Day 42: This is the end

"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: This is the end

Post by Tribe of One » Fri Dec 13, 2019 12:35 pm

As the cloud of dust and lightning outside draws closer, the members of the 18th impose something resembling order on what had been a battlefield inside the Leviathan.

Vance is searched and secured, hung upside down and readied for interrogration by Tito or whoever else decides to take a turn, but most attention initially is on Stella, who Silverclaws deposits along with Holt Turner in a protected passenger compartment.

The angelic saloon girl appears physically unharmed, but remains unconscious. A dull golden light seems to pulse below her skin in time with the ugly red runes glowing on the iron collar around her neck.

Jack tries everything he can think of to get the collar off her neck but it doesn't budge. At a loss, he rocks back on his heels and pulls out something like looks like a silver railroad spike, almost a foot long, offering it up for examination by Orrin along with the collar.

The metal-skinned mage takes a close look at both. The iron collar is ancient and obviously powerful, if it's capable of containing someone like Stella, whose arcane ability was on display during the Coalition attack on Black Mesa. Orrin can't decipher the runes, though the symbols remind him somewhat of old Slavic alphabets. Before the Battle of Marron, they'd heard rumors that the sorcerer and his cossacks had come to the West from the other side of the world, where warlords battled over the remains of the old Russian empire. And hadn't there been a legend about an old Russian demon-god, Koschei, who'd been bound for a time with an iron collar? In that tale, a tuning fork of black metal had been used to control the collar. But the fork used by Holt Turner, later recovered from Vance, was silver, and seemed to lack the power to release the collar.

The silver spike, meanwhile, seems to be some sort of dimensional anchor, capable of counter-acting any kind of magical movement nearby -- including planar travel -- when planted in the ground. Who knows how it came into Jack's hands ... but it could prove useful if the group wishes to prevent any confrontation from ending prematurely.

Seeing it, Vance pipes up: "I don't think this is the sort of tango you want to prolong. Like I said, you shoulda run when you had the chance. You ain't seen half of what he's capable of. Pure evil. And that sort of awfulness don't get put down by being good and thinking you're heroes."

He refuses to say more, stating matter-of-factly that he's "dead either way."

"Dead man walking, same as you. Least I have the sense to say so."

Seswarick begins organizing some of the techno-wizards and others in the rear cars to help mount some sort of defense. They pull weaponry and defense systems from the walls, retrofitting it on the spot for personal use, and disarm the remaining Combine soldiers. Whenever anyone bristles at taking orders from the birdman, Evelyn James, the trade rep from the Baronies, steps in with a sharp word.

"These legionnaires have saved your bacon once already today, don't put a hitch in your giddyup when they're offering to do it again," she says, promising to get someone on the radio to call in coordinates for Emmett Brown.

As the passengers prepare for war, Rill and the others finally manage to bring Stella out of her stupor. Her eyes open suddenly, blazing with golden light, but calm quickly, settling into the kind, smiling gaze she wore all those days ago in the Sidewinder.

"Oh, you sweet, darling souls," she says, her smile weak but genuine. "You didn't have to come all this way for little old me -- but I am ever so thankful you have."

Her gaze darkens momentarily. "I fear the one who holds the other end of this chain, and what he plans to do when he comes to collect ...

She gestures to the iron collar, grimacing as if it pains her.

"I'm in his power as long as this is on. Can't get it off myself, or oppose him directly," she says. The smile returns, bright as a sunrise, warm as the oven in a kitchen filled with the people who love. "That don't mean I'm a wilting damsel. I'll just have to trust you all to work out this particular puzzle on my behalf."

As she smiles, golden light fills the train car. Your wounds vanish, your despair lifts, and you find your catching a second wind. For a moment, you think you see a different woman's face floating behind and alongside Stella's, an ivory-skinned woman with the horns of a cow extending from her forehead. When you blink, the image vanishes, but the feeling remains.

"I tell you what, if y'all figure a way out of this mess, drinks at the Sidewinder are on me," she says.

[All Wounds and Fatigue are removed, PPE/ISP refills fully and Bennies are restored.]
Stella.jpg
As the golden glow fades, the windows rattle as the storm winds outside reach the train, then recede. As the dust settles, the approaching force emerges.

Numbering close to 30, the majority are soldiers -- a mix of the savage cossacks you battled in Marron alongside hooded mystics armed with dire-looking glaives and other weapons of an arcane nature.

Inevitably, your eyes are drawn to the center of the group, where a small circle surrounds a trio of imposing figures.

One you recognize -- the fallen cyber-knight, Ronin. Clad again in dark armor, Sir Blurre's sister appears to have recovered from their previous confrontation within Marron's walls.

Ronin
Ronin.jpg
Belatedly, you realize that the brutal cyborg towering next to her is another former foe -- Cassius, the D-bee warlord Silverclaws dismembered at the Battle of Marron. Even mounted in a new cyborg body, his voice is unmistakable as he yells a challenge.

"Those metal walls ain't gonna save you from this reckoning!" he yells, punctuated by the grinding buzz of the whirling sawblades mounted on his new body. "Let's see who gets carved up now!"

Cassius
Cassius.jpg
Cassius.jpg (65.39 KiB) Viewed 2072 times
Cassius falls immediately into silence after a whispered word from the third figure, whose form is obscured by a dark, heavy robe from which various cables and chains emerge. From within the shadowed cowl, eyes like glowing coal stare out.

Other cloaked forms move around the Shibboleth as he steps forward. His voice, when it comes, scrapes and echoes in your ears like a rockslide.

"I won't waste time on introductions. You have something that belongs to me. You will return it. If you do so promptly, you and those with you will leave here alive. Oppose me, and your deaths will be slow and unpleasant. Many will suffer, and the end will be the same."

He lays his hand on the head of the closest hooded figure, pulling back the cloth to reveal the face of a child, perhaps 10 or 12. As you watch, the four other nearby figures pull back their hoods to reveal similarly young faces. With growing horror, you trace the cabling that emerges from the backs of their necks to the cables that run into the Shibboleth's own armor.

You imagine the cloaked sorcerer smiling like a shark as he meets your gaze with his own baleful gaze.

"Innocence holds such power and potential," he says. "It would be a shame to see it wasted."

Shibboleth.jpg


You're up! Feel free to parlay or prepare, ask questions or make plans. Include appropriate skill rolls if you're seeking additional information. Social skills may be used to gain advantage here, but you're likely not going to be able to talk yourself our of the confrontation altogether. I'll roll initiative when you're ready for combat, which is likely to involved some combination of regular combat and dramatic task(s).
GM Bennies: 1/8

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Sir Blurre
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Re: Day 42: This is the end

Post by Sir Blurre » Fri Dec 13, 2019 2:28 pm

Blurre, seeing the arrangement with the cables and the children, crouches down near Stella, murmuring. "Miss Stella, I'm looking forward to that drink. Do you know if cutting those cords will free the children, or kill them?"
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: This is the end

Post by Silverclaws » Fri Dec 13, 2019 5:25 pm

Sir Blurre wrote:
Fri Dec 13, 2019 2:28 pm
Blurre, seeing the arrangement with the cables and the children, crouches down near Stella, murmuring. "Miss Stella, I'm looking forward to that drink. Do you know if cutting those cords will free the children, or kill them?"
"Looks like he is using the children as body shields. Although he is likely what six feet tall and these children are maybe four feet high. I could be wrong but that leaves the upper torso and head exposed."

"The question that comes to mind with him chained to those kids, what does that do to his mobility?"
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: This is the end

Post by Seswarick » Fri Dec 13, 2019 9:01 pm

Silverclaws wrote:
Fri Dec 13, 2019 5:25 pm
Sir Blurre wrote:
Fri Dec 13, 2019 2:28 pm
Blurre, seeing the arrangement with the cables and the children, crouches down near Stella, murmuring. "Miss Stella, I'm looking forward to that drink. Do you know if cutting those cords will free the children, or kill them?"
"Looks like he is using the children as body shields. Although he is likely what six feet tall and these children are maybe four feet high. I could be wrong but that leaves the upper torso and head exposed."

"The question that comes to mind with him chained to those kids, what does that do to his mobility?"
"A good question Silver. And the children will no doubt be less able to resist things that stun or tie down the target... his voice trails off in thought as his brow furrows. Then his looks to @Orrin "This key to the ladies binding, it is a powerful mystic item presumably and therefore detectable? If we can get him bound or distracted maybe Jack could lift it telekinetically and free her."
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: This is the end

Post by Jack 'Bullet' Jones » Sat Dec 14, 2019 12:02 am

Jack sniffs and sneers a bit at Vance. "You might be a dead man...well, danglin', but my paw always said, 'a stuck pig ain't dead 'til he quits kickin'. Ah reckon we got a little more kick left in us'n you might wager." He offers a punctuation in the form of a firm telekinetic pat across the side of the head, just enough to rub Vance's nose in his current predicament.
"Now, 'bout this..." He stops short as Stella's musical voice calls him back from his taunting. His eyes light up and a smile breaks across his face when she speaks. "Stella, darlin', ah...ah'm damn sorry ah let this happen to ya. If'n it's my life that's the cost, ah'll see you free." He tips his hat, eyes still affixed to the collared angel, even as the three foul figures emerge and begin their taunts. He tops off the chambers of his hellfire hand cannon and other weaponry, preparing for a titanic battle, and still doesn't bother to look away. "Ah'm gonna put that pox-ridden sumbitch down fer what he's done." Finally, he turns to assess their situation. His face goes to stone as he sees Shibboleth reveal his macabre collection of slaves. "Ah'm stampin' his ticket straight ta hell with a head full'a steam. No stops."
Intimidation
Intimidation
1d6+4 = 8: 4

WD Intimidation
1d6+4 = 10: 6
Ace WD Intimidation
1d6+10 = 16: 6
2nd Ace WD Intimdation
1d6+16 = 19: 3
Jack stands tall, his bellow bolstered by the communications band wrapped carefully around his hat. He leans out the window, his challenge ringing out clear enough for anyone with ears to hear. "Y'all done stepped in steer shit thicker than thistles under a desert horse's saddle. Maybe yer cursed boss didn't tell ya 'bout what we did to the last bunch what come against us with bad intentions. Well, ah'll lay it out. We put 'em all down. Down to the last one. Fed some to the sand sharks. Now y'all ride with someone who done some real evil to someone we care about, an' he's totin' kids ta drain their lives from their innocent bodies. Ah will not abide that carrion bird's continuin' existence. He's dead, but that chariot just ain't picked him up yet. Y'all got yerselves one last chance. Pull yer horses to a stop. About face and ride off. We'll let y'all go. Don't fool yerselves. Keep ridin' this way, and so help me, God Almighty and his four horsemen won't lay worse judgment on yer heads than we will. Ah will personally escort every single one of y'all straight to the infernal gates. Ah've been there 'afore an' ah know the way, an' ah know what's waitin' fer each of ya if ah'm sendin' ya. You don't want no parts of that. Believe you me." He pulls his hat just a little lower on his brow, and spits into the dirt. "Go on now. Git." He points towards Shibboleth. "'cept you. You stay. You end today."
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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Silverclaws
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Posts: 229
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Re: Day 42: This is the end

Post by Silverclaws » Sat Dec 14, 2019 6:18 pm

"I think that this Shithead fellow," points out to the trio, "Is some sort of fear monger."

"As long as the children are fearful all is well and he gets his jollies from harming innocents."

"What if we created some negative feedback for him by calming the children down or even making them laugh."

"Somebody on this train should be able to talk to animals. Call up some praerie dogs to play with the children. That way He Who Looks Like Week Old Crap In the Desert Sun is bound by the children playing."

Silver heads to the last car of the train, where the auto turrets were disabled. "I am setting up a sniper's nest and this," he holds up the Magma Long Barrel Rifle, "will be my first round of justice."
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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Kim Black
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Posts: 274
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 42: This is the end

Post by Kim Black » Mon Dec 16, 2019 4:13 am

New Mexico/Crystal Caverns
Afternoon
Day 41
Round 0

“Oh my God…” Kim stared with shock and disgust as this Shibboleth character. “And didn’t we kill that guy already?” She went through her gizmos. “I can handle the binding him,” she said, pulling out her ocarina and deploying her Starfire cannon on her shoulder again. “Do we have any really big guns on this train someone could get into? A turret or something? Heavy firepower?”

***

Vigor: d12+3 (Orrin)
Pace: 8
Agility: d10
Dispel Device (12/12 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: 3/3
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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Sir Blurre
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Posts: 195
Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 42: This is the end

Post by Sir Blurre » Mon Dec 16, 2019 3:05 pm

Blurre looks to Kim. "I suspect all the weapons require a power-source, and with Stella free..." The cyberknight shrugs.
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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Orrin Truthseeker
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Re: Day 42: This is the end

Post by Orrin Truthseeker » Mon Dec 23, 2019 10:28 am

Orrin's relief at Stella's awakening and the accompanying in-rush of power burns away and is replaced by a smoldering anger at Shibboleth's appearance with his horrific contraption. It seems Shibboleth is as even worse than Vance made him out to be, if he dabbles in methods for syphoning the power from the very souls of children.

"Try and keep him talking" Orrin says to the others, as he turns his mystic gaze on the dark practitioner to try to understand the workings of his protections. "And @Seswarick , see if you can jam this spike into the ground somewhere discreet... It will keep anyone from using arcane means to leave the area. We don't want this monster getting away"

Knowledge Arcana 5
Bonus: +2 armor
Knowledge Arcana 1d8+2 = 5: 3
Wild 1d6+2 = 4: 2

Let me know if you would like me to re-roll for exalted detect arcana. Orrin activated it to inspect the collar and device.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; 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: 1019
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: This is the End

Post by Tribe of One » Sat Dec 28, 2019 11:54 am

A rumble of unease runs through the ranks of the mystics and cossacks arrayed against you as Jack concludes his speech. No one turns tail and runs -- their fear of the Shibboleth is far too great for that -- but they've been shaken by the psi-slinger's threats, that's for sure. [Any actions Jack or any of his allies take against the cossacks and mystics in the coming round are at +2]

The Shibboleth and his lieutenants, Cassius and Ronin, appear unswayed by the threats. The fallen cyber-knight manifests her psi-sword and psi-shield but makes no other move; the re-built warlord continues hurling curses and brandishing his buzzsaw blades until silenced by a word from the robed sorcerer.

