Meanwhile, Vance ducks and dodges Orrin's illusions, zeroing in on the real wizard in short order. Before he has a chance to attack he's rattled by the shot Kim sneaks through as the force field closes, and caught off-guard by the verbal whiplash Jack unleashes.

It's then that Sir Blurre -- miraculously unharmed and energized by Orrin's spellcasting -- lashes out with his psi-whip. In a matter of seconds, Vance's built-in weapons, as well as his teleportation device, are shattered wrecks.

"I'm going to strip you out of that armor, Vance, and then you are going to be answering some questions about Shibboleth," the cyber-knight says.

Like a card player who's seen his last dollar disappear into the dealer's pot, Vance grimaces and raises empty hands into the air.

"Oh, I don't know that all that's necessary. I know when I've been whupped," he says, his expression somewhere between sorrowful and smug.

"Course, if you think you're gonna get anything useful about that one from me, maybe it's you who don't know when to fold," he says. "Even if I did know who he was or where he come from, it wouldn't matter none. All that matters is what he can do, and you've seen that. Hell, just look at your sister, and half the things been done to her ..."

He's obviously trying to rile the cyber-knight. Assuming Blurre doesn't end him right there, he doesn't press farther, just shakes his head.

"You can cut me down, tie me up, beat me sideways and silly, I don't have any answers for you. If you had any sense, you'd take your winnings and get the hell out of here while you've got a chance. Otherwise ... stick around and you can ask your questions of the man himself."

As if on cue, you feel the Leviathan begin to slow -- whatever commands Vance tapped in just before teleporting appear to be taking effect!

Back in the front of the engine, Silverclaws quickly searches for an access port and plugs in his datajack. The system is strange and his cursed eye flares as a headache blooms just behind it. Gritting his teeth, he scans the available data, pieces of which have already begun to disappear as the system shuts down. In a rush, he begins triggering systems and command sequences -- anything that looks related to security or the engine housing.

With a hiss of emptied hydraulics, the engine goes dark, its techno-magic systems off-line. A moment later, emergency lighting flickers on, the recessed bulbs like crystal balls filled with will-o-wisps. There's a clicking sound and more hissing as the panel in front of Silver squeals and shudders before splitting open in a cloud of electrified steam. When it clears, the pale form of Stella emerges, an iron collar around her neck. Only the whites of her eyes are visible as she totters forward and collapses in the wolfen's arms!

Outside, thunder crashes as a cloud of whirling sand surrounds the train. Flashes of blue light illuminate the whirlwind as a rift tears open. Several dozen figures emerge, their blurred forms obscured by the shifting sands ...

"Looks like the time for running has left you behind," Vance says, looking out of the window at the approaching doom.

Jack
I don't remember if I ever described the item Baron Samedi gave you after you cleared your debt with him: It's a silver railroad spike, carved all over with arcane runes. He called it an "anchor" and it got damn cold in Jack's pocket when that rift opened up and starting spitting out bad hombres ...
storm1.JPG
storm1.JPG (29.75 KiB) Viewed 2649 times

Okay folks, ball's in your court! You've got a moment to converse, make plans, check out Stella, pray, etc. before the bad news hidden within that magic sandstorm comes into view.
GM Bennies: 8/8

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

Post by Kim Black »

New Mexico/Crystal Caverns
Afternoon
Day 41
Round 4

As the locomotive shut down and came to a stop, Kim stomped up toward Vance. “Rill, is my granddad alright?” she asked, leveling her Starfire Cannon at Vance’s smug face. The tip glowed with plasma ready to be released, burning that smug look right off the man’s face. Kim’s eyes bored into Vance’s, filled with hate.

***

Vigor: d12+3 (Orrin)
Pace: 8
Agility: d10
Dispel Device (6/12 PPE)

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: 0/3
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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Silverclaws
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Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

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

Post by Silverclaws »

Silverclaws scooped up Stella, brushed a few strands of her hair away from that radiant face, and stroked her cheek with the backside of his fury paw.

"We came as soon as we could."

Cradling Stella in the crook of one arm with her head resting on his shoulder, Silver moved down past the dead and unconscious to Turner. Carefully positioning him, Silver carried Turner in his other arm and made his way down the cars.