The Shibboleth takes another step forward, the children moving with him in choreographed silence. With his arcane sight, Orrin can clearly see the symbiotic energies running up and down the rune-marked cables that emerge from the wizard's robes and slot into the base of each child's skull. In addition to using the children as physical human shields [-2 cover penalty], the Shibboleth would appear able to use the diabolic apparatus to transfer any wounds or debilitating conditions to his five captives, rather than suffering them himself.

Merely severing the cables would almost certainly kill the children ... but Orrin thinks there might be a way to briefly disrupt the connection, interrupting the lethal feedback loop just long enough for a carefully coordinated attack to sever the cabling on the physical plane.

As if reading Orrin's thoughts, the Shibboleth retreats back into the crowd, waving his warriors forward.

"Enough prattling monologues ... I will take what is mine, and your souls in the bargain. Kill them."

Cossack attack.jpg

Initiative
Silver (Level-Headed) 1d54 = 51: 51 1d54 = 22: 22
Blurre 1d54 = 14: 14
Kim 1d54 = 35: 35
Orrin 1d54 = 36: 36
Rill 1d54 = 8: 8
Seswarick 1d54 = 18: 18
Jack (Quick) 1d54 = 53: 53
Tito (Level-Headed) 1d54 = 38: 38 1d54 = 50: 50

Bad Guys (Imp. Level-Headed) 1d54 = 13: 13 1d54 = 41: 41 1d54 = 52: 52

Jack pulls a Joker! But the Bad Guys pull two Aces ...
Jack draws a Joker! All PCs gain a Benny, and Jack is +2 to all rolls and damage for the round. Unfortunately, your team couldn't beat the Ace pulled by the Shibboleth's forces, so they go first.

Rolls
Cassius aids the Attackers with Shooting (1d12+2, -2 for defenders' cover)
Shooting 1d12 = 1: 1
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 11: 5 Forgot the +1 from twin-linked, which makes it a 12, so +3 for the Bad Guy Mooks

Bad Guy Mooks attack defender mooks, doing it as a single roll, treating the whole group as a Wild Card; 1d10 Shooting, +2 for ion, -2 for defender's cover, +3 from Cassius
Shooting 1d10+3 = 4: 1
Wild 1d6+3 = 7: 4

Defenders roll (1d8, +2 from Jack's Intimidation, +2 Machine Maestro)
TW 1d8+4 = 10: 6
Wild 1d6+4 = 6: 2

Defenders get a Hit against the Blue Hand. 3d6 damage vs. 14 (6) toughness
Damage 3d6 = 8: 1, 6, 1 = Ace! 1d6+8 = 11: 3 = No damage


Shibboleth casts Exalted Quickness, then Greater Deflection and Greater Armor in second round of actions; 1d12+2 Spellcasting.
Ex Quickness
Spellcasting 1d12+2 = 13: 11
Wild 1d6+2 = 7: 5
GDef
Spellcasting 1d12+2 = 8: 6
Wild 1d6+2 = 3: 1
GPro
Spellcasting 1d12+2 = 5: 3
Wild 1d6+2 = 3: 1

Ronin moves, casts Quickness, then moves again and casts Deflection; Psionics 1d10
Quickness
Psionics 1d10 = 8: 8 = Raise
Wild 1d6 = 6: 6
Deflection
Psionics 1d10 = 9: 9 = Raise
Wild 1d6 = 6: 6
Cassius rolls forward and provides covering fire with his plasma cannons as the Shibboleth's warriors surge forward, firing into the stalled Leviathan with their ion rifles and blasts of magical force. The defenders, counter-attacking from the cover of the engine's armored cars, seem to have the upper hand, though their scavenged TW weapons don't do much to thin the ranks of the attackers.

The sorcerer himself moves with the vanguard, weaving a series of spells: first one that grants him supernatural celerity, followed by two warding spells that cloak him and his charges in multiple layers of protection.

Ronin, too, moves with unnatural speed, her form a blur as she charges forward and leaps onto the top of the engine, out of sight.


You're up!

Each PC can choose ONE of the following three options:
  • Take a normal round of actions, such as shooting or spellcasting, targeting either the Shibboleth, Ronin or Cassius. All normal combat rules apply; see below for relevant stats and conditions.
  • Free the children from the Shibboleth's grasp. This is a two-track dramatic task: First, the arcane siphons connecting the five children to the sorcerer must be neutralized. Doing so requires an arcane skill check at -2 (or -4 if using a skill other than Spellcasting) and the expenditure of 10 PP; each success neutralizes the connection to one child for a round. Once a connection is neutralized, a child can be freed with an appropriate skill check (Fighting, Shooting, or even something like Psionics with telekinesis) at -4 (like a Called Shot); each success frees one child.
  • Help the passengers fight the Blue Hand. Use any appropriate skill check; each success grants the passengers a +1 bonus to their opposed check vs. the raiders, as well as +1 to any soak or damage rolls that result. I'll hand the roll for the defenders, who are treated as a single Wild Card, vs. the single Wild Card for the Shibboleth's mooks.


Combat Statistics (all three are Wild Cards)
Cassius: Size +4; Parry 9; Toughness 36 (20) MDC; Has Improved Arcane Resistance and Construct immunities
Ronin: -4 to hit from Deflection, additional -2 to hit if targeted with tech attacks; Parry 14; Toughness 24 (14) with Psi-Shield; Has First Strike if anyone engages in melee
Shibboleth: -2 cover from the kids and -6 to hit from Greater Deflection; Parry: 7; Toughness: 31 (13) MDC with Greater Protection active; Wounds and negative status effects transferred first to children.
GM Bennies: 1/8

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Kim Black
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Posts: 274
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Location: Wheaton, IL

Re: Day 42: This is the end

Post by Kim Black » Tue Dec 31, 2019 1:09 am

Exalted Quickness on Blurre 9; Raise; take 2 complete turns, ignore 2 points of MAP, redraw any initiative lower than 8
+2 Machine Maestro
Techno-Wizardry 1d12+2 = 9: 7
Wild 1d6+2 = 6: 4
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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Kim Black
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Posts: 274
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 42: This is the end

Post by Kim Black » Tue Dec 31, 2019 1:15 am

New Mexico/Train
Afternoon
Day 41
Round 1

Kim prepped one of the devices she had built as the Blue Hand approached. She slapped a crystal against the back of Blurre’s neck, which then shot wires into his spine. He felt a surge of adrenaline and quick firing nerve endings.

“Go get her,” Kim told Blurre. “And save those kids!”
Blurre
Blurre has Exalted Quickness
***

Exalted Quickness on Blurre (3r; 2/r)

Vigor: d12+3 (Orrin)
Pace: 8
Agility: d10
Dispel Device (12/12 PPE)
Quickness Device (9/17 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: 4/3
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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Orrin Truthseeker
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Re: Day 42: This is the end

Post by Orrin Truthseeker » Tue Dec 31, 2019 4:21 am

Before the battle begins in earnest, Orrin explains what he can see about the Shibboleth.

"It looks like any harm he takes will get transfered to those children. We will need to free them first. But don't just cut the cables, that would kill them." Orrin struggles to keep his voice neutral as he explains the horrific set-up. "However, I think I can neutralize the spells that connect him to the children long enough for you to free them. Some of you might be able to too, though it may be a bit more difficult since your are familiar with our particular arcane art. Just be ready to cut those cables when I give the go ahead."

Either he has supernatural hearing or just recognizes when the enemy is forming a plan, because Shibboleth melts back into the crowd and orders the attack shortly after Orrin finishes.

It moments, the train and the desert around it become a chaotic mess. Lasers, plasma, and the occasional rocket pound into the train, which itself holds up surprisingly well considering it has lost its primary power source. Orrin, takes cover, tracking the Shibboleths movements. Unsurprisingly, his first focus is on protecting himself, benefits he doesn't extend to any of his followers. Orrin watches for a moment when he seems distracted and weaves his own dispeling spell.

Removing connection - 2 successes
Bonus: +1 armor, +1 staff, -2 scene
Spellcasting 1d12 = 9: 9
Wild 1d6 = 2: 2
The spell forms and disolves the weaving on the cables between the Shobboleth and a couple of the children "Blurr, Jack, do it now! The red-headed boy and the small girl to his right are safe to free!"
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; 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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Tribe of One
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Re: Day 42: This is the end

Post by Tribe of One » Tue Dec 31, 2019 10:55 am

As Sir Blurre's reactions speed up in response to Kim's device, he feels something else: a presence in his mind, sharp and jagged but familiar all the same.

You should have given up on me, Turtle, but I'm glad you didn't, Ronin -- Runnin -- speaks into his mind, as if telepathy was a new and somewhat painful ability. I can help you, if you'll let me. He must be stopped, but he is so strong ... once he establishes a connection to the entity, he'll escape. We must strike now. I know you want to save the children, but they're already dead. It's not your fault -- but it will be if you fail to act. If we both strike now, we can kill him.
GM Bennies: 1/8

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Sir Blurre
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Re: Day 42: This is the end

Post by Sir Blurre » Tue Dec 31, 2019 11:07 am

Lots of Speed-Psi, Spent two bennies, Cut two cables, Intimidate 11 vs. Shibby, Full Defense finisher
Starting Stats: Parry 11 (-2 to be hit by technology, -1 to ranged attacks); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
60 ISP
5 Bennies

QTurn1 Actions:
Activate Boost Trait/Psionics (Free action)
Activate Speed (Free action)
Activate Deflection (Free action)
Activate Boost Trait/Fighting (Free action)
Run to Shibboleth (No penalty if combined with Melee Attack)
Attack first cable (Wild Attack)
Attack second cable (Wild Attack--MAP negated by EQ)

Boost Trait/Psionics (6 ISP, +2 to roll via MajorPsi)
Boost Psionics 1d6+2 = 3: 1
Wild Psionics 1d6+2 = 8: 6 ACE 1d6+8 = 11: 3
Skill Die 1, Brainburn; Shaken, burn bennie to remove Shaken
Raise on the Wild Die, +2 DT to Psionics, now a d10

Speed (6 ISP, +2 to roll via MajorPsi)
Speed 1d10+2 = 6: 4
Wild Psi 1d6+2 = 4: 2
EE/E Bennie: 1d6+7 = 12: 5
Raise: x2 movement, Run = Free Action

Deflection (6 ISP, +2 to roll via MajorPsi)
Deflection 1d10+2 = 9: 7
Wild Psi 1d6+2 = 6: 4
Raise: -2 to be hit

Boost Trait/Fighting (6 ISP, +2 to roll via MajorPsi)
Boost Fighting 1d10+2 = 9: 7
Wild Psi 1d6+2 = 5: 3
Raise: +2 DT Fighting = d12+3

Cut Cable 1(Wild Attack, Parry -2, Attack +2 hit/damage, -4 scene penalty, net roll d12+1)
Fighting 1d12+1 = 11: 10
Wild Fighting 1d6+1 = 7: 6

Cut Cable 1(Wild Attack, Parry -2, Attack +2 hit/damage, -4 scene penalty, net roll d12+1)
Fighting 1d12+1 = 9: 8
Wild Fighting 1d6+1 = 3: 2

QTurn2 Actions (Parry resets):
Boost Trait/Intimidate (Free Action)
Intimidate Shibboleth
Full Defense to boost Parry (No MAP due to EQ)

Boost Trait/Intimidate (6 ISP, +2 to roll via MajorPsi)
Boost Intimidate 1d10+2 = 7: 5
Wild Psionics 1d6+2 = 6: 4
Success = +1DT = 1d8+2

Intimidate 1d8+2 = 3: 1
Wild Intimidate 1d6+2 = 8: 6 ACE 1d6+8 = 11: 3

Full Defense 1d12+3 = 12: 9
Wild Fighting 1d6+3 = 5: 2
Parry 12 (before Shield) until next action

Final Stats: Parry 14 (-2 deflection to all attacks, -2 to be hit by technology, -1 to Dodge ranged attacks); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
30 ISP
3 Bennies
Now, Sis, do you really think I came out all this way to save your soul, only to help you throw it away right here? We save everyone. Don't worry, our cardshark has an ace up his sleeve; Shibboleth has nowhere to run. Of course, while we're saving the kids, you should probably attack me--after all, I'm going to be right on top of your boss, so you need to protect him, right?

Aloud, the cyberknight calls out, "The spike! Now!"

Then, he's off....

As is so often the case, Sir Blurre becomes an indistinct smear of movement, almost painful on the eyes as he streaks across the sands, a cloud of dust lit with electrical sparks in his wake. He threads the mob as if they weren't even there, running at full-tilt.

Reaching the far side of the enemy forces, he takes two hyperkinetic swings at the cables holding the children Orrin indicated, severing them cleanly. Then, he almost seems to pause, just long enough to give Shibboleth an extremely cocky grin. "I'm afraid, Shibbs, that your grand scheme isn't as foolproof as you thought. Who is going to shield you once I've got these kids free?"

Then, fully expecting on onslaught of defenders, he adopts a defensive stance, his psi-whip spinning so fast as to be a nigh-impenatrable wall of psychic energy.....
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: This is the end

Post by Seswarick » Sun Jan 05, 2020 12:25 pm

Looking at the approaching Blue Hand raiders makes the Lyn-Srial equal parts angry and sad. So much killing out here in the world That he was destined and trained for such didn't make it any easier. With a heavy sign he draws out the spike and slams it into the ground before launching himself into the air. Igniting his aura and activating the time twister belt, he's soon circling the approaching raiders trying to draw fire to himself from their energy weapons and unleashing blasts of lightning into their ranks.
Task 3 Psionics 18
Expendatures: 3 for MDC aura, 2 for Stormheart, 4 for master Psi binus.
Psionics 1d12+2 = 7: 5 Benny for EE with Elan 1d6+9 = 15: 6 Ace 1d6+15 = 18: 3
Wild 1d6+2 = 5: 3
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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Re: Day 42: This is the end

Post by Rill » Sun Jan 05, 2020 6:06 pm

Mysticism for Greater Slumber 9, Shibby Needs to Make a Spirit Roll at -4 or be Overwhelmed With Guilt as He is Touched by the Divine
Mysticism 1d10+1 = 9: 8
Wild 1d6+1 = 5: 4
If successful, MBT centered on The Shibster. The innocent kiddos don’t really have anything to fear from the divine light.

If he fails, he suffers the mechanical equivalent of falling asleep as he goes into a stupor. It takes a full round of active effort to awaken a victim of greater slumber; loud noises and the like aren't enough.
Rill waves his staff, calling on the divine power embedded therein and within the armor he wears. The diminutive preacher is bathed in light, and corresponding light bursts into being around The Shibboleth and the kids.

Rill whispers, ”Look upon your works through the eyes of God, defiler. Let your soul stare into that light.”
Character Sheet

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Jack 'Bullet' Jones
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Re: Day 42: This is the end

Post by Jack 'Bullet' Jones » Mon Jan 06, 2020 11:17 pm

Thinning out the mooks, +3 successes
Psionics vs. Mooks, +2 for Joker, +2 for Intimidation
1d12+5 = 12: 7
Benny for EE with Elan and prior
1d6+14 = 15: 1

WD Psionics
1d6+5 = 10: 5
Jack nods as Seswarick plants Samedi's spike. He glances only a moment at Cassius and Ronin, sizing them up versus his own capabilities, then turns his psionically fueled wrath on the Blue Hand. In a rage of telekinesis, rapid fire bolts of a host of elements, and gunshots, Bullet Jones rains down righteous anger upon the hapless raiders. "Ah done TOLD y'all this was comin'! Ain't nobody to blame but yerselves fer reapin' the whirlwind! Ah'll send all y'all ta judgment, an' they don't look kindly on folk that'd ride with someone who hurts children. Ah'm gonna end EVERY. LAST. ONE of y'all bunch of yellow-cured cowards and murderin' bastards!" One cybernetic raider is caught up in a telekinetic vice grip that tears vital machinery from his body. A shriek is heard as he expires. "Y'all hear that? The Devil's comin' ta claim your filthy souls! Your pardner just earned his wages!" Jack wastes no time with warning shots or wounds. The brutal efficiency with which he deals out death and destruction bears no resemblance to the easygoing gambler with the impenetrable poker face. His features make no effort to hide his hostility towards those who would do harm to children.
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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Tito
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Re: Day 42: This is the end

Post by Tito » Tue Jan 07, 2020 5:47 pm

Tito shakes his head and whimpers a bit as the Somnatic effects of the techno-wizardry machine washes away. The chihuagoyle gets his bearings and listens to the group when the storm rolls in and all hell breaks loose. With his nap having washed the rage away, Tito ignore's the biggest, meanest guy. He'll get his soon enough. But for now, the kiddo's are more important.

Tito takes aim on the second biggest thing around, the big 'borg, and open's up a cannister of whoop-ass.

Shooting 7 (9 MD, AP 6), Shooting 1, Shooting 5 (13 MD, AP 6), Shooting 8 (25 MD, AP 6)
Shooting: 1d8 = 7: 7 (-2 Full Auto, Rock and Roll!)
Damage: 2d8+4 = 9: 2, 3, AP 6

Shooting: 1d8 = 1: 1

Shooting: 1d8 = 5: 5
Damage: 2d8+4 = 13: 5, 4, AP 6

Shooting: 1d8 = 8: 8

Raise Damage: 2d8+4 = 18: 7, 7 + 1d6 = 6: 6
Ace: 1d6+24 = 25: 1, AP 6

Wild: 1d6 = 3: 3
"Grrrr! Whoop-ass isn't workin' guys! I need to Whomp him good. Or I can rip those chains up if you can do that thing again, Orrin!" Tito shouts.

Tito unfurls his misshapen wings and crouches low in preparations for a powerful jump...
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: 0/3; 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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Silverclaws
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Re: Day 42: This is the end

Post by Silverclaws » Tue Jan 07, 2020 8:59 pm

Cassius Stats _
Cassius: Size +4; Parry 9; Toughness 36 (20) MDC; Has Improved Arcane Resistance and Construct immunities
From the rear car, Silver sights in on Cassius. I took you down once before, I will do so again.

TW Magma Blaster _
, SNIPER Muggle Edition
When something needs blasted with the fires of Hades, the Red River Combine's patented Founder's Edition Magma Blaster does the trick with gusto! Whether in single-shot, three-round burst or full-auto, this beauty will fill the air with super-heated balls of tungsten alloy angrier than a menopausal Mt. St. Helens! Capable of firing the RRC's Low-Flo Solidifier rounds to hold your target in place with hardened steel, it comes pre-equipped with an independent energy supply. You'll be able to reach out and touch your enemies, even if you don't have a touch of magical ability!
  • TW Magma Blaster: Range 12/24/48; Damage 1-3d8+2; ROF 3; AP 2; Shots 50; Weight 7; SA, 3RB, +2 to hit;
  • Trapping-Fire (magma); entangle (activated on attack); 10 PPE reservoir, usable without an AB; costs 4 PPE to load. high-powered scope with the darksight and farsight powers.
He flips the switch from single shot to burst. When his shot is lined up he fires on the tracks and treads of Cassius.

Shooting 10, 38 MDC, AP 2 _
Called Shot (Treads): -2
Cassius Size (+4) - Silver's Size (+1): +3
Three Round Burst: +2 hit/damage
Magma Rifle: +2 Hit
Short Range: 3d8+2 MDC, AP 2
[*] Shooting (1d6) 1d6 = 1: 1
[*] Wild (1d6) 1d6 = 5: 5


Weapon Bonus: +2
Three Round Burst: +2
[*] Damage (3d8) 3d8 = 12: 3, 7, 2
[*] Bonus (1d6) 1d6 = 6: 6
[*] Aced! Bonus (1d6+6) 1d6+6 = 12: 6
[*] Super Aced! Bonus (1d6+12) 1d6+12 = 18: 6
[*] Super Saiyan Aced! Bonus (1d6+18) 1d6+18 = 22: 4
Silverclaws
Quick Stats _
Veteran Wolfen MARS Techno-Warrior
Charisma: 0 || Pace: 8 (1d8) || Parry: 8 (9 with claws) || Toughness: 23 (6) || Size: +1 || Strain: 19/22
Wounds: None || Fatigue: None
Combat Edges:
  • Level-Headed Edge: Draw two initiative cards and take the best.
  • Danger Sense Edge: Notice roll -2 before being suprised or ambushed.
Relevant Edges:
Bennies: 4/4
Weapons
Weapons On Hand _
  • JA-9 Variable Laser Rifle
  • Chain Greatsword
  • Silvered Vibro-Blade Vembraces
Adventure Cards _
  • .
  • (46) Renown: Play after completing a good deed of some import. You gain a permanent +1 Charisma bonus toward those who have heard of you (typically a 50% chance).

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

Re: Day 42: This is the End

Post by Tribe of One » Sun Jan 12, 2020 12:49 pm

Rolls
Shibboleth Spirit vs. Blurre Intimidate (1d12 + 2 Strong Willed)
Spirit 1d12+2 = 14: 12 = Ace! 1d12+14 = 25: 11 = 25, Success
Wild 1d6+2 = 3: 1

Shibboleth Spirit vs. Rill's Guilt-Sleep (1d12-4)
Spirit 1d12-4 = 2: 6
Wild 1d6-4 = 1: 5
Shib uses a WC Benny for Extra Effort 1d6+2 = 3: 1 = Failure, shifts it to a kid

Train occupants (1d8+2, +7 for help) vs. Blue Hand (1d10, +3 for help)
TW 1d8+9 = 10: 1
Wild 1d6+9 = 11: 2
WC Benny to Reroll
TW 1d8+9 = 11: 2
Wild 1d6+9 = 15: 6 = Ace! 1d6+15 = 16: 1 = Raise

Shooting 1d10+3 = 11: 8
Wild 1d6+3 = 4: 1

Defenders get a Hit with a Raise against the Blue Hand. 4d6+7 damage vs. 14 (6) toughness
Damage 4d6+7 = 27: 4, 5, 6, 5 = Ace! 1d6+27 = 32: 5
32 damage vs. Toughness 14 = 4 Wounds
Blue Hand use a WC Benny to soak
Vigor 1d8+3 = 6: 3
Wild 1d6+3 = 8: 5 = 2 Wounds Soaked, 2 Wounds taken
sandstorm lightning.jpg
As the battle is joined, Kim uses a techno-wizard device to boost Sir Blurre's already superhuman speed to divine levels. The cyber-knight dashes off, nearly fast enough to cause a sonic boom, as Orrin turns his attention to the foul sorcery connecting the Shibboleth to his human shields. Working with care, he is able to disrupt the arcane siphon just long enough for Blurre to slash through the cabling, freeing two of the kids, a redheaded boy and a small girl. Both collapse, unconscious, dropping to the ground as the battle swirls around them.

As he telepathically communicates with his sister -- who has disappeared out of sight atop the Leviathan -- Blurre taunts the Shibboleth, attempting to goad him into some misstep, but the cloaked sorcerer barely spares him a glance, his attention somewhere else ... As the holy light of Rill's spell settles over the dark wizard and his innocent hostages.

”Look upon your works through the eyes of God, defiler. Let your soul stare into that light.”

For a moment, Rill feels the prayer take hold -- only for it to be shunted away an instant later. One of the children, a shaggy-haired young boy, falls to his knees, overcome with guilt and horror as the knowledge of the Shibboleth's many sins floods his mind.

Seswarick and Jack, meanwhile, lend their efforts to fighting off the Blue Hand, sending bolts of lightning and telekinetically-guided lead into the ranks of the cossacks and mystics assaulting the train. Combined with the firepower the techno-wizard passengers are able to assemble, the raiders suffer heavy casualties. [2 Wounds to the enemy mook Wild Card.]

At the same time, Tito and Silverclaws turn their guns on the rebuilt 'Borg, Cassius. First, Tito aims a stream of magnetically-accelerated railgun rounds at the massive construct, but the shots fail to penetrate Cassius's heavy armor. Silverclaws has more luck with his magma rifle, directing a carefully-aimed burst of fire into the war machine's treads, slowing him and throwing him off balance. [The Called Shot halves Cassius's movement and leaves him Shaken with a -2 Parry. Uses a Wild Card Benny to un-Shake.]

Initiative
Silver (Level-Headed) 1d54 = 40: 40 1d54 = 8: 8 = 2 Diamonds, 9 Spades
Blurre (Redraw less than 8) 1d54 = 52: 52 = Ace of Diamonds
Kim 1d54 = 43: 43 = 5 Diamonds
Orrin 1d54 = 38: 38 = King of Clubs
Rill 1d54 = 19: 19 = 7 Hearts
Seswarick 1d54 = 23: 23 = Jack of Hearts
Jack (Quick) 1d54 = 45: 45 = 7 Diamonds
Tito (Level-Headed) 1d54 = 54: 54 1d54 = 37: 37 = Black Joker and Queen of Clubs

Bad Guys (Imp. Level-Headed) 1d54 = 54: 54 1d54 = 30: 30 1d54 = 29: 29 = Reroll, 5 Clubs, 4 Clubs = 1d54 = 31: 31 = 6 Clubs

Tito pulls a Joker! And PCs easily beat the Bad Guys' 6 of Clubs
Tito draws a Joker! All PCs gain a Benny, and Tito is +2 to all rolls and damage for the round. You also win initiative and go first this round!


You're up!

Each PC can choose ONE of the following three options:
  • Take a normal round of actions, such as shooting or spellcasting, targeting either the Shibboleth, Ronin or Cassius. All normal combat rules apply; see below for relevant stats and conditions.
  • Free the children from the Shibboleth's grasp. This is a two-track dramatic task: First, the arcane siphons connecting the five children to the sorcerer must be neutralized. Doing so requires an arcane skill check at -2 (or -4 if using a skill other than Spellcasting) and the expenditure of 10 PP; each success neutralizes the connection to one child for a round. Once a connection is neutralized, a child can be freed with an appropriate skill check (Fighting, Shooting, or even something like Psionics with telekinesis) at -4 (like a Called Shot); each success frees one child. [Two children have been freed, three remain]
  • Help the passengers fight the Blue Hand. Use any appropriate skill check; each success grants the passengers a +1 bonus to their opposed check vs. the raiders, as well as +1 to any soak or damage rolls that result. I'll hand the roll for the defenders, who are treated as a single Wild Card, vs. the single Wild Card for the Shibboleth's mooks. [Blue Hand have suffered 2 Wounds]


Combat Statistics (all three are Wild Cards)
Cassius (in the middle of the battlefield): Size +4; Parry 9 7; Toughness 36 (20) MDC; Has Improved Arcane Resistance and Construct immunities; Movement is halved and -2 Parry from Called Shot on treads
Ronin (On top of the Leviathan): -4 to hit from Deflection, additional -2 to hit if targeted with tech attacks; Parry 14; Toughness 24 (14) with Psi-Shield; Has First Strike if anyone engages in melee
Shibboleth (Middle of the battlefield): -2 cover from the kids and -6 to hit from Greater Deflection; Parry: 7; Toughness: 31 (13) MDC with Greater Protection active; Wounds and negative status effects transferred first to children.
GM Bennies: 1/8

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Orrin Truthseeker
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Re: Day 42: This is the end

Post by Orrin Truthseeker » Mon Jan 13, 2020 6:23 pm

Spellcasting to free kids - 4 - One success
Bonus: +1 Status, +1 armor, -2 scene
Spellcasting 1d12 = 3: 3
Wild 1d6 = 4: 4

-1 Bennie to Re-roll

Spellcasting 1d12 = 2: 2
Wild 1d6 = 2: 2

-1 Bennie Reroll

Spellcasting 1d12 = 3: 3
Wild 1d6 = 2: 2

Sigh. Fine...