Seeing that @Kim Black had already threatened Vance, Silver restrained the urge from opening up with the Hellfire Cannon or crushing his head under his giant back paws. "Grandpa is okay. I am going to move him and Stella back a few more cars."

"Time to recruit and see who we can get to help us do what."
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 »

Seeing that Kim has Vance well in-hand, Blurre takes a moment to himself; the snake's comment about what Shibboleth managed to do to his sister struck deeper than he wants to admit. He places his hand upon his chest, his mind engaged in something halfway between meditation and prayer, as he focuses on the crucifix under the armor. Even as much of his battle-effects fade, his internal reserves of psychic energy almost miraculously flood back, leaving him fresh and rejuvenated.
OOC Comments
Spending 12 EP for 60 ISP, bringing him back up to full juice for the Final Battle.
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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Jack 'Bullet' Jones
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Posts: 207
Joined: Tue Sep 12, 2017 11:21 pm

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

Post by Jack 'Bullet' Jones »

Jack watches Stella emerge, and collapse into Silver's arms. Any pretense of a poker face melts in an instant. He shouts, almost panicked, at Silver. "Stella! Silver, is she alright?! What the sam hill is that on her neck?!" He turns, enraged, towards Vance. "AH'LL BURN YOU STRAIGHT TA HELL, TRACK YOU DOWN, AND DO IT AGAIN! AH'VE DONE IT BEFORE! What did you do to her?!" The only thing stopping Jack from burning a hole through Vance's head is the regret that Vance's pain would be over too soon. With Kim feeling much the same way, her own starfire cannon warmed up and ready, Jack spins, holsters his pistols, and sprints to Silver and Stella. "This girl ain't fit fer a collar! Hold her still!" He frantically searches the collar for whatever keeps it clasped around her neck. When that fails, he tries brute force, then telekinesis. He begins to reach for his vibro-knife, but thinks better of running a blade near the girl's throat.
"Stella, darlin', come on now. Wake up, sugar! Help me get this damned thing off of ya!" He runs his fingers down her cheek, hoping to help Silver stir some life into her.
When the collar resists his efforts at removal, Jack's faculties return to him a bit, and he realizes it wasn't just the chill feeling of a wounded friend biting at him. He reaches into a pocket of his duster for the proof of a debt paid. "Ah got this fer...ah'm 'shamed to say. But it ain't done nothin' like this 'til that stormcloud popped up." With that, he withdraws a rune-covered silver spike, holding it out for all to see. "Whaddya reckon ah've got here, Orrin?"
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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Orrin Truthseeker
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Re: Day 42: Going to the End of the Line

Post by Orrin Truthseeker »

Jack 'Bullet' Jones wrote:
Thu Dec 05, 2019 11:00 pm

When the collar resists his efforts at removal, Jack's faculties return to him a bit, and he realizes it wasn't just the chill feeling of a wounded friend biting at him. He reaches into a pocket of his duster for the proof of a debt paid.

"Ah got this fer...ah'm 'shamed to say. But it ain't done nothin' like this 'til that stormcloud popped up." With that, he withdraws a rune-covered silver spike, holding it out for all to see. "Whaddya reckon ah've got here, Orrin?"
Knowledge (Arcana) = 7
Bonus: +2 from armor
Knowledge Arcana [dice:3pqbkl0h]61230:0[/dice:3pqbkl0h]
Wild [dice:3pqbkl0h]61230:1[/dice:3pqbkl0h]
Exalted Detect Arcana = 18
Bonus: +1 armor, +1 staff
Spellcasting [dice:3pqbkl0h]61230:2[/dice:3pqbkl0h]
Ace! [dice:3pqbkl0h]61230:4[/dice:3pqbkl0h]
Wild [dice:3pqbkl0h]61230:3[/dice:3pqbkl0h]
Ace! [dice:3pqbkl0h]61230:5[/dice:3pqbkl0h]

-1 PPE (2 Base - 1 raise (limit)
Orrin frowns as he leans in closer to the spike. He opens his senses to it, eyes glowing as he inspects it in the arcane spectrum. At the same time, he reaches out to the recently opened rift. They aren't on a ley line - which make a rift even more concerning - but maybe he can glean something from the nature of the rift. He makes a mental note of what he sees so he can ponder it after issuing some orders.

"Give me a second with that. It may be uncomfortable, but if that thing is reacting to whatever is happening out there, knowing where it came from may be the difference between life and death @Jack 'Bullet' Jones. I there's anything you can share, do it now."

"@Rill , it doesn't seem like Jack can get the collar off. Can you at least wake her up? Even restrained she may be of some help. I have a feeling that more than storm is coming..."

@Kim Black - our worst case scenario is that is Shibboleth out there. If so, we are going to need all the preparation we can get. If you can think of anything to make now rather than in the battle to come, it might give us an edge"

"@Sir Blurre Try and find something to bind Vance. Something tells me we are going to have our hands too full to watch him properly. And make sure he doesn't have any gadgets left on him. @Silverclaws, watch him while he does..."


Orders issued - something Orrin has always been uncomfortable with, but recognizes this is no time for discomfort - Orrin goes back to his study of Jack's pendant and tries to push back the terror he feels at potentially facing this Shibboleth with only the slightest amount of power left at his disposal...
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 0/3; PPE: 15/35; Staff PPE: 10/10; Armor PPE: 10/10

Parry: 4+1
Pace: 5+2
Toughness: 16 (6)
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: 1/3
-1 Bennie - advancing through the train
-1 Bennie to unshake after backlash
-1 Bennie gifted to Blurr through common bond
+3 from Stella
+1 Jack Joker
+1 Tito Joker
-2 try to free the kids
-1 Reroll puppet resist
-1 reroll puppet breakout

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.

Update Signature

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

Post by Sir Blurre »

OOC Comments
Intimidate [dice:kj24guld]61236:0[/dice:kj24guld]
Wild Intimidate [dice:kj24guld]61236:1[/dice:kj24guld]

Blurre nods at @Orrin Truthseeker's orders, and crouches down to start removing gear from Vance. He smiles in a way that doesn't reach his eyes. "Now, sir, I'm pretty sure you're going to at least consider trying something--not because you have any hope of escape, but because you are kind of hoping I'll do you the favor of offing you before we all have to deal with Shibboleth. So I'm going to tell you the truth. You have two ways of ending this day--alive, or alive with a really bad headache. Which of those comes to pass is entirely up to how much trouble you give me right now. @Tito, make sure to oblige if Mr. Vance here opts for the headache. One lump should do."

And with that, he begins methodically removing every bit of gear other than simple cloth from Vance. It ends with the man in his boxers, and the gear being passed to @Kim Black to see if there's anything in there she can make use of. Among possible dangers, in Blurre's mind, are pockets--so any garment with those nefarious pits of uncertainty are also removed. Once in his skivvies, Vance receives a further pat-down. Then, he gets trussed up like a turkey, including a cloth sack tied over his head. Hands behind the back, feet together, then tied to something solid, like the railing. Anything of even slight technological nature that might be within a double-arm's reach--a lamp, for instance--is removed, and any wiring exposed this way is then covered up by whatever means necessary.

Finally, he crouches again by the man's bagged head. "Now, sir, I know you don't think we have a snowball's chance in Hell, here, and I understand how someone like you would take to that. But I'm going to point out that, no matter what, Shibboleth is going to regard our arrival here, in force and ready to make some noise, as a failure on your part. And I'm guessing that he's the sort that doesn't take kindly to failure--maybe even less so than he does to direct opposition. So your best chance of seeing tomorrow rather than--I dunno, being turned inside out while being forced to stay alive--no matter how slim you might think that chance is, is for you to do everything in your power to make sure we win. So if there's anything useful you can tell us, well, now's the time to spill it."
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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Silverclaws
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Posts: 234
Joined: Thu Sep 28, 2017 1:42 pm

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

Post by Silverclaws »

Silver pauses rather unfamiliar with @Orrin Truthseeker giving orders. But he sees the rationale in it.