-10 PPE
As the battle rages, Orrin feels his confidence surge. With the combine citizens fairing well against the Cossacks and The Shibboleths acolytes, the enemies ability seems to have been somewhat exaggerated by Vance.

Knowing that the biggest threat in the field is likely the man at the head of it all, Orrin fights his normal nature to support his allies and instead seeks out The Shibboleth. The dark conjurer seems to melt in and out of the battle making him hard to track.

Surprising, considering he essentially has 3 children chained to his side... Orrin thinks, even the voice in his head tinged with a snarl at the thought.

Orrin sweeps his gaze over the desert-turned-battlefield, mystic sight on to help him spot the ringleader.

There!

Orrin spot the Shibboleth flaked by a pair of particularly brutish Cossacks. Through his mystic sight, Orrin sees as the demented creature - surely he is less than human now - finishes a spell, opening 3 small portals from whence giant tentacles covered in deadly barbs dripping a thick green ooze lash out of. They grab a pair of combine fighters, squeezing one right in half an pulling the other into the portal at to whatever world lays beyond it before closing.

Horrified as he is by the sight, Orrin focuses his energies and strikes at the bond between the Shibboleth and his children-shields. Inflated by his previous success, Orrin stikes at all three of the remaining connections. His confidence turns out to be hubris though, as the Shibboleth detects the first signs of Orrin's spell and weaves his own counter. The two spells clash and cause a mystical explosion of light. To any other onlooker, nothing appears to have happened, but Orrin can see that one of the children's life force is no longer bound to his masters.

Orrin see's the fire in the Shibboleth's eyes as he traces the spell back to its source and locks eyes with Orrin. Unwilling to hold that gaze, Orrin pulls back into the cover of a railcar wall and signals the legion.

The D'norr girl his free! Get her away from him quickly!
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; 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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Joined: Mon Sep 11, 2017 9:02 pm

Re: Day 42: This is the end

Post by Sir Blurre » Tue Jan 14, 2020 4:17 pm

OOC Comments
Starting Stats: Parry 11 (-2 to be hit by technology, -1 to ranged attacks); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
30 ISP
3 Bennies

QRound 1:
Two attacks against the cable holding the D'norr Girl. No MAP due to Quickness w/Raise.
Fighting 1d12+1 = 9: 8
Wild Fighting 1d6+1 = 5: 4
-4 = 5: Success:

Fighting 1d12+1 = 12: 11
Wild Fighting 1d6+1 = 4: 3
-4 = 8: Raise

D'norr girl is freed.

QRound 2:
Agility Trick vs. Shibby
Full Defense

Agility 1d10 = 1: 1
Wild Agility 1d6 = 1: 1

Full Defense 1d12+3 = 8: 5
Wild Fighting 1d6+3 = 5: 2

IGNORE--Criftail Agility Trick voids second action.

Parry 9 (-2 to be hit by technology, -1 to ranged attacks); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
Prone (-2 Fighting, -2 Parry, already included in above)
30 ISP
3 Bennies
Blurre, heeding Orrin's direction, focuses on the cable holding the D'norr child--a pair of cuts, both landing and severing the cable asunder. Unable to cut the remaining two children free, he grits his teeth in frustration, and attempts to roll under one of the remaining cables to be in a better position to get the last two when they are 'clear'--and also perhaps distract Shibboleth a bit more.

Sadly, Fate intervenes--the middle segment of the cable he just cut, twists on the ground like a snake, thrashing as magical energies pour out of either end. The cable momentarily entwines around Blurre's feet--but at his speeds, a moment is still more than enough to throw him completely off-balance, sending him sprawling face-first in the dust.
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: This is the end

Post by Jack 'Bullet' Jones » Tue Jan 14, 2020 10:03 pm

Attacking the Raiders, +4 successes
Psionics
1d12+1 = 4: 3

WD Psionics
1d6+1 = 7: 6
Ace with prior
1d6+7 = 11: 4
Benny EE with Elan and prior
1d6+13 = 16: 3
Jack's fury doesn't let up, even though the Blue Hand raiders are getting the worst of the exchange. True to his word, he works furiously to deliver on what he said he'd do. Time almost seems to stand still while a rage of destruction emanates from the gambler, the psi-slinger scattering death like a dealer flinging cards to a full poker table. When one gun goes empty, it's dropped or holstered and another snatched up from among the bodies of his fallen enemies to rain more vengeance from behind their own lines. "Mercy ain't here no more. Y'all done had your chance, an' now y'all're gonna pay the price!"
A raider manages to sneak into their line. He raises his vibrosword to cleave one of the Combine fighters. Before the fateful stroke can land, an invisible hand rips the blade out of the raider's grasp, only to swivel back on its bearer. The raider falls, struck through the throat. "Ante up, y'all sons a' bitches! Ah've come ta rake the pot!"
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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Kim Black
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Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 42: This is the end

Post by Kim Black » Wed Jan 15, 2020 12:52 am

Techno-Wizardry 9
-2 difficulty, -2 for TW, +2 Machine Maestro
Techno-Wizardry 1d12-2 = 0: 2
Wild 1d6-2 = 4: 6
Ace 1d6+4 = 9: 5
New Mexico/Train
Afternoon
Day 41
Round 2

Kim surveyed her options. She could supe up another team member like Blurre, but rescuing those children was primary. She could help her teammates once the kids were free.

Kim slammed together components and tossed the techno-wizard grenade in the direction of Shibboleth to try and sever the last two mystical connections. The magic pulsed around Shibboleth and Kim grinned.

“Last two kids are severed! Cut them free!” she yelled to her team.
Blurre
Blurre has Exalted Quickness
***

Exalted Quickness on Blurre (3r; 1/r)

Vigor: d12+3 (Orrin)
Pace: 8
Agility: d10
Dispel Device (12/12 PPE)
Quickness Device (9/17 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: 5/3
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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Silverclaws
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Posts: 229
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 42: This is the end

Post by Silverclaws » Wed Jan 15, 2020 11:45 am

Silver is still laying astride the last car of the stopped train. His eye is trained on Cassius through the muggled-Magma Rifle, when he hears @Kim Black state that the children need to be freed.

Eye still to the scope of the Rifle, he swings the barrel around locates the cables to the remaining two children.

Shot 1, Cable 1, Shooting 8, _
Remaining Cable 1
Shot 1
Called Shot: -4
Magma Rifle: +2
[*] Shooting (1d6) 1d6 = 3: 3
[*] Wild (1d6) 1d6 = 2: 2

Benny to Reroll (4 remaining)

Called Shot: -4
Magma Rifle: +2
[*] Shooting (1d6) 1d6 = 5: 5
[*] Wild (1d6) 1d6 = 5: 5

Benny for Extra Effort (3 Remaining)

[*] Extra Effort (1d6) 1d6 = 5: 5
Going from a Size 4 borg to a cable that could be a hair on the giant borg's body if he had any hair left, threw Silver's first shot but only barely.

Shot 2, Cable 2, Shooting 19 _
Remaining Cable 2
Shot 2
Called Shot: -4
Magma Rifle: +2
[*] Shooting (1d6) 1d6 = 1: 1
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 12: 6
[*] Super Aced! Wild (1d6+12) 1d6+12 = 18: 6
[*] Super Saiyan Aced! Wild (1d6+18) 1d6+18 = 21: 3
Well sighted in, Silver shoots the second cable with ease and watches satisfactory as both children are disconnected from the horror monstrosity.

"Clear the children. We need to finish this now."
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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Posts: 165
Joined: Mon Sep 11, 2017 8:53 am

Re: Day 42: This is the end

Post by Rill » Fri Jan 17, 2020 10:54 am

Mysticism 5, Wall of Defense (mega barrier) Activated; 22(12) MDC; Celestial Silver Trapping (does 2d4 damage to sensitive foes who touch it)
Mysticism 1d10+1 = 5: 4 (+1 from Staff)
Wild 1d6+1 = 4: 3
Mega version of barrier spell
@Tribe of One please let me know how big this has to be to get the desired effect (described below) and I'll subtract the appropriate number of power points from Rill's sheet.
Rill is horrified when he sees one of the children collapse. No! I thought... I thought the little ones would be safe. That monster somehow transferred its own guilt to the child!

Rill gives another wave of his staff and calls upon the divine light again, and the air around the children seems to split as silvery-white light pours out and solidifies around them, creating a protective cover from the battle and cutting them off from The Shibboleth.
Lots of Protection
My goal here is to shape the barrier so it separates the kids from the bad guy and completely covers them. A dome shape would be ideal, if the kids are arrayed such that it would work, but I can work with other shapes as needed. Rill would just want the kids covered from all sides, so this is going to cost him a boatload of PPE.
Into the radio he says, "I cannot easily maintain this spell for more than half a minute or so, but I have the little ones for now. Let us finish this quickly, please."
Character Sheet

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Tito
Posts: 57
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 42: This is the end

Post by Tito » Sun Jan 19, 2020 1:45 pm

Fighting 19 (22 MD, 0 AP), Fighting 7 (17 MD, 0 AP)
Fighting: 1d12+2 = 14: 12 Ace: 1d12+14 = 19: 5 (+2 Wild, +2 Joker, -2 Frenzy)
Damage: 1d12+4 = 8: 4 (Strength) + 1d8 = 4: 4 (Weapon) + 2d6+8 = 14: 5, 1 (Weapon, Raise, +2 Wild, +2 Joker, +4 Death from Above)
@Tribe of One Cassius must make a Vigor roll at -2 or be Incapacitated on a failure.
Fighting: 1d12+2 = 7: 5
Damage: 1d12+4 = 9: 5 (Strength) + 1d8 = 3: 3 (Weapon) + 1d6+4 = 5: 1 (Weapon, +2 Wild +2 Joker)
@Tribe of One Cassius must make a Vigor roll at -2 or be Shaken on a failure.
Wild: 1d6+2 = 4: 2
Tito aims his body at Cassius and kicks himself across the battlefield with a massive leap. He zips overhead and comes down onto cassius with a mighty smash. Sparks and arcs of electricity pass between Tito and Cassius as the dog boy drops to the ground. The attack didn't seem very effective, but the jolt of electricity didn't seem very appreciated. So, Tito swings Whomper up between the big 'borg's legs and gives him another shock for good measure.

"Hey, man, you should have known better. I showed you how badass I was last time. Did you think I woudn't Whomp you this time too, man?" He growls at the Borg.
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: 0/3; 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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Seswarick
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Re: Day 42: This is the end

Post by Seswarick » Sun Jan 19, 2020 6:42 pm

Seeing the children freed of their bonds and separated from Shibbolth, Seswarick turns his attention to the fiendish magician. Maybe if we drop him fast enough some of these lackies will flee he hopes as he rapidly flies above his target.

First he concentrates power to try and entangle, then he lays down a blast of lightning.
Mega entangle 22. Fully entangled, -4 to escape, vigor test or take a fatigue
Cost: Base 2, mega 2, major psi for +2 4. total 8 ISP
Psionics 1d12+2 = 14: 12 Ace 1d12+14 = 22: 8
Wild 1d6+2 = 8: 6 Ace 1d6+8 = 13: 5
Lightning blast 14, 20 MD AP4
Cost, +4ap 2, major psi +2 4. total 4 ISP
Psionics 1d12+2 = 4: 2
Wild 1d6+2 = 7: 5
Benny for EE with Elan 1d6+9 = 14: 5
Damage 6d6 = 16: 2, 2, 5, 2, 3, 2 raise 1d6 = 4: 4
Coils of solid electricity manifest and envelope the vile antagonist, cinching him tighly in their grasp, but the dust cloud saps much of the power from his lightning bolt.
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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Tribe of One
Posts: 1019
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: This is the End

Post by Tribe of One » Thu Jan 23, 2020 7:32 pm

Resistance Rolls
Shibb vs. Mega Entangle
Agility 1d8 = 7: 7
Wild 1d6 = 1: 1

Vigor 1d10 = 2: 2
Wild 1d6 = 1: 1
Benny for Extra Effort 1d6+2 = 6: 4

Cassius, Vigor 1d12+2, -2 on a pair of Vigor checks
Vigor 1 1d12 = 10: 10
Wild 1d6 = 1: 1

Vigor 2 1d12 = 2: 2
Wild 1d6 = 3: 3
The Shibboleth growls when Orrin disrupts the magical siphon connecting him to the D'norr child, erupting into curses when Sir Blurre darts in to sever the cable with his psi-sword. When the cyber-knight falls, tripped up in his eagerness to attack, the sorcerer's blasphemous roars give way to dark laughter.

"As headstrong as your sister, I see. I wonder if I will get more pleasure breaking you in front of her, or in seeing your face as I use her to take you apart, joint by joint."

Too late, he notices Kim's TW grenade dropping from the sky. It explodes in a cloud of sizzling powder that disables the remaining cable long enough for Silver to blast them apart from his sniper's perch. A split second later, Rill erects a holy barrier around the children, cutting the Shibboleth and Blurre off from the rest of the battle.

As Seswarick wraps the sorcerer in bands of coiling lightning, restraining him, though he shrugs off any damaging effects.

Tito has no more luck damaging Cassius with Whomper, though the giant construct is momentarily Shaken by the hammer's electrical charge.

Bad Guys Attack
Blue Hand (1d10) vs. train occupants (1d8+2, +4 for help)
Shooting 1d10 = 3: 3
Wild 1d6 = 3: 3

TW 1d8+6 = 13: 7
Wild 1d6+6 = 8: 2

Defenders get a Hit with a Raise; 4d6+4 damage vs. 14 (6) toughness
Damage 4d6+4 = 12: 2, 2, 1, 3
Defenders will spend a Benny to reroll damage
Damage 4d6+4 = 17: 3, 5, 2, 3
Defenders spend a second Benny to reroll damage
Damage 4d6+4 = 23: 4, 4, 5, 6 = Ace! 1d6+23 = 28: 5 = 3 Wounds
Blue Hand use their last Benny to soak
Vigor 1d8 = 2: 2
Wild 1d6 = 6: 6 = Ace 1d6+6 = 9: 3 EDIT: Forgot they're at -2 for Wounds, so that's a 7 = Only Soak 1 Wound, puts them at 4 and they're dead.