In the dining car, Silver sets up Stella as comfortably as possible. Then does the same for Holt. Anyone in this car, he eyes with his flaming eye. "It would be best if we know who we have and who can do what. Gather everyone into the dining car and we will evaluate. And if anyone has contact Brown, we could use him on the radio at the very least."

Before he leaves to help with Vance, he stops by Stella. "Our numbers have changed. I am certain you know that already. Most of these people here now are good people."

Silver returns to Vance and @Sir Blurre. He allows his eye to scan the length of Vance. When and if Blurre has missed something, he taps the Cyber Knight and points to another gizmo or piece of wire.

When it comes to tying up Vance, Silver laughs at Blurre, light-heartedly of course. "You remember my friend Toto, right?"

"He spoke about something the southern locals called a Pin-ya-ta."

Silver deftly hangs Vance, upside down from the train car. Securing hands and feet together and then anchoring that to the sturctures above the seating in the car. "This way when @Tito swings he is guarenteed to hit Fancy Vancy's head."

Still laughing, Silver says, "Only trouble is, this pin-ya-ta does not have any goodies."
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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Seswarick
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Re: Day 42: Going to the End of the Line

Post by Seswarick »

Seswarick keeps an eye on the guards up front. Disarming them and disabling what he can in their armor. His fumble fingered lack of mechanical skills actually helps him in this causing more than one joint to lock up or hydraulic piston to rupture. Disembarking their armor was going to be a task. To the rest of the team he suggests "Perhaps there are those on board who are techno wizards and not loyal to Vance can get some of the defenses up and working in our favor? Obviously the guards we fought in the front car were loyal to Vance but maybe some of the others didn't know of his treachery. If we rouse them they could be of help as well."
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: 11/40
Bennies: 0/3
Adventure Cards
  • #: Card - Effect
    10 Adrenaline Surge: Your hero gets an additional and immediate turn (including new movement).
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Characters Seswarick (Main Acc), Barinthasheer, Antipas, Harris LaVode, Dorian Falstaff, Fiona Gladbrooke, Madok The Restless

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Kim Black
Diamond Patron
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

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

Post by Kim Black »

Making Quickness device 10; Raise
+2 MM
Techno-Wizardry [dice:31ag17q5]61265:0[/dice:31ag17q5]
Wild [dice:31ag17q5]61265:1[/dice:31ag17q5]
Making Healing device 7
+2 MM
Techno-Wizardry [dice:31ag17q5]61265:2[/dice:31ag17q5]
Wild [dice:31ag17q5]61265:3[/dice:31ag17q5]
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

User avatar
Kim Black
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Posts: 278
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

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

Post by Kim Black »

New Mexico/Crystal Caverns
Afternoon
Day 41
Round 0

Kim was pulled away from Vance as he was stripped and trussed up. She took the techno-wizardry gear that was handed to her from Vance and the guards. “Toss their armor outside the train,” she said, as she took a seat in the car with Stella. “Should I take a look at that collar?” she asked.

Kim pulled out her parts, and stripped parts from the TW armor and gear that had been given to her if she needed it, and started to put together some devices. “Does anyone need anything specific?” she asked. “What do we know of this Shibboleth guy?”

***

Vigor: d12+3 (Orrin)
Pace: 8
Agility: d10
Dispel Device (6/12 PPE)
Quickness Device (17/17 PPE)
Healing Device (12/12 PPE)

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: 0/3
Arcane Machinist (3/6): 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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Jack 'Bullet' Jones
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Posts: 207
Joined: Tue Sep 12, 2017 11:21 pm

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

Post by Jack 'Bullet' Jones »

Jack nods, almost sheepishly, at Orrin. "Ah...ah cleared my debt, though ah never did what Samedi said ah did. He had me up against a hornet's nest with a hot iron cow prod, an' ah had ta..." He chokes up a bit, then continues. "Samedi had my maw and paw. Said he'd take my debt outta them if'n ah didn't pay up. Ah done some bad things fer a bad man, but this was his way of callin' us even. Samedi fancied himself a voodoo loa. Gave that to me when we was settled up. Said it was an 'anchor.' Ah had no way of knowin' what he was meanin', but here it is." He offers the spike to Orrin.
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
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