Cassius: Unshake
Vigor 1d12+2 = 3: 1
Wild 1d6+2 = 7: 5

Attacks Two-Fisted vs. Tito
Fighting 1d12+2 = 14: 12 = Raise
Wild 1d6+2 = 6: 4

Fighting 1d12+2 = 12: 10 = Raise
Wild 1d6+2 = 6: 4

Damage 1 1d12+2 = 9: 7+ 2d10 = 8: 6, 2+ 1d6 = 3: 3 = 20 damage, AP 2 = Shaken
Damage 2 1d12+2 = 13: 11+ 2d10 = 13: 8, 5+ 1d6 = 4: 4 = 28 damage, AP 2 = 2 Wounds

Shibboleth has Ex. Quickness: Round 1: Dispel the Entangle, then casts Ex. TK on Blurre; Round 2 casts Greater Fear, followed by Puppet on Orrin; No MAP, Spellcasting 1d12+2

Dispel 1d12+2 = 13: 11 -2 for different type = 11
Wild 1d6+2 = 5: 3

Ex. TK 1d12+2 = 14: 12 = Ace! 1d12+14 = 20: 6
Wild 1d6+2 = 5: 3

Greater Fear 1d12+2 = 12: 10 = Raise
Wild 1d6+2 = 6: 4

Puppet 1d12+2 = 6: 4
Wild 1d6+2 = 3: 1
Benny to Reroll
Puppet 1d12+2 = 3: 1
Wild 1d6+2 = 5: 3
GM Benny to Reroll
Puppet 1d12+2 = 14: 12 = Ace! 1d12+14 = 25: 11
Wild 1d6+2 = 5: 3

Ronin has Quickness active: Round 1, cuts through the roof of the Leviathan; Round 2, casts Pummel on Jack, Kim and Rill

Psionics 1d10 = 1: 1 = Brainburn, spends a Benny to unshake
Wild 1d6 = 6: 6 = Ace! 1d6+6 = 7: 1


Despite their losses, the Blue Hand continue their charge toward the defenders on the Leviathan. The blitzkrieg proves to be suicidal, as the techno-wizards unleash everything they have, blasting apart the Shibboleth's followers with fire and lead, leaving behind nothing but scorched corpses and desert sand melted into glass.

Cassius, recovered from the brief shock from Whomper, roars in anger, unwilling to give in to defeat. Slashing wildly at the chihuagoyle with his sawblades, he manages to cut deeply into Tito's shoulder, sending blood flying across the sand. [2 Wounds to Tito]

Wreathed in lightning, the Shibboleth speaks a word that causes the arcing electricity to sputter (and die?) [Dispel roll of 11 - Seswarick needs to roll opposed Psionics to keep entangle active.]

The diabolist then turns his attention to Blurre, spitting out the words of another spell that lifts the prone cyber-knight in an invisible fist and holds him aloft, high enough he can do no harm with his psi-whip. [Blurre can make a Spirit roll but needs a 21 or better to resist Shibboleth's exalted telekinesis.]

"Look down upon the ruin of your dreams, worm," he says, summoning black winds that spin outward in a cyclone. The screams of the damned echo across the battlefield as you are assaulted by visions of the blackest pits of hell. [Everyone must make a Fear check at -4. Failure means you roll on the Fear table.]

Finally, the warlord turns his gaze to Orrin, fixing the wizard with a baleful stare -- as he does, Orrin feels sharp talons digging into his brain, maggots of arcane force wriggling in through his ears and eyes as the Shibboleth dominates him. [Orrin needs a 25(!) or better to resist the Shibboleth's puppet spell.]

"I will feed on your soul before the day ends. But first, bring me the vessel you call Stella," he says, calling the wizard to heel like a whipped dog.

Inside the Leviathan, a section of the roof falls in as Ronin carves an opening with her psi-sword and drops through. Wordlessly, she throws out her arm, sending out a blast of telekinetic force meant to send Kim, Jack and Rill sprawling, though the effort seems to cause some psychic feedback. [Jack, Kim and Rill need to make Strength checks; failure means being knocked back 2d6 inches and prone; if the distance is 4 inches or more they hit the wall and are Shaken, as well.]

Initiative
Silver (Level-Headed) 1d54 = 50: 50 1d54 = 34: 34 = Queen of Diamonds, 9 Clubs
Blurre (Redraw less than 8) 1d54 = 7: 7 = 8 Spades
Kim 1d54 = 51: 51 = King of Diamonds
Orrin 1d54 = 15: 15 = 3 Hearts
Rill 1d54 = 42: 42 = 4 Diamonds
Seswarick 1d54 = 3: 3 = 4 Spades
Jack (Quick) 1d54 = 32: 32 = 7 Clubs
Tito (Level-Headed) 1d54 = 24: 24 1d54 = 24: 24 = Queen of Hearts, Reroll = 1d54 = 52: 52 = Ace of Diamonds

Bad Guys (Imp. Level-Headed) 1d54 = 31: 31 1d54 = 3: 3 1d54 = 7: 7 = 6 Clubs, 8 Spades and Reroll = 1d54 = 1: 1 = 2 Spades

5 PCs beat or tie the Bad Guys' 8 of Spades


You're up!

At this point, all children have been freed and the Blue Hand warriors are all dead. You can take normal combat actions targeting Shibboleth, Ronin and Cassius.

Combat Statistics (all three are Wild Cards)
Cassius (in the middle of the battlefield): Size +4; Parry 9 7; Toughness 36 (20) MDC; Has Improved Arcane Resistance and Construct immunities; Movement is halved and -2 Parry from Called Shot on treads
Ronin (In the front car of the Leviathan, a few inches from Jack, Kim and Rill): -4 to hit from Deflection, additional -2 to hit if targeted with tech attacks; Parry 14; Toughness 24 (14) with Psi-Shield; Has First Strike if anyone engages in melee
Shibboleth (Middle of the battlefield): -6 to hit from Greater Deflection; Parry: 7; Toughness: 31 (13) MDC with Greater Protection active; If Seswarick's entangle says active, his Parry drops to 0.
GM Bennies: 1/8

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Seswarick
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Re: Day 42: This is the end

Post by Seswarick » Thu Jan 23, 2020 9:46 pm

opposed psionics to maintain Entangle 13
Psionics 1d12 = 7: 7 Benny for EE with elan 1d6+9 = 13: 4
Wild 1d6 = 4: 4
Fear
Spirit 1d10-4 = -1: 3
Wild 1d6-4 = -3: 1
Benny to reroll with Elan
Spirit 1d10-2 = 1: 3
Wild 1d6-2 = 3: 5
Benny to reroll with Elan
Spirit 1d10-2 = 1: 3
Wild 1d6-2 = 4: 6
Shibboleth nearly shakes off the coils and inflicts terror into the mind of the Lyn-Srial but Seswarick marials his resolve and mains both the power and his composure. Circling above the sorcerer he unleashes another blast of lightning.
Zzzap, 23.(and an unrolled ace)Damage 23 MD AP4
Cost: 2 ISP for 4 AP, 4 for +2 to roll
Psionics 1d12+2 = 9: 7 Benny for EE 1d6+11 = 17: 6 Ace 1d6+17 = 23: 6
Wild 1d6+2 = 4: 2
Damage 6d6 = 17: 1, 3, 3, 6, 2, 2 Raise 1d6 = 2: 2 Ace 1d6+19 = 23: 4
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: This is the end

Post by Jack 'Bullet' Jones » Thu Jan 23, 2020 10:04 pm

Resist the Fear - only had to roll a dozen times
Spirit
1d10-4 = -3: 1

WD Spirit
1d6-4 = -1: 3

Benny to reroll with Elan
1d10-2 = 2: 4

WD Reroll
1d6-2 = -1: 1

2nd Benny to reroll
1d10-2 = 3: 5

WD 2nd Reroll
1d6-2 = 1: 3

EP for a benny, because Jack
1d10-2 = -1: 1

WD 3rd reroll
1d6-2 = 2: 4

2nd EP for a benny, because Jack - still
1d10-2 = 5: 7

WD 4th reroll
1d6-2 = 3: 5
Resist the Wave - success
Strength
1d4 = 1: 1

WD Strength
1d6 = 5: 5
Grab Hold of the Runnin Girl - ETK, 21
Greater Boost Trait - Psionics - raise, +4 die types
1d12+1 = 10: 9

WD GBT
1d6+1 = 6: 5

Exalted Telekinesis
1d12+5 = 8: 3

WD ETK
1d6+5 = 11: 6
Ace WD
1d6+11 = 14: 3
Benny EE with Elan
1d6+16 = 21: 5
Jack spins to face the noise of the crashing roof. He doesn't have time to note that the big commotion was made by a tiny girl, albeit wielding psi-swords. Before he can act, Runnin throws out a telekinetic blast, buffeting him backwards. He does his best "running against the wind" impression until the wave of force subsides. "Darlin', you got talent, ah reckon. But why don't you take a load off them purty little feet and let me show you how it's done! Ah'm the best that's ever been!" With that, he reaches his hand out and grips the fallen cyber-knight, hoisting her far enough into the sky that her swords can't reach anything of consequence, then spins her about-face, giving her a wonderful view of the dark skies spawned by her master, and not much else. "On account of what you've been part and parcel of, with ol' Mister Darkness out there, ah'd normally squish yer head flat as a flapjack. But seein' how you're my good friend's sister, ah reckon punishment is his deck ta deal. Why don't you just wait there while he settles up with yer boss?"
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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Sir Blurre
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Re: Day 42: This is the end

Post by Sir Blurre » Fri Jan 24, 2020 12:03 am

OOC Comments
Starting Stats: Parry 11 (-2 to be hit by technology, -1 to ranged attacks); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
30 ISP
3 Bennies

Spirit to resist TK (TN 21)
Spirit 1d12+3 = 10: 7
Wild Spirit 1d6+3 = 6: 3
Benny to reroll w/Elan
Spirit 1d12+5 = 11: 6
Wild Spirit 1d6+5 = 10: 5
Benny to reroll w/Elan
Spirit 1d12+5 = 12: 7
Wild Spirit 1d6+5 = 11: 6 ACE 1d6+11 = 15: 4
Benny to reroll w/Elan
Spirit 1d12+5 = 14: 9
Wild Spirit 1d6+5 = 9: 4
Benny to reroll w/Elan
Spirit 1d12+5 = 14: 9
Wild Spirit 1d6+5 = 7: 2
Benny to reroll w/Elan
Spirit 1d12+5 = 6: 1
Wild Spirit 1d6+5 = 10: 5
Benny to reroll w/Elan
Spirit 1d12+5 = 13: 8
Wild Spirit 1d6+5 = 9: 4
Benny to reroll w/Elan
Spirit 1d12+5 = 12: 7
Wild Spirit 1d6+5 = 7: 2
Benny to reroll w/Elan
Spirit 1d12+5 = 11: 6
Wild Spirit 1d6+5 = 11: 6 ACE 1d6+11 = 17: 6 ACE 1d6+17 = 18: 1
Benny to reroll w/Elan
Spirit 1d12+5 = 7: 2
Wild Spirit 1d6+5 = 6: 1
Benny to reroll w/Elan
Spirit 1d12+5 = 11: 6
Wild Spirit 1d6+5 = 8: 3
Benny to reroll w/Elan
Spirit 1d12+5 = 6: 1
Wild Spirit 1d6+5 = 6: 1

Wulp, that's 8 EP going down the drain.

Spirit to resist Fear (-4)
Spirit 1d12+3 = 11: 8
Wild Spirit 1d6+3 = 8: 5
7 = Success

Going On Hold to see if anyone gets me out of this.
Though Blurre is unfazed by Shibboleth's terrifying demonstration, the practical effect of the dark mage's telekinetic magic is not so easily ignored, and Blurre finds himself hoisted into the air. Ignoring Shibboleth's taunts, he calls out to his allies. "Um, little help here, guys?"
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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Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 42: This is the end

Post by Silverclaws » Fri Jan 24, 2020 2:18 pm

Fear Check 4 _
Scene Modifier: -4
[*] Spirit (1d10) 1d10 = 7: 7
[*] Wild (1d6) 1d6 = 3: 3

Benny for Extra Effort (2 remaining)
[*] Extra Effort (1d6) 1d6 = 1: 1
Last edited by Silverclaws on Sat Jan 25, 2020 9:52 am, edited 2 times in total.
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: 57
Joined: Mon Oct 08, 2018 10:52 am

Re: Day 42: This is the end

Post by Tito » Fri Jan 24, 2020 5:11 pm

Soak 10, Fear 0, Smarts 6, Agility 5, Strength 17; -5 Bennies, +Minor Phobia
Vigor: 1d10+4 = 10: 6 (+2 Elan, +2 Battle Hardened)
Wild: 1d6+10 = 16: 6 Ace:
@Tribe of One I somehow managed to break this roll. I don't need more than an 8 so I won't bother worrying about wtf happened. (1d6+4=10 1d6=10=16. The listed roll 1 is actually roll 2.)

Spirit: 1d6-4 = 0: 4 (-4 Scene)
Wild: 1d6-4 = -3: 1
Fear: 1d20+4 = 14: 10
Minor Phobia: The character gains a Minor Phobia Hindrance somehow associated with the trauma.

Smarts: 1d6 = 3: 3
Wild: 1d6 = 1: 1
Extra Effort: 1d6+2 = 3: 1

Agility: 1d8 = 5: 5
Wild: 1d8 = 1: 1

Strength: 1d12+4 = 8: 4
Wild: 1d6+4 = 9: 5
Benny
Strength: 1d12+6 = 9: 3 (+2 Elan)
Wild: 1d6+6 = 11: 5
Benny
Strength: 1d12+6 = 11: 5
Wild: 1d12+6 = 9: 3
Benny
Strength: 1d12+6 = 17: 11
Wild: 1d6+6 = 9: 3
Cassius' blades spark as the borg swipes them across Tito's hardened gargoyle hide! They shake the chihuagoyle up and cloud is vision, but it's not enough to send Tito into a rage. He knows that he has to be a good dog boy, and that if he isn't careful, he could hurt those kids.

Tito prepares to jump up to Blurre to help him when the ground begins to fall away around him. Demons claw their way up to where Tito is standing and they paw at his feet. They mention the horrible things that they will do to him, and that he will never find his friend Rocko.

Its terrible, but Tito doesn't have time to think about it. He kicks off the ground with a mighty jump that takes him all the way to @Sir Blurre. Tito brings his legs towards himself as he descends towards Blurre.

"Sir Blurre! I'm going to show you something badass, man. Get ready, ok, I'm going to kick you back down so you can get back in the fight!," Tito yells as his feet touch Blurre for just a moment...

Then the moment ends and Tito immediately kicks Blurre as hard as he can with both feet in an attempt to hurtle the cyber-knight back towards Shibboleth.

Tito's feet meet absolute resistance as he rockets back into the sky and shouts to Blurre, "Oh nooo! I'm sorry!"
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: 0/3; 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: This is the end

Post by Orrin Truthseeker » Fri Jan 24, 2020 6:32 pm

Resist Rolls
Fear Check
Spirit 1d8 = 4: 4
Wild 1d6 = 1: 1

Fear Table 1d20+4 = 14: 10 = Minor Phobia - Mind Control

Resist Puppet
Spirit 1d8 = 3: 3
Wild 1d6 = 1: 1

Single obligatory re-roll
Spirit 1d8+2 = 9: 7
Wild 1d6+2 = 3: 1
The Shibboleths response is rapid and relentless. Before Orrin can even process the diablist's power the visions of bloody torture and unspeakable terrors flood Orrin's mind. Unfortunately, it only paves the way for a the next assault. Just as Orrin's mind begins to clear and Orrin comes to his senses, he lock's eyes with the Shibboleth . Those eyes, with their festering hatred for all life, and a deep, unspeakable power pull at Orrin, and despite his best efforts, Orrin feels a black, oily presence worm its way into Orrin's mind and seize control of his body.

In his mind, Orrin screams in terror, thrashing and pull at his head, trying tear the Shibboleths vile presence from his brain. In the physical world though, Orrin's body just goes unnaturally still, a blank expression strew across the spell-caster's face.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; 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: 1019
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: This is the end

Post by Tribe of One » Sat Jan 25, 2020 11:16 am

Reaction Rolls
Cassius attacks Tito when he withdraws
Fighting 1d12+2 = 9: 7 = Hit
Wild 1d6+2 = 3: 1

Damage
1d12+2 = 8: 6+ 2d10 = 4: 1, 3

Shibboleth TK roll
Spirit 1d12 = 12: 12 = Ace! 1d12+12 = 24: 12 = Ace! 1d12+24 = 33: 9
Wild 1d6 = 5: 5

Yikes, sorry.

Ronin VS TK
Spirit 1d8 = 3: 3
Wild 1d6 = 6: 6 = Ace 1d6+6 = 8: 2
Cassius swipes recklessly at Tito as the chihuagoyle withdraws from combat, barely scratching his armor. Then the mutant Dog Boy leaps into the air, trying to kick Blurre into range of the Shibboleth, but even his prodigious strength is no match for the sorcerer's vice-like telekinetic grip. [Sorry guys, Shibby double-aced his d12 and ended up with a 33.]

Ronin, meanwhile, is wrapped up in Jack's telekinetic grip, not unlike her brother.
GM Bennies: 1/8

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Sir Blurre
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Re: Day 42: This is the end

Post by Sir Blurre » Sun Jan 26, 2020 8:20 pm

Unable to do much but float over the battle, grunting a bit as Tito's effort to knock him free fails, he reaches out through the psychic connection Runnin established between them earlier. So, Sis, let's make a pact--no matter how this whole thing turns out, we both omit this part from the story, okay?

Then he frowns as he sees Orrin's face go blank, and he calls out to the preacher. "Sir Orrin! No lollygagging--snap out of it!"
OOC Comments
Per the HJ result, Orrin gets a free attempt to break free from the Puppet effect, at +2 to the roll.
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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Kim Black
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Posts: 274
Joined: Mon Sep 11, 2017 1:33 am
Location: Wheaton, IL

Re: Day 42: This is the end

Post by Kim Black » Mon Jan 27, 2020 4:29 am

Fear 7
-4 difficulty
Spirit 1d6-4 = 2: 6
Ace 1d6+2 = 7: 5
Wild 1d6-4 = 2: 6
Ace 1d6+2 = 5: 3
Strength 14
Spirit 1d6 = 2: 2
Wild 1d6 = 3: 3
Benny for Extra Efforg 1d6+3 = 9: 6
Ace 1d6+9 = 14: 5
Dispel Shib's ETK 16
-2 for different magic, +2 Machine Maestro
Techno-Wizardry 1d12 = 4: 4
Wild 1d6 = 6: 6
Ace 1d6+6 = 8: 2
Benny for EE 1d6+8 = 14: 6
Ace 1d6+14 = 16: 2
New Mexico/Train
Afternoon
Day 41
Round 3

Kim felt the cold chill of fear grip her heart, but she fought off the effects, glaring at Shibboleth.

Then Ronin dropped into the car and blasted at Kim and the others. She managed to set her feet, her armor augmenting her strength to keep her from being thrown back.

Jack seemed to have Runin dealt with, so Kim turned her attention back to the battle. Tito was hurt, but Blurre was lifted off the ground. And something was wrong with Orrin.

She would deal with Orrin in a bit. She needed to get Blurre back in the fight and putting some hurt on Shibboleth. She lifted her dispel grenade launcher again and fired it at Blurre, hoping to knock out the telekinesis holding him.
Blurre
Blurre has Exalted Quickness
***

Exalted Quickness on Blurre (3r; -1/r)

Vigor: d12+3 (Orrin)
Pace: 8
Agility: d10
Dispel Device (9/12 PPE)
Quickness Device (8/17 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: 3/3
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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Rill
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Re: Day 42: This is the end

Post by Rill » Mon Jan 27, 2020 10:31 am

Fear Check Success, Strength Check Success
Spirit for Fear Check 1d12-3 = 0: 3 (+1 from bible partially offsets -4 modifier)
Wild 1d6-3 = 3: 6 + 1d6 = 2: 2

Strength vs. Runnin Strength 1d6 = 6: 6 + 1d6 = 4: 4
Wild 1d6 = 3: 3
Rill is unfazed by the evil sorcerer's mental assault, and even his relatively unimpressive physical strength is enough to hold off the psychic attach from Sir Blurre's sister.

Rill is burning through power almost faster than he can keep track of it, but he knows that he has a chance to put things to right. Now, with no children around to protect him, the Shibboleth is vulnerable, so, once more, Rill calls on the divine light.
Mysticism for Greater Slumber, Shibby at -2 to Resist
Mysticism 1d10+1 = 3: 2
Wild 1d6+1 = 4: 3
Mega variant
Extra Effort: 1d6+2 = 3: 1
Dang. No raise.
As before, the creature before them is bombarded by images of his own sins as the light of the Lord sears his conscience.
Character Sheet

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Silverclaws
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Posts: 229
Joined: Thu Sep 28, 2017 1:42 pm

Re: Day 42: This is the end

Post by Silverclaws » Tue Jan 28, 2020 1:24 pm

Silver is still sighted in when he watches the barrier go up around the kids. Best let the mages handle that hot mess.

He hears the ruckus near the train cars and swings the barrel of the Magma Rifle towards the sound, noticing that the top of the car has been ripped open, in a fashion. Whatever was going on there is uddenly put on hold. Silver could almost swears that he could smell @Jack 'Bullet' Jones woven into the solution.

Silver mentally ticks off opponents and their current statuses.

Shibby - handled by the magic-y types

What he guesses is @Sir Blurre's sister in the train cars - wrapped up nicely.

That leaves what Silver is guessing is Cassius. The Cassius he fought in Marron was much, much better looking than this monstrosity. With his treads wrecked by Silver's first salvo with the Magma Rifle, he has not moved anywhere else. As much as Silver prefers the challenge of moving targets, he will take this one gift and use it to its fullest.

Admiring the fine craftsmanship of the Magma Rifle his thoughts go back to when he was working caravan security for Northern Gun. NG made some nice equipment. He had declined new equipment as payment but Silver admired their work. Now a partnership between Northern Gun and the RRC, that would be quite lucrative. The NG could have a designated warehouse with the RRC and the RRC could get their TW weapons and such into the Northern markets.

Considering partnerships, Silver thought back to his first meeting with the Legion. It had not been at the Sidewinder Saloon in Black Mesa. Truth was, he had run the security for several convoys running to Castle Refuge. One particular delivery had been a Gunwolf. A Grackle-sized gunwolf, no less. That @SnackHappy fellow was one BIG lizard.

The smell of magic in the air, almost triggered Silver's cybernetic eye. Silver faught down the urge by closing his eyes tights and breathing deep. When he opened them again, he was looking over the end of the barrel at Cassius. Lucky for Silver he was part borg and understood this type of machine.

CEntral Processing Unit was likely located in the 'Borg's head.

<<ROF 3 to Cassius's head.>>
  • Called Shot: -4
    • Cassius Size: +4
    • Silver's Size: +1
    • Size Bonus: +3
  • Magma Rifle: +2

    Total Modifier: +1
Shot 1, 4 - 18 Damage, AP 2 _
Modifier: +1
[*] Shooting (1d6) 1d6 = 3: 3
[*] Wild (1d6) 1d6 = 1: 1

[*] Damage (3d8) 3d8 = 15: 3, 8, 4
[*] Acedc! Damage (1d8+15) 1d8+15 = 18: 3
Shot 2, 11 - 22 Damage, AP 2_
Modifier: +1
[*] Shooting (1d6) 1d6 = 5: 5
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 11: 5

Benny for Extra Effort (2 of 3 remaining)

[*] Extra Effort (1d6) 1d6 = 5: 5

[*] Damage (3d8) 3d8 = 17: 6, 7, 4
[*] Bonus (1d6) 1d6 = 5: 5
Shot 3, 9 -- 26 Damage, AP 2 _
Modifier: +1
[*] Shooting (1d6) 1d6 = 6: 6
[*] Aced! Shooting (1d6+6) 1d6+6 = 8: 2
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6) 1d6+6 = 9: 3

[*] Damage (3d8) 3d8 = 14: 1, 5, 8
[*] Aced! Damage (1d8+14) 1d8+14 = 16: 2
[*] Wild (1d6) 1d6 = 6: 6
[*] Aced! Wild (1d6+6) 1d6+6 = 10: 4
It would seem that the Magma Blaster/Rifle (at least this one in particular) needs some fine tuning. The first shot warbles and nearly misses. the second shot is more on target and the third, actually makes an impact. Magma and entangling insues around Cassius's head.
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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John Smith
Posts: 118
Joined: Sun Oct 21, 2018 5:49 am

Re: Day 42: This is the end

Post by John Smith » Wed Jan 29, 2020 10:34 am

Blurr Enabled Breakout Roll - 14
Spirit 1d8 = 2: 2
Wild 1d6 = 3: 3

Bennie to Reroll with Elan
Spirit 1d8+2 = 10: 8
Ace! 1d8+10 = 12: 2
Wild 1d6+2 = 6: 4

+2 from Blurrs HJ result that allowed this roll in the first place
Rolls

Greater Lower Trait - Vigor on Shibby - +2 from gear, -2 from MAP
Spellcasting 1d12 = 7: 7
Wild 1d6 = 5: 5

Greater Lower Trait - Spellcasting or equivalent? - +2 gear, -2 MAP
Spellcasting 1d12 = 2: 2
Wild 1d6 = 1: 1

Bennie to Re-roll
Spellcasting 1d12 = 3: 3
Wild 1d6 = 6: 6
Ace! 1d6+6 = 8: 2 + Elan = 10
Shibboleth makes spirit rolls against TN 8 or he reduces vigor to Greater lower trait, and spirit roll against a TN of 11 or he reduces his spellcasting die to GLT (Killer instinct)

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

Re: Day 42: This is the end

Post by Tribe of One » Fri Jan 31, 2020 1:51 pm

Shibboleth's attempt to hold on to those puppet strings = 10
Spellcasting 1d12+2 = 3: 1
Wild 1d6+2 = 5: 3

GM Benny to reroll
1d12+2 = 11: 9
Wild 1d6+2 = 8: 6 = Ace 1d6+8 = 10: 2
GM Bennies: 1/8

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Tribe of One
Posts: 1019
Joined: Wed Aug 30, 2017 9:28 am

Re: Day 42: This is the End

Post by Tribe of One » Sat Feb 08, 2020 11:23 am

More Resistance Rolls
Shibboleth vs. Kim's Dispel attempt (16)
Spellcasting 1d12+2 = 6: 4 = Fail
Wild 1d6+2 = 5: 3
ETK is dispelled

Shibboleth vs. Rill's Guilt
Spirit 1d12-2 = 6: 8 = Success
Wild 1d6-2 = 0: 2
Resists

Shibboleth vs. Orrin's GLT-Vigor (8)
Spirit 1d12 = 6: 6 = Vigor drops 2d (to 1d6)
Wild 1d6 = 3: 3

Shibboleth vs. Orrin's GLT-Spellcasting (10 -- Shib has Killer Instinct, too)
Spirit 1d12 = 7: 7 = Spellcasting drops 2d (to 1d12)
Wild 1d6 = 4: 4
Seswarick manages to shake off the wave of terror that emanates from the Shibboleth, while also maintaining the crackling cage of electricity that binds the sorcerer's physical form. Summoning a blast of lightning, he directs it at the bound foe, but it dissipates without harming him.

Blurre struggles in the air, helpless in the telekinetic grip of the wizard. Tito, chased by the terrifying phantoms summoned by the sorcerer, skates under the whirling blades of the robot Cassius and leaps into the air, hoping to kick the cyber-knight into range of the Shibboleth. The move looks good ... up until Tito slams his heel into Blurre's back, only to bounce off like he'd kicked a mountain.

Silverclaws pumps several rounds from his magma rifle into Cassius, with a similar lack of effect.

Inside the Leviathan, the remaining members of the 18th keep their feet as Blurre's fallen sister, Ronin, blasts them with her own psychic assault. Jack responds in kind, wrapping her up in a telekinetic embrace as Rill and Kim turn their attention to the Shibboleth. Rill's second attempt to overcome the sorcerer with guilt fails, but Kim manages to dispel the telekinetic grasp the wizard has on Blurre, dropping the cyber-knight into the mud.

Things threaten to go pear-shaped as Orrin succumbs to the Shibboleth's mental control, but a word of encouragement from Sir Blurre is enough to shake the wizard out of it, and he retaliates with a couple of spells that sap the Shibboleth's vigor and spellcasting ability.


Bad Guy Actions
Cassius full-auto fires at Blurre; ignores the auto-fire penalty, -3 to hit for Blurre's abilities, 1d12+2 base and +1 for twin-linked = 1d12
Shooting 1 1d12 = 3: 3 = Miss
Shooting 2 1d12 = 9: 9 = Raise
Shooting 3 1d12 = 6: 6 = Hit
Wild 1d6 = 5: 5 = Hit

Damage 1 with Raise 3d10+2 = 25: 8, 6, 9+ 1d6 = 5: 5 = 30 damage = 3 Wounds
Damage 2 3d10+2 = 18: 10, 3, 3 = Ace! 1d10+18 = 25: 7 = 1 Wound
Damage 3 3d10+2 = 19: 4, 5, 8 = Shaken, or 1 Wound

Shib Action 1: Casts GBT-Spellcasting and mega Intangibility (no MAP due to Ex. Quickness), then moves into the Leviathan; Action 2: Materializes next to the cabin where Stella is, casts Dispel on the ETK holding Ronin, then casts mega Barrier around himself and Stella (also no MAP).

GBT-Spellcasting
Spellcasting 1d12 = 10: 10 = Raise, +4d brings him to 1d12+4
Wild 1d6 = 4: 4

mega Intangibility
Spellcasting 1d12+4 = 12: 8 = Raise
Wild 1d6+4 = 8: 4

Dispel vs. Jack's ETK (-2 for different traditions)
Spellcasting 1d12+2 = 7: 5
Wild 1d6+2 = 7: 5

GM Benny for reroll
Spellcasting 1d12+2 = 7: 5
Wild 1d6+2 = 8: 6 = Ace! 1d6+8 = 13: 5

mega Barrier
Spellcasting 1d12+4 = 11: 7 = Raise
Wild 1d6+4 = 6: 2

Ronin (if free): Action 1- cast Entangle on Jack/Kim/Rill; Action 2: Move + Defend for +2 Parry
Ronin's entangle
Psionics 1d10 = 2: 2
Wild 1d6 = 2: 2

Wild Card Benny for Extra Effort + Elan

1d6+4 = 5: 1 = Success
Favoring Blurre with a look of disgust as the cyber-knight slips free, the Shibboleth calls to his mechanized lieutenant, Cassius. "Kill the knight -- I will deal with the others."

The massive 'borg responds immediately, blasting Sir Blurre with a barrage of super-heated plasma from his shoulder cannon that scores several direct hits. [Blurre is hit three times: the first for 3 Wounds, the second for 1 Wound and third causes Shaken (or 1 Wound if he's already Shaken)]

Satisfied that the cyber-knight has been dealt with, the black-cloaked adept begins weaving a series of spells of his own. The first incantation bolsters his spellcasting ability, undoing the damage done by Orrin's spell and then some. In his next breath, the sorcerer spits out a spell that causes his form to dissolve into ribbons of inky mist that easily slip free of the entangling electricity and speed toward the Leviathan, where they slither through cracks in the hull like wisps of smoke.

Materializing inside next to the cabin where Stella is stashed, the wizard spits out a guttural incantation that tears at Jack's telekinetic hold on Ronin [Jack needs a 14 or better to maintain his Exalted TK] before ducking into the room. From within, the sounds of a final spell can be heard as he summons a rune-covered iron barrier sealing himself inside with Stella. [The mega barrier is Toughness 22 (12) MDC.]

If Ronin is freed
Free of Jack's telekinetic grip, Ronin drops to the ground and flings a web of ectoplasmic spider webs at Jack, Kim and Rill [Each needs to make an Agility check: 1 or less = fully restrained; 2-5 = -2 to Pace and Agility/Strength skills; 6+ = no effect], before dashing past the trio and taking up a defensive stance [Defend for +2 Parry]next to the Shibboleth's barrier.


Initiative
Silver (Level-Headed) 1d54 = 7: 7 1d54 = 54: 54 = 8 Spades, Black Joker
Blurre (Redraw less than 8) 1d54 = 27: 27 = 2 Clubs = Reroll 1d54 = 38: 38 = King of Clubs
Kim 1d54 = 9: 9 = 10 Spades
Orrin 1d54 = 40: 40 = 2 Diamonds
Rill 1d54 = 26: 26 = Ace of Hearts
Seswarick 1d54 = 47: 47 = 9 Diamonds
Jack (Quick) 1d54 = 14: 14 = 2 Hearts = Reroll 1d54 = 52: 52 = Ace of Diamonds
Tito (Level-Headed) 1d54 = 7: 7 1d54 = 50: 50 = Queen of Diamonds and Reroll 1d54 = 50: 50 = Reroll 1d54 = 1: 1 = 2 Spades


Bad Guys (Imp. Level-Headed) 1d54 = 36: 36 1d54 = 9: 9 1d54 = 40: 40 = Jack of Clubs + 2 Rerolls 1d54 = 32: 32 1d54 = 25: 25 = 7 Clubs and King of Hearts

4 PCs beat or tie the Bad Guys' King, so PCs go first



You're up! Silver drew the Black Joker so he is +2 to all rolls and damage for the round and everyone gets a Benny!

At this point, all children have been freed and the Blue Hand warriors are all dead. You can take normal combat actions targeting Shibboleth, Ronin and Cassius.

Combat Statistics (all three are Wild Cards)
Cassius (in the middle of the battlefield): Size +4; Parry 9 7; Toughness 36 (20) MDC; Has Improved Arcane Resistance and Construct immunities; Movement is halved and -2 Parry from Called Shot on treads
Ronin (In the front car of the Leviathan, guarding the barrier and door to the cabin where the Shibboleth is with Stella): -4 to hit from Deflection, additional -2 to hit if targeted with tech attacks; Parry 14 (up to 16 this round due to Defend); Toughness 24 (14) with Psi-Shield; Has First Strike if anyone engages in melee
Shibboleth (in Leviathan cabin with Stella behind a barrier with Toughness 22 (12) MDC): -6 to hit from Greater Deflection; Parry: 7; Toughness: 29 (13) MDC with Greater Protection active and a Greater Lower Trait - Vigor.
GM Bennies: 1/8

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Sir Blurre
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Re: Day 42: This is the end

Post by Sir Blurre » Mon Feb 10, 2020 8:15 am

Lots of EP. 1 Wound remaining
Starting Stats: Parry 12 (-2 to be hit by technology, -1 to ranged attacks, -2 to be hit by anything); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
Boost Trait: Psionics, Raise, d10
Speed, Raise, x2 Pace, Free Run
Deflection, -2 to be hit
Boost Trait: Fighting, Raise, d12+3 (included in current Parry)
30 ISP
0 Bennies


All of these are purchased with EP:

First Hit 1 Wound Soak
Soak 1d6 = 5: 5
Wild Soak 1d6 = 3: 3
Soaked
Second Hit 3 Wound Soak
Soak 1d6 = 2: 2
Wild Vigor 1d6 = 2: 2
Reroll
Soak 1d6 = 5: 5
Wild Vigor 1d6 = 2: 2
Reroll
Soak 1d6 = 3: 3
Wild Vigor 1d6 = 1: 1
Reroll
Soak 1d6 = 5: 5
Wild Vigor 1d6 = 1: 1
Reroll
Soak 1d6 = 4: 4
Wild Vigor 1d6 = 3: 3
Reroll
Soak 1d6 = 1: 1
Wild Vigor 1d6 = 6: 6 ACE 1d6+6 = 9: 3
2 Wounds Soaked, 1 Wound remaining

Spend one final benny to unshake before third hit
Total EP Spent: 8

Final Stats:
Parry 12 (-2 to be hit by technology, -1 to ranged attacks, -2 to be hit by anything); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
Boost Trait: Psionics, Raise, d10
Speed, Raise, x2 Pace, Free Run
Deflection, -2 to be hit
Boost Trait: Fighting, Raise, d12+3 (included in current Parry)
30 ISP
0 Bennies
Re-Shaken by last shot.
As the railgun fire strafes Blurre, his armor takes most of it, but one of the shots does manage to strike hard enough to draw blood.
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: This is the end

Post by Jack 'Bullet' Jones » Mon Feb 10, 2020 11:25 am

Hold on tight - ETK 15
1d12+5 = 6: 1

1d6+5 = 8: 3

Benny with Elan
1d12+7 = 13: 6

WD
1d6+7 = 9: 2

EP Benny
1d12+7 = 11: 4

Ep wd
1d6+7 = 11: 4

More ep
1d12+7 = 15: 8

More ep wd
1d6+7 = 12: 5
Going for the Gusto
Psionics - Onslaught (Jack's Bullet, +2 AP) at Barrier, -2 from MAP
1d12+3 = 15: 12

WD Psionics
1d6+3 = 9: 6

Onslaught damage to barrier (no raise applicable)
6d6 = 23: 3, 2, 2, 6, 4, 6

Shooting PHC at Shibboleth (assuming wall comes down, otherwise shooting barrier) (PHC +1 Shooting)
1d8-1 = 2: 3

WD Shooting
1d6-1 = 5: 6
Ace Shooting with prior, subtract Shibboleth Greater Deflection
1d6-1 = 3: 4
EP for Benny EE with Elan
1d6+5 = 10: 5

Damage with Raise, AP 4
3d6+5 = 22: 6, 5, 6
2 Aces with prior
2d6+22 = 26: 3, 1

Shooting Hellfire Hand Cannon at Shibboleth (assuming wall comes down)
1d8-2 = 0: 2

WD Shooting
1d6-2 = 0: 2
Jack feels the burn of the Shibboleth's attempt to free his minion. The gunfighter pushes back with all of his will, fueled by the thought of this devil's intentions with the angel, Stella. "Ah done said she's takin' a powder, there, fella. Ah reckon maybe ah'll convey the message personally, if'n y'ain't followin' that donkey. Try a little a' THIS!" And with a mental burst of energy, a particle beam lances the barrier, sundering it and the magic holding it in place. Before the Shibboleth can blink, Jack speeds a shot from each pistol. His old faithful, the Pearl-Handled Colt, finds its mark, convincing the Shibboleth that he means business. "Ah got more where that came from, you dirt-eatin' dunce! Get away from that girl!"
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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Location: Wheaton, IL

Re: Day 42: This is the end

Post by Kim Black » Tue Feb 11, 2020 1:47 am

Dispell iron barrier 10
-2 vs Spellcasting, +2 Machine Maestro
Techno-Wizardry 1d12 = 7: 7
Wild 1d6 = 1: 1
Benny for EE 1d6+7 = 10: 3
New Mexico/Train
Afternoon
Day 41
Round 4

“Oh, no you don’t!” Kim growled, once again turning her dispel launcher on Shibboleth and his iron barrier. She needed to keep him exposed so the others could put him down and keep him away from Stella.
Blurre
Blurre has Exalted Quickness
***

Exalted Quickness on Blurre (5r; -2/r)

Vigor: d12+3 (Orrin)
Pace: 8
Agility: d10
Dispel Device (9/12 PPE)
Quickness Device (5/17 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: 3/3
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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Rill
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Re: Day 42: This is the end

Post by Rill » Tue Feb 11, 2020 10:10 am

Mysticism to Heal Blurre, Success, Trapping Gives Free Roll to Unshake if Needed
Mysticism 1d10+1 = 4: 3
Wild 1d6+1 = 2: 1
Benny for EE to overcome -1 from the wound: 1d6+2 = 5: 3
Activating his Techno-Wizard jetpack, Rill flies to @Sir Blurre's side. Reaching down for his fallen friend, he says a quick prayer and is once again filled with divine light, which bleeds out from Rill to Blurre and settle's on the Cyber-Knight's wound.

"Come now, Sir Blurre. Our friends need your aid."
Character Sheet

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

Re: Day 42: This is the end

Post by Tribe of One » Wed Feb 12, 2020 12:53 pm

Shibboleth's barrier vs Kim's bazooka
Spellcasting 1d12+4 = 11: 7
Wild 1d6+4 = 9: 5
The runes on the Shibboleth's summoned barrier blaze with pale fire in the wake of Kim's dispel attempt, but the iron wall holds.
GM Bennies: 1/8

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

Re: Day 42: This is the end

Post by Seswarick » Wed Feb 12, 2020 8:53 pm

Seswarick circles for a moment when Shibboleth transforms and makes for the train car. Seeing the warlocks barrier drop to gunfire almost as fast as it was erected gives the young Lyn-Srial a chance to strafe, one he does not miss.

Hurtling along parallel to the crashed machine he unleashes a blast of lightning as he passes.
Action one, Lightning blast, Hit 28 MD AP4
Cost: +2 to roll 4 ISP, +4 AP 2 ISP. Cost 6 ISP
Modifiers: Deflection -6, Major Psi +2. Net -4
Psionics 1d12-4 = -1: 3
Wild 1d6-4 = 1: 5 Benny for EE 1d6+3 = 6: 3
Damage 6d6 = 22: 2, 2, 6, 3, 6, 3 Aces 2d6+22 = 28: 2, 4
It strikes the trains fuselage but instead of grounding out it arcs off the metal and into the villain. Pulling up into a climb he readies the magma rifle he received recently as his climb stalls out and turns into a dive that he pulls out of to return along the path he'd just followed. As he passes the car with Shibboleth a second time he fires a burst of magma fire at their foe.
Action two, Draw and fire magma rifle
Modifiers: Deflection -6, MAP -2, gun mods +2, 3rb +2. Net -4
Shooting 1d6-4 = 0: 4
Wild 1d6-4 = 0: 4
His gunfire also strikes the train but not miracle of fortune helps to correct this misfire.
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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Sir Blurre
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Re: Day 42: This is the end

Post by Sir Blurre » Wed Feb 12, 2020 9:24 pm

OOC Comments
Current Stats:
Parry 12 (-2 to be hit by technology, -1 to ranged attacks, -2 to be hit by anything); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
Boost Trait: Psionics, Raise, d10
Speed, Raise, x2 Pace, Free Run
Deflection, -2 to be hit
Boost Trait: Fighting, Raise, d12+3 (included in current Parry)
30 ISP
0 Bennies
Re-Shaken by last shot.

+1 Benny due to party drawing a Joker

Free Unshake roll from Healing Trapping:
Unshake 1d12+3 = 7: 4
Wild Spirit 1d6+3 = 7: 4
Unshaken

Spending 4 ISP to maintain Powers (Quickness was cast by Kim)

Quick Round 1 Actions:
Run (free action) to Shibboleth, Wild Attack Twice, first strike gets Charge/Overrun bonus, all attacks cost +3 ISP to do +12 Damage (total of 12 ISP spent this round)
Shibboleth Stats: -6 to hit from Greater Deflection; Parry: 7; Toughness: 29 (13) MDC with Greater Protection active and a Greater Lower Trait - Vigor.
Fighting 1d12+3, +2 for Wild Attack, -6 for Deflection, No MAP due to Exalted Quickness,
Fighting 1d12-1 = 7: 8
Wild Fighting 1d6-1 = 2: 3
Hit Damage (includes +2 from Overrun and +12 from extra ISP) 1d6+12 = 17: 5 + 3d12+3 = 18: 2, 11, 2 = 35 AP 8 = 3 Wounds and Knocks Shibboleth Prone.

Subsequent rolls assume that Shibby is Prone (+2 to attacks against him); if this is not the case due to Soaking, then notes will be made to show what difference it might make.

Second Attack:
Fighting 1d12+1 = 8: 7
Wild Fighting 1d6+1 = 6: 5
Hit Damage (+12 from ISP): 1d6+12 = 13: 1 + 3d12+1 = 21: 9, 7, 4 = 34 AP 8 = 3 Wounds
{IF NOT PRONE: Will spend Benny to turn attack into an automatic hit]

Quick Round 2 Actions:
Let's do that again, without the Charge, still Wild Attacking and burning ISP:
First Attack
Fighting 1d12+1 = 11: 10
Wild Fighting 1d6+1 = 6: 5
Raise Damage (Format: Strength + Weapon Damage + Raise): 1d6+12 = 18: 6 + 3d12+1 = 23: 7, 3, 12 + 1d6 = 6: 6 = 41 before ACES: Strength Ace, Weapon Ace, Raise Ace: 1d6 = 3: 3 + 1d12 = 6: 6 + 1d6 = 4: 4 = 50 base damage + 10 Raise Damage = 60 AP 8 = 9 Wounds
[IF NOT PRONE: No Raise, 6 Wounds instead]

Second Attack
Fighting 1d12+1 = 9: 8
Wild Fighting 1d6+1 = 2: 1
Hit Damage: 1d6+12 = 16: 4 + 3d12+1 = 18: 9, 6, 2 = 34 AP 8 = 3 Wounds
[IF NOT PRONE: No difference]

Current Stats:
Parry 10 (-2 to be hit by technology, -1 to ranged attacks, -2 to be hit by anything); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
Boost Trait: Psionics, Raise, d10
Speed, Raise, x2 Pace, Free Run
Deflection, -2 to be hit
Boost Trait: Fighting, Raise, d12+3 (included in current Parry)
18 ISP
1 Bennies

If Shibboleth was not knocked prone, then 0 bennies
Dropped on the ground as the telekinetic grip is released, Blurre hops up even as Rill's healing blessing flows through him, mending the Cyber-Knight's wounds and clearing his head from the shock of the injury. When he sees Seswarick punch a hole through the barrier with the magma gun, he doesn't hesitate--dashing forward recklessly, he draws upon his inner might and rains down a furious series of blows--one, two, three, four--all of them capable of dropping any lesser foe outright, and any two of them likely to fell even this monster, without the intervention of some sort of dark blessing Shibboleth might draw upon.

Or at least, that was the intent. However, as the first two attacks strike Shibboleth, something goes awry....
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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Tribe of One
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Re: Day 42: This is the end

Post by Tribe of One » Thu Feb 13, 2020 8:03 pm

With Ronin wrapped up in Jack's telekinetic grasp and Cassius still limping across the scorched desert sands outside, the heroes of the 18th COT turn their attention to the Shibboleth, whose dark sorcery threatens their beloved Stella.

First Kim launches another dispelling grenade at the rune-covered barrier protecting the sorcerer, causing it to flare but not fail. Jack's anger is not so easily turned aside, however, and a split second later he splits the iron wall with a psychic blast, shooting into the gap immediately and knocking the shrouded warlock off balance with a shot from his favorite Colt.

Seswarick presses the attack with a blast of electricity that -- for a moment -- crackles across the Shibboleth's cloaked form. Outside, Cassius roars in surprise.

Blurre, free of the Shibboleth's arcane grasp and healed by Rill's prayers, charges into the Leviathan, heedless of danger. Darting past Stella's pale form, he stabs his psi-sword past the Shibboleth's eldritch defenses, plunging it deep into his cloaked form ...

All hear the roars of pain and fear that follow -- from Cassius. Only Tito remains outside to see the blade of Sir Blurre's psi-sword emerge from the massive construct's chest, as the last arcs of Seswarick's earlier attack play across his form. An iron amulet with the symbol of a baleful eye glows briefly around the 'Borg's neck as he utters his final, crackling words: "Master, No! I can ... still be of ... use ..."

In one smooth motion, Blurre withdraws his blade and plunges it again into the Shibboleth. This time, the cry of pain comes not from Cassius, but from Ronin, who hangs motionless in the air with Blurre's psi-sword sprouting from her abdomen.

Her own amulet glows red as Blurre withdraws the blade and smoke rises from the wound -- not immediately fatal, but she clings to life only by the slenderest thread.

Only he hears the words Runnin sends echoing into his mind.

Aaaaah, Turtle ... Told you, you can't save everyone, she says, the sound of her thoughts summoning bittersweet memories in Blurre's mind. It's okay, though. One more place for me to get to first ... just have to go it alone. Know I wasn't always ... Sorry, little brother. Run your race. Save a spot for you across the finish line.


Children weren't the only human shields bound to the Shibboleth. The bonds of servitude Cassius and Ronin entered into voluntarily were even stronger, allowing the sorcerer to trade his own death for theirs. The choice now is Sir Blurre's -- will he continue with that third strike, killing his sister, so the fourth can find it's true target?
GM Bennies: 1/8

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Sir Blurre
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Re: Day 42: This is the end

Post by Sir Blurre » Fri Feb 14, 2020 6:46 pm

OOC Comments
Quick Round 2, Adjusted.

Current Stats:
Parry 10 (-2 to be hit by technology, -1 to ranged attacks, -2 to be hit by anything); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
Boost Trait: Psionics, Raise, d10
Speed, Raise, x2 Pace, Free Run
Deflection, -2 to be hit
Boost Trait: Fighting, Raise, d12+3 (included in current Parry)
24 ISP
1 Bennies

Three actions:
Use Shield as Touch Attack vs. Shibboleth (Ambi eats Off-Hand)
Attack with Whip for Non-Lethal damage (Two-weapon fighter cancels MAP)
Reset shield back to defensive position. (Quickness cancels MAP)

Shield Touch Attack
Fighting 1d12+5 = 8: 3
Wild Fighting 1d6+5 = 9: 4
Hit: Targert (presumably Runnin) must roll Vigor or be Incapacitated
Damage: 2d6+2 = 8: 5, 1

Whip Attack, Non-Lethal
Fighting 1d12+2 = 4: 2
Wild Fighting 1d6+2 = 3: 1
Miss

Shield Reset

Current Stats:
Parry 12 (-2 to be hit by technology, -1 to ranged attacks, -2 to be hit by anything); Toughness: 14+2 (4) melee, 18+2 (8) ranged
Exalted Quickness, two full turns/rd, ignore first two points of MAP.
Boost Trait: Psionics, Raise, d10
Speed, Raise, x2 Pace, Free Run
Deflection, -2 to be hit
Boost Trait: Fighting, Raise, d12+3 (included in current Parry)
24 ISP
1 Bennie


Blurre checks his furious rain of blows as the true nature of the situation becomes evident.

C'mon, Sis, do you really think I'm any less stubborn now than when I refused to yield the cookie-jar to you? Now, this may sting a bit, and I am sorry about that.

Then, with a grimace, he shifts gears, thrusting the shield forward and striking with the Psi-Whip to keep the blows from being lethal; this does throw him a bit off-balance, however, causing the whip attack to skitter off ineffectually, though the shield does smash into Shibboleth's face before Blurre sets it back into position.

"One of you spell-casters needs to figure out how to break the connection to Runnin! Then I can finish this coward!"
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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Re: Day 42: This is the end

Post by Tribe of One » Sat Feb 15, 2020 11:46 am

Resistance Roll
Shibboleth rolls to resist the stun
Vigor 1d6-2 = 0: 2
Wild 1d6-2 = 2: 4
Don't be a blockhead, Turtle. The necklace doesn't come off, not without me dyi ..., Runnin's thoughts are cut off as the blow Blurre delivers to the Shibboleth knocks her unconscious.

The sorcerer, gathering himself after the rain of blows, begins laughing mercilessly.

"Always such weakness. Unwilling to sacrifice the memory of a sister who died long ago," he says, gripping Stella by the iron collar around her neck. "No matter. I have no such compunctions."
GM Bennies: 1/8

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Orrin Truthseeker
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Re: Day 42: This is the end

Post by Orrin Truthseeker » Mon Feb 17, 2020 10:50 am

History roll for Christian Theology - 8 -Success
Knowledge History 1d10 = 8: 8
Wild 1d6 = 3: 3
Knowledge Arcana for Amulet (just in case) - 11
Bonus: +2 from Armor
Knowledge Arcana 1d8+2 = 9: 7
Wild 1d6+2 = 8: 6
Ace! 1d6+8 = 11: 3
Orrin's blood goes chill when he sees the amulet on Ronin flare in the arcane spectrum just as Blurr delivers what should have been a crippling blow to the Shibboleth. Giving off the same, albeit more powerful, signature as the links to the children, Orrin knows exactly how terrible their situation is.

Orrin had spent a lot of time traveling with the cyberknight, and if there was one thing he knew about Blurr it was that he would do anything to save his sister. There was no way he would let her die in order to kill Shibboleth.

Unless...

Orrin quickly patches through a private line to Rill. He doesn't want Blurr overhearing this conversation...

"Preacher - If I recall correctly, your God has from time to time blessed his followers to be able to bring the deceased back to life correct? Do you have that kind of favor from your God? Could you bring back Ronin if she dies?"

While Orrin communes with @Rill , he inspects the amulet on Ronin's now limp body, just in case his other plan doesn't pan out.
Orrin Truthseeker
Orrin Truthseeker
Wounds: 0/4; Fatigue: 1/3; 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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Tribe of One
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Re: Day 42: This is the end

Post by Tribe of One » Mon Feb 17, 2020 11:07 am

A brief look at the auras surrounding Ronin's amulet tells Orrin all he needs to know: Although similar to the siphon the Shibboleth established with the children, this one is much stronger, forged as it was with a willing adult subject who entered the bargain with full knowledge of its consequences. He sees no way to break the connection by arcane means.
GM Bennies: 1/8

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Rill
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Re: Day 42: This is the end

Post by Rill » Mon Feb 17, 2020 1:11 pm

Orrin Truthseeker wrote:
Mon Feb 17, 2020 10:50 am
Orrin quickly patches through a private line to Rill. He doesn't want Blurr overhearing this conversation...

"Preacher - If I recall correctly, your God has from time to time blessed his followers to be able to bring the deceased back to life correct? Do you have that kind of favor from your God? Could you bring back Ronin if she dies?"
Rill responds, "Yes, if our efforts here are not enough to save her, I can attempt to raise her. It would not be an easy thing, nor a sure one, and only God can decide whether to once again link soul and body. I would caution you that such powers are not to be trifled with and should be relied upon only as a last resort. Truly, they are best relied on following a last resort.
Character Sheet

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Kim Black
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Re: Day 42: This is the end

Post by Kim Black » Wed Feb 19, 2020 3:02 am

Greater Entangle 18; Shibby needs to make an Agility roll vs 18. Fail, he is full entangled. Fail-raise, his escape attempts are at -4. There is also an acid/corrosive trapping, so he must make a Vigor roll or suffer Fatigue.
+2 Machine Maestro
Techno-Wizardry 1d12+2 = 7: 5
Wild 1d6+2 = 8: 6
Ace 1d6+8 = 14: 6
Ace 1d6+14 = 18: 4
New Mexico/Train
Afternoon
Day 41
Round 4

Kim gasped as Blurre’s psi-sword came out of his sister. “That bastard!” she exclaimed. They had to save Stella. She could fix all this!

Kim whipped out her ocarina and blew the haunting, discordant sound on it. Small tears in reality emerged around Shibboleth, and slimy tentacles dripping green acid wrapped around the evil mage.
Blurre
Blurre has Exalted Quickness
***

Exalted Quickness on Blurre (5r; -2/r)

Vigor: d12+3 (Orrin)
Pace: 8
Agility: d10
Dispel Device (9/12 PPE)
Quickness Device (3/17 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: 31/25
Bennies: 3/3
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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